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#1 |
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Junior Member
Join Date: Sep 2007
Posts: 7
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Please note that I've been playing UT and UT2(00x) in TDM for like 8 years now and that my opinion only relates to the playmode called "TDM professional" and DeathMatch and that I don't care about any modes with vehicles or any other modes than DeathMatch and TeamDeathMatch so that I'm only speaking in meaning of making the game perfect for those modes.
Please accept further that as the responsible leagueadmin for UT2(00X) in the German and international sections of the Electronic Sports League (ESL), I know what I'm talking about and will give my professional opinion based upon experience in competitive UT1 and UT2 and not a FFA-based statement. The five steps that need to be taken aren't that complicated and I hope that the devs will read this and add them within the first patch: 1st: The command "ThrowWeapon" can already be binded to a key via ini-editing, same goes for "WeaponBOB" and "LandingViewShake" which can be turned off by ini-editing. These options should be in the menus! 2nd: "FriendlyFire"-Mutator needs to be configurable to change the rate of damage done to your teammates if you hit them. 3rd: "NoSuperPickups"-Mutator includes Redeemer as well as Damage-Amp, Shieldbelt, Invisibility etc. - this Mutator should be configurable, too, in order to allow to remove only SuperWeapons. Alternatively, a mutator "NoSuperWeapons" would be an option. 4th: The Demo-Viewing in 3rd-Person with the static direction of the look if you're using "behindview 0" needs to be fixed. The demos are used to detect cheaters in league-games by unnatural movement and this seems impossible with the current state of demoviewing. 5th: Either remove the lodbias option or make it available in the menus (first option preferable) to make things even for players. Now let me say that you did a pretty good job on the game, the skins are well visible without looking ridiculous, the feedback on hits is done rather well and it's already fun to play. Now we need from you the above mentioned 5 things in order to make the game fun on a competitive level. The demowatching is probably the most difficult part but also the least important - all other things are optional in using and should be easy to implement. Kind regards Chris "gam" Eilers ESL Admin |
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#2 |
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Senior Member
Join Date: Oct 2007
Location: Deemer-Spawnpoint
Posts: 399
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So you say there already is throwweapon? You are the (to my knowledge) first to report this and I am very happy if this really is true.
I agree that the game has the potential to "eat a lot of my free time" and I´d be glad to spend it (as soon as my preordered copy arrives). And I also agree there are a few things that should be added, mainly a bunch of settings that were included in UT99. These combined with UT3 would make UT3 it a kick-a$$-game. So far, good job, Epic. :thumbsup: But a small "we are working on it" would make a lot of people pleased.
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#3 |
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Junior Member
Join Date: Sep 2007
Posts: 7
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You can bind ThrowWeapon by adding
Bindings=(Name="SpaceBar", Command="ThrowWeapon") to the "[Engine.PlayerInput]"-section of your UTInput.ini, where SpaceBar is the key that I'm using for throwing the weapon. It only works, if the mutator "WeaponRespawn" is loaded. Btw. another good thing would be if the game remembers the settings for instant action as it is really pita to do them over and over again... |
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#4 |
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Banned
Join Date: Jan 2007
Posts: 291
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nice post gam. these things should have been in the game when it was released.......... now lez hope it gets fixed rather sooner than later in a patch
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#5 | |
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Senior Member
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Quote:
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C2D E6750@1,2v, Gigabyte P35-DS4, 2x1024 MB Crucial Ballistix 4-4-4-12@1T, XFX 8800 GTS 640 @580/900 ![]() #ut1 #ut1.duel #ut.303 #Deck16][ #ut.jolt #ut3.jolt @ irc.quakenet.org |
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#6 |
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Member
Join Date: Sep 2006
Posts: 59
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great post, overall the game is great in my eyes - the 5 things that gam has mentioned are the only things that indeed need to be fixed
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#7 |
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Banned
Join Date: Jan 2007
Posts: 291
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- fov
- mousesens - serverbrowser - paste in console |
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#8 |
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Banned
Join Date: Dec 2006
Posts: 459
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you've hit 5 minor points which wouldn't change all that much, successfully missing far more major points.
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#9 |
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Junior Member
Join Date: Aug 2007
Posts: 15
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They are essential in tdm so no, they are not minor points
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#10 |
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Senior Member
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- Weapon throw
- Friendly fire - No superweapons / Amp / invis - Demo playback - Eye height fix - GUI - Serverbrowser - fov save not to set after each death - sens 0.* - paste in console My hopes for upcoming patches :< - in no particular order
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C2D E6750@1,2v, Gigabyte P35-DS4, 2x1024 MB Crucial Ballistix 4-4-4-12@1T, XFX 8800 GTS 640 @580/900 ![]() #ut1 #ut1.duel #ut.303 #Deck16][ #ut.jolt #ut3.jolt @ irc.quakenet.org |
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