Author |
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TRL
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Friday, May 27, 2011
I think lock on should never go off unless you hide your powerlevel. This would not be the case for the non ki sensing characters though.
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LegendarySS4
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Friday, May 27, 2011
TRL wrote : I think lock on should never go off unless you hide your powerlevel. This would not be the case for the non ki sensing characters though.
Non-ki sensing likes the Android 16,17,18,19 and 20( Dr Gero) but not Cell.
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Shane
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Saturday, May 28, 2011
Still if lock on stays on, it's whoever fires the beam the fastest wins.
No free fall lock off = No strategy
It gave us the essence of Dragon Ball Z fights. The hour long battles? The crazy lock on lock off struggle? Without it it's so BORING!
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Dokumas
Jamaicabronx
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Saturday, May 28, 2011
Shane wrote : Still if lock on stays on, it's whoever fires the beam the fastest wins.
No free fall lock off = No strategy
It gave us the essence of Dragon Ball Z fights. The hour long battles? The crazy lock on lock off struggle? Without it it's so BORING!
I agree I played Public Beta 1 today and I had a lot more fun with it than Pb 1.5
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mcgrass
Beta Trapezoid
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Saturday, May 28, 2011
Shane wrote : Still if lock on stays on, it's whoever fires the beam the fastest wins.
No free fall lock off = No strategy
It gave us the essence of Dragon Ball Z fights. The hour long battles? The crazy lock on lock off struggle? Without it it's so BORING!
but have You ever seen a Dragon Ball Z character loosing an opponent because started falling ?
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elektronas
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Saturday, May 28, 2011
mcgrass wrote : Shane wrote : Still if lock on stays on, it's whoever fires the beam the fastest wins.
No free fall lock off = No strategy
It gave us the essence of Dragon Ball Z fights. The hour long battles? The crazy lock on lock off struggle? Without it it's so BORING!
but have You ever seen a Dragon Ball Z character loosing an opponent because started falling ?
I agree when I fighte someone in Public Beta 1 all the time I was close by win and then they fall my lock on gets off then he blastes me off
NOT FAIR AT ALL
edit: just Yadzirobe is such fool to lock off when someone falls (not dead or something) and why the Dragon Ball Z fights was long its because everything was slowed down!!!
Exemple: when Goku fighted Frieza and Goku turned Super Saiyan frieza blasted into the planet and there were only 4 minutes till destruction and in the anime they fighted for about 2 hours.... and normally it should be 4 minutes max
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mcgrass
Beta Trapezoid
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Saturday, May 28, 2011
elektronas wrote : mcgrass wrote : Shane wrote : Still if lock on stays on, it's whoever fires the beam the fastest wins.
No free fall lock off = No strategy
It gave us the essence of Dragon Ball Z fights. The hour long battles? The crazy lock on lock off struggle? Without it it's so BORING!
but have You ever seen a Dragon Ball Z character loosing an opponent because started falling ?
I agree when I fighte someone in Public Beta 1 all the time I was close by win and then they fall my lock on gets off then he blastes me off
NOT FAIR AT ALL
edit: just Yadzirobe is such fool to lock off when someone falls (not dead or something) and why the Dragon Ball Z fights was long its because everything was slowed down!!!
Exemple: when Goku fighted Frieza and Goku turned Super Saiyan frieza blasted into the planet and there were only 4 minutes till destruction and in the anime they fighted for about 2 hours.... and normally it should be 4 minutes max
4 min is still a lot longer than the usual fights in svn last
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LegendarySS4
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Sunday, May 29, 2011
Public beta 1 is so much better than this quite laggy SVN.
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mcgrass
Beta Trapezoid
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Sunday, May 29, 2011
LegendarySS4 wrote : Public beta 1 is so much better than this quite laggy SVN.
laggy? the game is not laggy, servers are
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Shane
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Sunday, May 29, 2011
but have You ever seen a Dragon Ball Z character loosing an opponent because started falling ?
Because of the new lock on feature we can be killed at any time during mêlée. You get stuck in falling motion. I'll post a picture when I can.
I spend time playing this "new build" and I've been trying to figure strategies.. But there are none! D:
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Zeth
The Admin
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Sunday, May 29, 2011
What happened to the free-fall lock off?
This was removed due to both accuracy and exploitation. Ideally the new system (which is wholly unfinished) was to rely on a lockon system that would only end if your vision with the opponent was broken. Granted, you could easily press the sense key and attempt to regain recently lost opponents as long as they weren't masking their energy.
This concept is reflected many times in the series where a zanzoken mêlée bout might leave one fighter searching around with his head or standing in place concentrating to focus on an energy signature (perhaps to block the next incoming attack casually).
I agree I played Public Beta 1 today and I had a lot more fun with it than Pb 1.5
There's no such thing as "pb" or a version consisting of "1.5". Numerically if you revision matched public beta 1, it'll fall under the 1000 ranges. This is exactly why you should be using the revision numbering scheme for identification and nothing more.
Additionally, if you downloaded and are playing any of the recent SVN revisions, then you have already made an error in judgement as they were intended to be DEVELOPED upon (not engaged in). There's a rather large paragraph on the blog explaining this notion quite clearly.
