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Madkill40

Phase 5 Beta Testers
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Posts posted by Madkill40

  1. In the late 80s Beachhead was designed [On paper] to be the best place for anybody to ever go and to this day people still want to go there, the moment players-in-the-know found out Beachhead might come to RenX they never stopped pleading for it to be made and over time the flare of Beachhead was never truly realized - Its an idea that will live on through the ages but it resides in death

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  2. On 6/2/2020 at 4:34 PM, isupreme said:

    What does the fact that no one wants to command say?

    Too many backseat-commanders..? Here's potentially why as well...

    If you are commander you may get criticism on your commanding and by all means, if I'm in voice chat from now on I'll be a total prick to non-constructive criticism players - until people can be civil to one another when giving feedback - because otherwise being the Commander can be quite damaging when a few assholes (who may or may not be regulars or developers) provide the assaholic feedback to the commander in the form of: "really fucking sucked" "so bad" "was not worth playing today"

    Fuck you all and your toxic 'feedback'. 

    I've witnessed and been on the end of it, its definitely not the game to blame for this one but other players who can't handle losing and justify taking out their frustrations on their Commander in a non-humorous/constructive way

    The Commander takes the responsibility of their teams' losses. That's it. Its not their responsibility to be a complaints department during or post-game.


    Constructive criticism; Providing feedback of what the commander did wrong, whilst simultaneously providing how they could improve.

    If you can provide feedback on how your Commander could improve, then shut the fuck up with reminding somebody of just their wrong-doing in such a horrendous way. 

    Don't be a fucking MOBA community. Be a fair one, a friendly one, a growing one.

    A Commander can self-criticise themselves as harshly as they want. 

    Commanding is fun, its the words of sore-losers that absorb the fun because the fear of loss is more than just numbers in a game.

    Edit: Within regards to PUG Commanding. 

     

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  3. On 5/26/2020 at 11:17 PM, Ryz said:

    Yes... me again about the same subject I've been complaining about for years... Why? Cause thousands and thousands of voluntarely hours have been invested in a game that really looks nice and plays well.

    Help players learn the game and improve if ye so dedicated to improving balance...

     

    On 5/26/2020 at 11:17 PM, Ryz said:

    many, many, many, many times, but since no action has been taken I am doing it again also because I know a large group of the players feels like this.

    no need to waffle like this omg

    On 5/26/2020 at 11:17 PM, Ryz said:

    And yes I realize implementing balance changes takes time... But if you don't invest it, all other time invested will also be for nothing in the end. Cause in the end the game we love will not be there if it keeps scaring new people away cause a combinations of balancing issues and behaviour...

    What if I told you

     

    you made so little sense if you truly believe players are "scared away" by balancing issues and its not, perhaps, unsportmanlike behaviour during play that scares new players away. Balancing can put players off - but again, what happens in-game when things don't go a teams' way? "BALANCE" 

    You state there's a surge of "new players" each patch, if every thing you do when you play a new game is criticized by other players by PoInTiNG OuT ThEiR fAiLuReS then that's as off-putting to play this game as your statement is nonsensical "scaring new people away cause a combinations of balancing issues and behaviour" 

     

     

    On 5/26/2020 at 11:17 PM, Ryz said:

    TL:DR
    Without spending a fair amount of work on balancing features and a common sense by the community itself EVERY minute spent on new content will be for a small group that will never grow. Thousands of hours work for great content with a small reach...

    Must. Not. Make. Dick. Pun.

     

    On 5/26/2020 at 11:17 PM, Ryz said:

    In detail.
    The main issues basicaly leads back to ONE problem:
    No auto balancer (or whatever you call it)

    That wouldn't be a problem if teams get randomly arranged and people stick to that team (or switch side and reconnect get disabled). You might win some, you might lose some, but in reality people switch and this tends to cause a snowball effect. 

    Or maybe we just add something more modern than the original Renegade.

    When you join the server I'd like a graphic of which team I want to be on at the beginning of every game.

    We never get to pick the team we want to be on at the beginning of the round and like... could we just give it a fkn try? ^^; 

     

    [ Nod ]  - -  - - - - -    [UI]  - - - - -  - -  [ GDI ]

     

    On 5/26/2020 at 11:17 PM, Ryz said:

    Who tend to switch?
    1) People who don't like Nod / GDI ( a few)
    2) People who don't like competition / be part of a less good team. In short it turns out usually the majority of snipers move to one team...
    3) Long term players who play with friends... Usually also good players
    4) Players who know which side is stronger and like to join this team (a couple of players each game)
    5) Players who know which side a map favours...
    6) And sometimes ppl who don't like bar / hon or whatever building is down.... 

    Remember what I said about critizing other players' failures? Though a useful observation but just teach people the good parts of being on either team. Let players learns without interruption too is also just as helpful sometimes, rather than being over-imposing.

     

    On 5/26/2020 at 11:17 PM, Ryz said:

    While the other team likely has they afks and the new players. This leads to the team with the bigger chance to win becoming even stronger... And it leads to games where the outcome is almost decided before it even started... 

