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Messages - Prophet

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1
Discussion / Re: How do we attract more players?
« on: April 22, 2018, 11:08:53 PM »
While I do agree with the community aspect of having a server list.  Lets be frank, the community is toxic.  This goes for pretty much any competitive online game.  The reason people play games is to challenge themselves; making friends is optional.  Every single competitive game out there has a matchmaking such as League of Legends, Overwatch, CS GO, etc.  It's pretty much required to have a real competitive community.  Even Tremulous with the success it had never really got to the point of tournaments with cash prizes.

The game is what it is, and I do enjoy having private servers to get to know people.  But do not dismiss the idea of ranked matchmaking so easily.  I'm not a top tier player nor do I think I ever could be, but seeing major names battle it out in any sort of tremulousque game would be the dream for me.  With a game like Tremulous where base building, strategy, and twitch gameplay all come together I can only imagine what kind of matches big name teams like c9, faze clan or optic gaming could put together.  With big plays of base moves, pushes, forward bases, end game scenarios, competitive murnitan/tremulous could be even more entertaining to watch than cs:go or lol.  As unlikely as it could be, I think this game has the potential to go so far beyond just a serverlist with ample players in it.

Tbh, my hope is rotacak and co. get bought out by a big name publisher.  They get rich and we get a polished tremulous style game with actual venture level funding.

EDIT:  To address the reason we are struggling right now is that lack of player population is a cascading self perpetuating effect.  No players in the game results in people downloading and joining a game only to realize that there a no players to play with and quitting the game, when they might have enjoyed the game if there were people to play with, causing there to be even less players and so on.  Personally I've tried to get on multiple times the past few days and there was literally no one to play with.  I don't know how this could be addressed other than bots.

2
Discussion / Re: Do I have an aimbot? XD
« on: April 10, 2018, 03:36:39 PM »
Same guy accused me.

3
Suggestions, ideas / Re: Wall-walking
« on: April 08, 2018, 07:13:37 PM »
The only way to climb those ledges without getting thrown off is to look straight down when you make the turn.  This gets you stuck inside the walls sometime but it's better than just flying off

4
Discussion / Advance Grabit is literally worst than a normal Grabit
« on: April 08, 2018, 04:25:13 AM »
So I don't know if any of you guys remember me when I played on Trem, but the basilisk is my most favorite alien!  There is nothing more satisfying than surprising a human and watching them flail helplessly as they are slowly eaten to death because they cannot move or shoot you.

ofc, I've been playing a lot of grabit, which brings me to the title of this topic:

Is this intended or just an oversight?  Both the grabit and the advance grabit have 75 hp.  But the advance grabit is bigger and cannot fit into vents (in all maps I've seen so far).  The only thing that you really do by evolving to advance is become a bigger target.

Seems like there is no reason to evolve into an advance grabit except if you want to grabbit bomb > evolve advance gabbit for 2 fast bombs.  Why invest twice as many evos for a worst alien???  Also basilisk gas is weird, it doesn't gas where you aim, it always gasses in front of your character model.. Maybe this is how it was in trem too, but still not useful.

Edit: I believe advance basilisk had 100hp in trem.  Also I think the size thing is unfair, whats the point focusing on a small alien if you cant even fit in the vents.

5
Suggestions, ideas / Re: Team Autobalance
« on: April 08, 2018, 02:23:28 AM »
It is implemented in upcoming update :)

This is excellent news!   ;D 

6
Suggestions, ideas / Re: Team Autobalance
« on: April 07, 2018, 10:31:52 PM »

7
Suggestions, ideas / Re: Reactor & Overmind Invulnerability
« on: April 07, 2018, 12:35:54 AM »
Sounds good to me.  Anything to make it easier for the steam newbies, hopefully they get interested in the game

8
Suggestions, ideas / Re: Misc. Suggestions
« on: April 06, 2018, 09:50:49 PM »
I agree there.  It is annoying when enemy team deny you the chance to wipe them out.   ;D

9
Suggestions, ideas / Re: Reactor & Overmind Invulnerability
« on: April 06, 2018, 09:18:22 PM »
But RC/OM is indestructible only for teammates. Enemy can still destroy it even after SD. And also these structures are rebuildable in SD.

Maybe in current build RC/OM cannot be destroyed with enemy team. If yes, then that is bug, because of wrong detection of teamkills (which can cause this and also bad score etc.). That is already fixed in upcoming update.

Ahhh, this makes a lot more sense then.  There is definitely a bug then.  I personally witnessed a rant clawing my rc at sd doing no damage.  Also only after doing 5 saw runs and grenades on the enemy overmind that I realized I was doing nothing

We will test this again after the next update.  Looking forward to it!  :D

Question: why is only OM and RC invincible to teamfire during sudden death?  A griefer can still just destroy all nodes and eggs anyway.

10
Suggestions, ideas / Re: Misc. Suggestions
« on: April 06, 2018, 08:59:12 PM »
While draw vote does work for ending games.  Surrender allows one team to conceed defeat and end the game without the permission of the other team.  I don't see it that often used because people hate losing, but in murnatan/tremulous there are many losing situations that take forever to play out.   You could call a draw but the team that's winning may feel cheated because they should win, though it may take an hour to actually close out.  An example of this is last tyrant and human team has no credits so they're all nakid rifles. 

Call vote sudden death starts sudden death in 120 seconds, not right away, that would give you time to build emergency stuff even if vote passes instantly.  Waiting for the vote to finish even though everyone voted is annoying because a lot of time you join an empty server and you need to start a new map cause it's already sudden death

11
Suggestions, ideas / Re: Reactor & Overmind Invulnerability
« on: April 06, 2018, 08:46:36 PM »
To add on Sonno said, basically this allows you to build extremely resiliant bases past sudden death.  Basically you build most of your base behind the reactor, then just throw 5 or 6 turrets out in front of the reactor to protect it. This just needs to get you to sudden death without losing, which isn't hard because you can just keep rebuilding the structures when destroyed.  Then once it's sudden death it no longer matters, you can lose all your turrets in front of your reactor but alien won't be able to invade your base.

Edit: I also want to note that even in vanilla tremulous, the best base configurations often put their important structures behind the rc.  This tactic is powerful whether you make them invincible or not.  The reason?  Thee medistation dies in several swipes, the reactor has a lot of health and takes a while to kill.  Yes you lose if you lose your reactor, but you probably lose anyway if you lose your last medistation and armory.  The reactor makes for a nice shield.  In murnatan reactors are even stronger because stackable turrets make it trivial to make your reactor unhoppable and cover the weakness at the top of the reactor

12
Suggestions, ideas / Re: Reactor & Overmind Invulnerability
« on: April 06, 2018, 02:06:13 AM »
The current base building meta (if we are even mature enough as a game to have a meta) is to simply build an RC/OM the blocks a passageway, then place all of your important structures behind it.  Easy way to build rant proof bases beyond sudden death.

13
Media / Re: The Hovel is back boys
« on: April 05, 2018, 03:41:50 PM »
:D

You bugged through wall by Hovel?

Yup.  It is actually much more difficult to do then back in trem 1.1, as it seems you always leave the hovel the way you went in.  However,  being able to build the hovel on curved surfaces causes a lot of issues.  I'm pretty sure I can get outside of any of the maps with the hovel right now.

14
Media / The Hovel is back boys
« on: April 05, 2018, 08:21:53 AM »
Getting grangers out of bounds since 2006.

We built a tree of life  ;D




15
I'll keep adding things as I run into them.  Has anyone figured out how sniffing is suppose to work?  I don't want to report it as a bug until I'm sure its broken, but it seems to be.

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