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Author Topic: GVH:Cold Demise feedback  (Read 43108 times)

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December 24, 2009, 11:03:49 PM
Reply #195

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #195 on: December 24, 2009, 11:03:49 PM »
Quote from: "white"
Not even a smart response.

So you rather take a shortcut during the beginning of a match when humans are chucking EVERYTHING in front of them? Yes! Because it's a smart idea to throw yourself in a grenade-infested battle ground amidst a giant war. YOU'RE SO CLEVER!

Quote from: "White"
It favors all the fucking ghouls because the god-damn map is crowded.
CAMPING IS HOW THE HUMANS WIN IN THAT MAP.

It's that, or never stop wandering around.

I think who you meant to rebuke is Carthief, because he is in favor of an anti-camp/anti-teleport camp deterrent.

Also Sjas in that map stink.

Quote from: "White"
I would agree with you to a certain extent if I haven't seen Ghouls win in this map, or many others WAY too many times. What REALLY needs fixing is the classes right now, maps should come second in the order of change. Maps are only currently favoring certain classes, which is a horrible trait for any class based modification to have.

You're asking for an impossibility. Unless you want someone to make one map and rotate that same map 30 times, you are going to have a slant. What's the best example of a slant? Claw Fist, Urban Decay, Solaid, The Other Side, and AEONS favor Jitters specifically. The only reason why I brought that narrow example wasn't to attack jitters, but because slants occur (Aztech, Dark Station, That one Temple map, and Gvh25 favor humans).

Carthief and I saw how you feel about a class balance. What was it that happened in your wad? Oh yes, Jitter range chomp got reduced in halve, reduction of HP during the attack, more chances of push instead of damage, Cyborgs having a large amount of plasma + Fuel, Hunters getting an invincibility magic buff, Hunters getting a Lightning Storm spell, Sjas getting their attack radius and power reduced, and marines getting an anti-tank and anti-air hitscan weapons with spread.

Yes, that's balance.[/sarcasm] Your post will be a lot more effective in the future if you weren't projecting your position onto others.

Quote from: "White"
We shouldn't have a timer, but that's the response I respect from a person who, once again, only stays on one side of the story...

What's the other side of the story then? Feel free to elaborate.

Quote from: "White"
That map sucks balls with all of the obstacles and crowded rooms, along with things humans can trip over and fall down on.

I somewhat disagree only because the cramp spaces doesn't really help the ghouls either save for Jitters, sjas, and creepers. You have a good cyborg or a decent team going and ghouls are practically the ones staying inside.

December 24, 2009, 11:35:29 PM
Reply #196

Offline White

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Re: GVH:Cold Demise feedback
« Reply #196 on: December 24, 2009, 11:35:29 PM »
What?

Ok, uhh... Whatever.

December 25, 2009, 12:54:12 AM
Reply #197

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #197 on: December 25, 2009, 12:54:12 AM »
Quote from: "White"
It actually IS. While the rest of the people are going at it with one another, you may be able to sneak past without having about at most, 3 players to at least 1 player trying to nuke you.

That's only situational, which is what most of the anti-teleport camping crowd seems to forget.

Quote from: "White"
Way to be an asshole and bring up something totally irrelevant.

Well since the majority of your argument consist of, "you only know one side," or, "he doesn't ever play human," I figured I'd return, in kind, with something more accurate. You don't like that? Well then refrain from doing it. You can slam my creditability with fictitious statements, and I'll low blow you with a wad I've tested.

As far as chilling out or relaxing, you seem to be cursing up a storm here. I advise you cool down for a little while before posting.

Quote from: "White"
Also, I don't know why anybody that only plays ghouls/almost ALWAYS plays ghouls can talk about ghouls being weak and humans being strong. That is a HIGHLY pressured understatement.

I'll refer to Qent's post from the previous page. AGAIN! You seem to be confusing me with someone else.

Quote from: "White"
Is that since when I've seen a winning screen with you on my team, or for that matter - when your a human at all.

English?

Quote from: "White"
Waan! He is talking about my wad!

Few things:

Contradiction isn't necessarily a bad argument, nor am I really being contradictory in the first place. A contradiction, by definition, is an ideal that contrast or opposes another. I do not see the problem here at all if I am providing a legitimate reason why an anti-camp mechanism is unnecessary. You do not like me being fallacious, than I propose you do not bring up what classes I play as in GVH. You want to talk about balance? I brought in your wad with said, "balances," in place. You want to discuss with me about being impartial? You should get on GVH more than you do talk about it.

All you have ever tell me on the game or here is that I play as a ghoul. I'll bet you ten dollars from my Paypal account that anyone can vouch otherwise.

It's pretty funny you'd try to peg me for being Ghoulsided, but Carthief is trying to advocate something, that you are defending, that is mainly GHOULSIDED with ghoulsided arguments. I, opposing this idea, will actually be, "favoring," humans.

I don't know whether or not you're a troll or a retard.

http://www.youtube.com/watch?v=teMlv3ripSM

^ You remind me of the client.

December 25, 2009, 02:34:25 AM
Reply #198

Offline Wartorn

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Re: GVH:Cold Demise feedback
« Reply #198 on: December 25, 2009, 02:34:25 AM »
Shut the fuck up.

December 25, 2009, 03:03:34 AM
Reply #199

Offline CarThief

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Re: GVH:Cold Demise feedback
« Reply #199 on: December 25, 2009, 03:03:34 AM »
Well this had a interesting turn of events.