4 min is still a lot longer than the usual fights in svn last
Not a single number is set properly on the current SVN revisions. None of the characters have been balanced. None of the (proper) defensive measurement systems are in place. None of the (proper) damage measurement systems are in place.
If you'd like to fix these aspects, many can be resolved by phys configuration editing. Others will require mild coding, but can easily be done by anyone who is committed to the task.
There's currently not a single person working on any programming of the such so it's pretty much open game.
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Shane
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Sunday, May 29, 2011
This was removed due to both accuracy and exploitation. Ideally the new system (which is wholly unfinished) was to rely on a lockon system that would only end if your vision with the opponent was broken. Granted, you could easily press the sense key and attempt to regain recently lost opponents as long as they weren't masking their energy.
Wouldn't it be more efficient to keep the lock-on the same way it was in the first build? You guys didn't start on the new, better lock-on, but changed it to this beautimus half corner view in which you can only lock-on if you are at the same altitude as your opponent.
Also, in this new system, will the view return to full again?
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Ankit
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Monday, May 30, 2011
I agree with Shane.. it was better view of lock in Public Beta 1 than the side view of new team build.
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mcgrass
Beta Trapezoid
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Monday, May 30, 2011
Ankit wrote : I agree with Shane.. it was better view of lock in Public Beta 1 than the side view of new team build.
I like the new lock on wiev because the opponent is more visible in mêlée, but You are vunerable to any other attacks.
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Shane
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Monday, May 30, 2011
I like the new lock on wiev because the opponent is more visible in mêlée, but You are vunerable to any other attacks.
I don't see any difference in the mêlée view than Public Beta 1.
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Ankit
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Monday, May 30, 2011
you.. there is no difference in mêlée view.
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mcgrass
Beta Trapezoid
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Monday, May 30, 2011
well maybe there isn't I think there should be a warning sign when someone shoots a ball/beam at You so You know that You have to dodge
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Ankit
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Monday, May 30, 2011
*laughing out loud*.. I think you should use your eyes *intense laughter*. That is a better idea
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mcgrass
Beta Trapezoid
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Monday, May 30, 2011
Ankit wrote : *laughing out loud*.. I think you should use your eyes *intense laughter*. That is a better idea 
when someone shoots You from behind You can't see anything... and Dragon Ball Z characters had the ability to sense beams like that
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elektronas
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Monday, May 30, 2011
mcgrass wrote : Ankit wrote : *laughing out loud*.. I think you should use your eyes *intense laughter*. That is a better idea 
when someone shoots You from behind You can't see anything... and Dragon Ball Z characters had the ability to sense beams like that 
true true.... we should a a warning but not like from all the screen or like have sound or a view like red form behind you or something
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mcgrass
Beta Trapezoid
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Monday, May 30, 2011
elektronas wrote : mcgrass wrote : Ankit wrote : *laughing out loud*.. I think you should use your eyes *intense laughter*. That is a better idea 
when someone shoots You from behind You can't see anything... and Dragon Ball Z characters had the ability to sense beams like that 
true true.... we should a a warning but not like from all the screen or like have sound or a view like red form behind you or something
The radar center could just glow red
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elektronas
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Monday, May 30, 2011
mcgrass wrote : elektronas wrote : mcgrass wrote : Ankit wrote : *laughing out loud*.. I think you should use your eyes *intense laughter*. That is a better idea 
when someone shoots You from behind You can't see anything... and Dragon Ball Z characters had the ability to sense beams like that 
true true.... we should a a warning but not like from all the screen or like have sound or a view like red form behind you or something
The radar center could just glow red 
its hard to see it when you fight
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mcgrass
Beta Trapezoid
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Monday, May 30, 2011
elektronas wrote : mcgrass wrote : elektronas wrote : mcgrass wrote : Ankit wrote : *laughing out loud*.. I think you should use your eyes *intense laughter*. That is a better idea 
when someone shoots You from behind You can't see anything... and Dragon Ball Z characters had the ability to sense beams like that 
true true.... we should a a warning but not like from all the screen or like have sound or a view like red form behind you or something
The radar center could just glow red 
its hard to see it when you fight
It's invisible
But it would be nice if we could see it during lock on
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Zeth
The Admin
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Monday, May 30, 2011
Wouldn't it be more efficient to keep the lock-on the same way it was in the first build? You guys didn't start on the new, better lock-on, but changed it to this beautimus half corner view in which you can only lock-on if you are at the same altitude as your opponent
My post was in regards to the lock-on breaking differences while on the ground. The lock-on camera is something ENTIRELY different. If you don't like it, just use the cvars to position it the old way. That's kind of the whole of the variables being there. (cg_lockedRange, cg_lockedHeight, cg_lockedSlide).
Also, in this new system, will the view return to full again?
Not sure I follow. If you want to make a branch revision yourself, sure, you can do anything you'd like.
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Litany
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Monday, May 30, 2011
It could be cool to use a variation on the gunfire direction indicators commonly used in fps to indicate incoming ki attacks, like was said above.Then you could use zanzoken to jump out of the way, or use a few keys to spin and block. Although I should assume that something like this was already planned.
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