I dont get the idea people say that the dodge jump adds 'too much' complexity to the movement system, when you go to play q3, its a lot hard to master the circle strafe and gaining speed. It may be a more fluid type of movement, but ut3 movements were never fluid, they were dynamic. The dodge jump adds another dynamic element to the fighting, and so long as its done more subtly than before, i think it can become a useful movement all over again. I remember the first time I really played someone good in 1v1, lost badly, and they told me that i wasnt using the double dodge jump, and that severely hindered my ability to move around the map like him and get all the powerups. I think it still holds true today, and perhaps may or may not become an issue to having a 'complete' movement system in ut3.
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Originally posted by xi0s View PostI dont get the idea people say that the dodge jump adds 'too much' complexity to the movement system, when you go to play q3, its a lot hard to master the circle strafe and gaining speed. It may be a more fluid type of movement, but ut3 movements were never fluid, they were dynamic. The dodge jump adds another dynamic element to the fighting, and so long as its done more subtly than before, i think it can become a useful movement all over again. I remember the first time I really played someone good in 1v1, lost badly, and they told me that i wasnt using the double dodge jump, and that severely hindered my ability to move around the map like him and get all the powerups. I think it still holds true today, and perhaps may or may not become an issue to having a 'complete' movement system in ut3.
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I worry most about:
- The Enforcer Secondary Animation does not change back to gangsta style
- The Sniper feels more like an LG than the UT1 SR (edit: It feels right, as I have seen yet)
- The white human frame on the HUD, where the armor is shown, is gone (edit: It is still in, but appears only, if you wear armor)
- That there is no Coop on the PC
- That Warfare (stock maps) has no Objectives like Assault
- That there are to much DM-Maps with vehicles
- That there are less than 18 DM and 9 CTF Maps.
- That the Vehicle Modes are more supported in BonusPacks
- That team colored weapon fire is forced fo any team modes and is not deactivateable on a setup for instant action or a local/online game server.
- That using the AVRiLs Target Painter for SpiderMines and maybe the Level Specific Superweapon (i guess thats the yet secret 3rd function) may turn out to be complicated
And maybe:
- That the Game is less customizational than UT2004 and UT1 (2 Announccer, PlayerVoice, CrosshairSize&Color(CHStyle does not matter), GameSpeed (to play with lame friends), Gravity&AirControl, WeaponDamage)
- That Deployables, such as the SpiderMines are not useable on DM/CTF as mutators
- That Xan Kriegors Team is no longer in the Game
(Sorry for bad typing, i´m in hurry)
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Originally posted by Stoned Rhyno View PostI worry most about:
- The Enforcer Secondary Animation does not change back to gangsta style
- The Sniper feels more like an LG than the UT1 SR
- The white human frame on the HUD, where the armor is shown, is gone
- That there is no Coop on the PC
- That Warfare (stock maps) has no Objectives like Assault
- That there are to much DM-Maps with vehicles
- That there are less than 18 DM and 9 CTF Maps.
- That the Vehicle Modes are more supported in BonusPacks
- That the Game is less customizational than UT2004 and UT1 (2 Announccer, PlayerVoice, CrosshairSize&Color(CHStyle does not matter), GameSpeed (to play with lame friends), Gravity&AirControl, WeaponDamage)
- That team colored weapon fire is not sever optional configurable
- That Xan Kriegors Team is no longer in the Game
- That using the AVRiLs Target Painter for SpiderMines and maybe the Level Specific Superweapon (i guess thats the yet secret 3rd function) may turn out to be complicated
- That Deployables, such as the SpiderMines are not useable on DM/CTF as mutators
(Sorry for bad typing, i´m in hurry)
sheesh..wat aren't u worried about?!
epic brought us UT to begin with...and im sure they've got higher expectations than even u so i wouldn't worry about it...they're sure to please.
and on that note everything i've seen im loving right now..i'm not afraid of change(although i did really like the LG lol)
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Actually, the hurry began later while writing that post.
I worry so much, becaue I expect a nearly perfect game, but the missing Enforcer gangsta style made me seriously doubt that.
Originally posted by Stoned Rhyno View PostI worry most about:
- The Sniper feels more like an LG than the UT1 SR
- The white human frame on the HUD, where the armor is shown, is gone
- That Xan Kriegors Team is no longer in the Game
- The Sniper seems great
- The armor display on the left only appears if you collect armor. It also moves the health display a little to the right. If you pick up a ShieldBelt, it glows yellow.
- The Xan Robots are never shown or mentioned since the press release announcement
Another worry:
- It would be bad, if the weapon wouldn´t be ajustable them make it small and moveable to the center, but it is very likely to be in, just as the customizeablility options which have been in UT1 and UT2004.