Anyway, i would like to state i rarely use teleporters, and else i'll make sure i do it safely, of course.
Hmm... What else to add... I guess maps require change. Like Two Sided Techbase's red teleporter could use an extra route just like the grey one, so ghouls could storm both sides, every place needs 2 ways of entering and exiting.
It probaly wouldnt guarantee victory for either side, just gives them another doorway to make use of or mess up and die in the attemp. Cyborgs can be painfull in that map, same for ice arrows. :P

In any case, ajusting maps that get abused or adding the teleport thing would surely be good in my view. If anything i can tell how hard it is to defeat a specific human defence, since im at the recieving side.

Hmm... The CD classes probaly dont need any significant changes, maybe the maps do, i'd name any, but i cant think of any.

December 25, 2009, 04:27:28 PM
Reply #200

Offline Qent

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Re: GVH:Cold Demise feedback
« Reply #200 on: December 25, 2009, 04:27:28 PM »
Quote from: "DoomThroughDoom"
The classes are fine. It's just the more players there are in the game, the more chance of ghouls winning.
QFT, and also illustrated graphically by Rific453 almost a year ago.

Quote from: "CarThief"
Two Sided Techbase's red teleporter could use an extra route just like the grey one, so ghouls could storm both sides, every place needs 2 ways of entering and exiting.
Also QFT, although I've been sucked by creepers in that room enough times to know it's not completely invincible.

December 25, 2009, 09:11:29 PM
Reply #201

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #201 on: December 25, 2009, 09:11:29 PM »
That graph is a year old, Qent. C'mon, we had like 2 version releases in that time-span.

I hate Two-Sided Tech Base anyway.

December 26, 2009, 05:50:48 AM
Reply #202

Offline Qent

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Re: GVH:Cold Demise feedback
« Reply #202 on: December 26, 2009, 05:50:48 AM »
That graph is still relevant to GvH and it always will be. It is the result of giving one team weak ranged weapons and the other team strong melee attacks.

December 26, 2009, 10:19:55 PM
Reply #203

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #203 on: December 26, 2009, 10:19:55 PM »
Quote from: "Qent"
That graph is still relevant to GvH and it always will be. It is the result of giving one team weak ranged weapons and the other team strong melee attacks.


Somehow maps aren't factored in this equation, right?

December 26, 2009, 10:34:57 PM
Reply #204

Offline Qent

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Re: GVH:Cold Demise feedback
« Reply #204 on: December 26, 2009, 10:34:57 PM »
Quote from: "Mobius"
Somehow maps aren't factored in this equation, right?
I would expect that Ghoul maps make the Ghouls' graph steeper and Human maps make the Humans' graph steeper.

December 27, 2009, 07:51:45 PM
Reply #205

Offline Grymmoire

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Re: GVH:Cold Demise feedback
« Reply #205 on: December 27, 2009, 07:51:45 PM »
Regardless of team balance,
I have a couple things to say...

GVH28, lots of people complain that this map is way too huge and I have never had a chance to play it online because people constantly do changemap on the map rightp before it over to GVH29, which is the only map I ever play online. I haven't layed GVH online and not played GVH29 once since this was released. Now it's a good map, I recognize that, but there are other good maps as well. GVH28 may not look like it was hard to make, but in reality I had to resize it multiple times, which required me to do an edit for almost every square meter of the map every time. So in response to the lack of people even including that map in the rotation, I'm going to pick it up off my folder, dust i off,a dnt then cut it in half, and fix the open part. The result will be a much smaller version of GVH28. Now the public: should I redo GVH28 for a smaller size?

I really hope you are gonna release like 1 more version of CD at least with my map update in it...

Also Frostbite, a lot better in version 2, also still the weakest ghoul. Could it be his damage? No. His speed? No. It's his "armor". 120 heath may seem like a lot, but when you take into account that Frostbite take twice the damage of every shot for some odd unexplainable reason, then he becomes a walking target. Something about his damage resistance is a little off with that guy.

Could there also be some kind of list, not in game (but in a text file) listing the various achievements and how to get them. When I get some random achievement I'd like to at least know what in the world I did to get it.

December 27, 2009, 11:19:52 PM
Reply #206

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #206 on: December 27, 2009, 11:19:52 PM »
Damage, there is nothing wrong with gvh28. The issue is that the majority of players are impatient or want gvh11, gvh21, or gvh02.. cramped maps that forces quick fights anyway. People that select gvh29 just want a wide human map.

I'll disable vote map on my server as I find myself doing map changes after a vote is passed to combat this faggotry.

December 28, 2009, 03:36:58 AM
Reply #207

Offline Ivory

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Re: GVH:Cold Demise feedback
« Reply #207 on: December 28, 2009, 03:36:58 AM »
Quote from: "Mobius"
I'll disable vote map on my server as I find myself doing map changes after a vote is passed to combat this faggotry.

Thank you! I'm getting pretty annoyed at people continually changing the map all the time. I almost never seen the original GvH Maps on your server because of it.

December 28, 2009, 07:57:59 AM
Reply #208

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #208 on: December 28, 2009, 07:57:59 AM »
Quote from: "Ivory"
Thank you! I'm getting pretty annoyed at people continually changing the map all the time. I almost never seen the original GvH Maps on your server because of it.

Done! The only reason why I had it enabled is for my sake. I am too lazy to switch to my rcon, from in game, to change a map. I suppose I'll have to do without, and I barely ever change a map anyway.

December 28, 2009, 02:29:33 PM
Reply #209

Offline Grymmoire

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Re: GVH:Cold Demise feedback
« Reply #209 on: December 28, 2009, 02:29:33 PM »
Well, that's a relief, at least now I don't have to redo like half the map. Maybe sometime soon I can actually catch it and see how it plays online.