    Maybe there could be a hotkey which allows players to self-moderate AFK'ers. "Tag for AFK" - if a player is still for longer than 2 minutes another player can hit   -   to tag for AFK. This means this player will be replaced by the next player who joins this team. [If player who's tagged begins to move or is already moving, tag is invalid]

    Bam. A way for a fair self-moderation. Heck, don't even need the tagging. Auto-AFK that already exist works, just add an auto-replace :D

     

    On 5/26/2020 at 11:17 PM, Ryz said:

    Only this night I've seen 4 games where one team was locked in base and NEVER left the base for more then one minute... I spent at least one hour getting spawnkilled or killed in front of base while being on Nod on Reservoir and after it on Eyes... After this I suddenly was with most of the good teamplayers and 4 or 5 very good snipers. We locked GDI in base on Field within less then two minutes. If I don't count Reservoir (hard to destroy harv there) I've seen the losing team get 1(!) Harv in over one and a half hour of various games... Not to mention Nod won this Field game without any struggle (and if you ask me without any fun for both sides, but with LOADS of people leaving the game...).

    You do realise that if a team knows what to do in some majority of its team mates, no balancing in the world can prevent scenarios like this? This is more the fact of new players somehow ending up on a new team in some majority. Whereas if at the beginning of a round, players always got to choose regardless - self-moderation is then possible among the players and if they don't adhere to a 'team stack' guideline then moderators/admins are within their right to re:balance teams, because each player to some extent is responsible for the team balancing.

    And Ryz, this doesn't mean you can try to dictate who should be on what team for every single public game. [That's not me saying don't, just conditioning this idea of self-moderation]

     

    On 5/26/2020 at 11:17 PM, Ryz said:

    I am affraid we cannot change the behaviour of good snipers cause...

    Making it more difficult for snipers to base-camp seems map related in issue. Sniper-reduction range volume, perhaps? So snipers attempting to base-camp have a reduction in range? So StevieSneakerSniper at the back of the base has to be within rifleman range..? Doesn't seem right... maybe instead if a sniper in one lifespan kills the same player more than 4 times in a row , that player gets some visual hint that they CAN LOSE if they die a 5th time by this player, but will return in another 4 consecutive deaths. Could do this across the board actually, as a way of the game being nice to new and current players if they're being stomped by one particular player who hasn't died yet. Credit bonus on the revenge defence or revenge kill for the two involved parties [bear in mind, you could come back to hunt the sniper in a tank or avoid them all together] 

    Obviously this, like the team-select at game-start too, are serverside options..? 

    @kira mutator concept :D

    • Like 1
  4. Just send your money to me and I'll create a mega server (by purchase only) and it will be under my will and commandership! Donate your money to me and it will ignite a board with 32 - 64 - 82 - 101 - 124 slot servers. You'll love it, more players among every server across it all like in the OldRen days where people were wholesome in their participation and lastl- Oh shit DDoS

  5. 12 hours ago, HIHIHI said:

    I'm pretty sure any raising of funds from the public would be in violation of the agreement with EA, whether or not Totem Arts was set up as a non-profit.

    If anything, declaring RenX legally as non-profit would likely infuriate EA Games and that's just because of the terms "legally non-profit" 

    Plus what HIHIHI said

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  6. Just turn up to the PUG over at the RenX Discord on either Saturday and/or Sunday for 7pm GMT and the moderators will assign you to Team 1 or Team 2 within that hour. Teams change every week as do the Commanders (which to be the teams' commander, you can simply volunteer)

  7. Just don't attempt to remake the oldRen tutorial level but instead have a fresh tutorial level with influences of the old one. A 1:1 tutorial level remake doesn't help when there are things not in the original Ren anyway imo. Besides, I think RenX should have a Nod-based tutorial level instead of a GDI-based tutorial level as Nod have certain things which do not transfer onto GDI so it might be more beneficial. 

    Perhaps use of the survival bot spawners will help too after a certain point in the tutorial

     

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  8. On 4/16/2020 at 9:26 PM, Guest JJ. said:

    but if she just gets her butt kicked over and over she won't even try

    Unfortunately anybody who can't stomach losing can't stomach RenX

  9. 7 hours ago, Tytonium said:

    you will never be able to have 2 servers populated to 48 players, unless it is Saturday and

    It's a fucking amazing achievement to finally have 2 Servers going on ANY day so don't go degrading what a lot of effort members of the community put into encouraging an attempt at Server Runner-up #2 filling up. Ever.

    Game is amazing for a FREE GAME , really decent servers [also free], optional donation's only for server operational costs. 

    Encouraging players to populate another server - I sometimes wonder what some of the playerbase think starts any of those servers up in the first place [i.e. somebody has to join 1st, 2nd, 3rd etc...]

  10. 50 - 60 player count imo.

    For performance reasons and also not necessarily all the same size player count either. Give players a chance to experience different types of servers and broaden horizon's into what the game once reflected originalRen days. 

    Lets have a 32, 40, 52, 58 and a 60 different server player slotted servers. [probably already happening anyways] 

    Let players learn how different player caps can affect gameplay here at RenegadeX.

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