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Originally posted by magnum_ View Postproblem with dodge jump was that it made an already hitscan heavy game, more hitscan heavy. nobody wants that ****, it's boring and it destroyed 2k4. i'm not saying that dodge jump is necessarily bad, but if they added it in, they would have to make rockets and other trajectory weapons much much faster than they are currently. i would honestly just rather have faster default running speeds than adding dodge jump.
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Originally posted by xi0s View PostHaving the dodge jump doesnt make the game more hitscan, the fact hitscan is already overpowering is the primary reason people don't use projectiles as much. You lower the power of the hitscan, problem rectified. Projectile weapons are plenty fast to be used effectively against dodge jumpers, in fact since it requires more skill, it becomes even more of an art form. And just about everything in UT3 is faster already from what I can tell. So if anything, it would prevent it from being too easy to hit people with projectiles. Create a shallow movement system, then the game is leaning too much on the spam heavy side. A good game balances weapons based on the movement dynamics, not vice versa. It makes things a lot more interesting that way, which is how it should be.
of course, none of this really matter until we get the game and play some 1v1's with it to see what could be improved. it may be completely fine the way it is, although that's highly unlikely.
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Originally posted by xi0s View PostHaving the dodge jump doesnt make the game more hitscan,
Plus, let's not forget that when you dodgejump away from your opponent, projectiles simply won't follow you fast enough to make a real impact, which basically lets you turn every fight into a hitscan fight.
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I'm concerned for my social life, its looking like Double-Jeopardy now that UT3 is in town.
No but seriously, I am concerned about only two things at this point:
Number one, I have a few doubts about cross-platform (please don't bite me!) but I hope that the maturity level of the community remains intact.
Second, I'm a bit concerned about a recent "trend" in video games: In-Game Advertising. (*shudders* ugh the words alone make my body tremble.) Now let's not blow this out of proportion here, I'm sure IGA=$$$, no doubts there, but at what cost to the community? to the immersion of your gameplay? to the salability of the game?
Consider this, in the age of information and with so many options available to us, what stops today's gamer from getting the best game they can ad-free?
Advertising has infested other media and I think gaming has to owe some of its popularity to that fact. People who play video games don't like advertising, they don't want advertising, they certainly do not need advertising. Please keep it out of your games and I promise I will buy a few extra copies and hand them out to my friends. Make a product line of Unreal toys for my kids, I will buy them. Just don't try and sell me In-Game Advertising. Thanks!
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Originally posted by Boksha View PostI wouldn't mind if there were real brands on there.
Not to be a jerk but I think the topic is what are YOU worried about concerning UT3.
I can list at least 20 reasons why in-game ads are a bad idea, but this isn't the appropriate way to discuss them. I will likely start a new thread about them in which the community can decide what they think after some deeper thought.
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The only things i'm worried about is if the game support 1440x900 resolution or not and if i'll be good with the flak cannon or not. Other then that, I just hope that the maps will be good and that the mappers will do a good job to keep the game alive and fun for years to come.
Oh, and I hope that my PC runs this game. Probably will, I run Roboblitz with 90+ FPS and I run Rainbow Six Vegas perfectly on max settings (50+ FPS most of the time, Lowest i got was 25 and the highest was 135)
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Originally posted by xi0s View PostHaving the dodge jump doesnt make the game more hitscan, the fact hitscan is already overpowering is the primary reason people don't use projectiles as much. You lower the power of the hitscan, problem rectified. Projectile weapons are plenty fast to be used effectively against dodge jumpers, in fact since it requires more skill, it becomes even more of an art form. And just about everything in UT3 is faster already from what I can tell. So if anything, it would prevent it from being too easy to hit people with projectiles. Create a shallow movement system, then the game is leaning too much on the spam heavy side. A good game balances weapons based on the movement dynamics, not vice versa. It makes things a lot more interesting that way, which is how it should be.
I really don't think there is an excessive use of hitscan. I play with some very skilled players on a nightly basis... We play Freon together very often, a mode where you start with a full arsenal of weapons. I am usually in the mid to high range as far as kill counts go, and even flying around constantly with double-dodge jumps, there is PLENTY of projectile usage.
It is not uncommon for me to swap between LG, Shock, and Flak or Rockets within a 5-second span. I'll LG 'em, then they'll double-dodge jump toward me a little closer and I'll start shocking or shock comboing. If we get somewhat closer or I just want to vary it up some I'll swap to flak or rockets and try that out.
Yes, a lot of us us lightening gun and use it well, but to rely solely on that would really be a sign of inexperience... A truly balanced and skilled player will balance his use of the weapons, as there is a time and a place for each.
Yeah, we all have our preferences, but balance is what is important. One of my friends uses the goo gun almost excessively.... Granted it is a one hit kill, but she overuses it and also usually ends up with one of the lowest kill counts.
So does taking out double jumps balance the weapon usage? I don't think so. I use almost every weapon every round short of the Bio Rifle (which is sort of in a category of its own) and the Minigun (which I typically only use if I know they're low on health and I miss 3 or more projectile shots)
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