We're back online and ready to do some more public play testing this afternoon! I was amazed by how few bugs we found yesterday... but all the ones we did find are fixed, and there have been some significant balance tweaks!
Apart from that, I've only had the chance to add one more map (it's another classic map from the original Proelium). Everyone who stopped by yesterday had a great time, so come an join us public testing round 2!
http://www.byond.com/games/SilkGames/Proelium2
ID:48962
Oct 6 2008, 10:11 am
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Is it off for the rest of the day? Every time I get on the game is off before I get to try it, you should really keep it on longer or bring it back up at different times : /
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The Magic Man wrote:
Firstly, the gameplay seems kind of clunky. This is more of a BYOND problem that anything I would say, but trying to smooth out the movement in particular would be a massive improvement. What do you mean by clunky? I had noticed the game speed in general is set at a lower speed. It's not exactly "lag" seeing as everyone else is moving at that slow speed as well. It's like an increased world_tick or something. I didn't say anything because I thought I was only getting that because I was playing the game through a virtual machine on my macintosh. |
The gameplay feels slower than Proelium because movement is one tick slower (ex: spawn(2) instead of spawn(1)). I prefer this setting as I think it makes for a more balanced game.
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Firstly, the gameplay seems kind of clunky. This is more of a BYOND problem that anything I would say, but trying to smooth out the movement in particular would be a massive improvement.
Secondly. Combat is kind of more about luck than skill at the moment.
If you are in melee range it is pretty hard to hit someone that keeps moving. Simply because they can quickly and easily move out of the tile(s) that your attack effects.
Ranged combat is even mor about luck. Since most projectile attacks seem to move rather slow it is easy to totally avoid them.
In reality, if I point a gun at someone and fire they have 0% chance of moving out of the way of the bullet, even from 100 meters away they have like... 1/3rd of a second (or less depending on the gun, but for an average hand gun 1/3rd to 1/4th of a second) to move out of the way of the bullet. My advise is to try and imitate this in the game. If I fire and someone is in the direction I am facing they get hit, no exceptions (unless the projectile is purposely slow moving).
Third I would advise giving each class a description and info on them and their abilities. Some classes have fairly easy abilities to work out, but the reanimator for example, it's second skill I could not for the life of me figure out what it was suppose to do.
Finally I suggest fixing the balacing issues the game has.
Some classes just seem stronger than others. Assassins in particular seem really imbalanced if you ask me. They are impossible to notice once disguised and can basically one shot kill anyone. That is much too powerful when compared to some other classes in the game.
Address those issues and get a decent host with minimal lag and you'll have a pretty good game on your hands!