Neotokyo progress report 7-30-09

On topic discussion about Neotokyo goes in here...

Moderators: FriedchikenCamo, Glasseater

Re: Neotokyo progress report 7-30-09

Postby cashew on Sun Aug 02, 2009 11:34 am

R8Deej wrote:* Teams locked to 16 players max.

Lame. I can't understand how the actually devs of this mod thinks that more than 10 people/team is OK? What makes NeoTokyo special is because of its necessary teamplay and tactics and how is that possible with that many players?

Now some will say that "I have played on 32slot server and experienced teamplay!!!111oneone"
Yeah, right. Maybe you and like two-three others on your team had some kind of teamplay, but rest of the team is just foolin' around CS-style and wasting your time.
If you play at a server with fewer slots everyone will practically be forced to teamplay to survive, because you get so depended on each other.
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Re: Neotokyo progress report 7-30-09

Postby zzzonked on Sun Aug 02, 2009 11:42 am

FlyGemma wrote:
zzzonked wrote:How on earth does a support bunny hop!? Mind boggles! :!:


The same way as anyone else bunny hops. Glad this will be fixed as its annoying trying to shoot a support moving really fast with the ghost.


I'm glad that it will be fixed as it just makes a joke of the support class if they can hop around like a recon. Hopping Heavies! lol
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Re: Neotokyo progress report 7-30-09

Postby Neotoast on Sun Aug 02, 2009 3:35 pm

Has the sprint issue been adressed? (the need to press the sprint key AFTER pressing the movement keys in order to sprint)
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Re: Neotokyo progress report 7-30-09

Postby Timbaloo on Sun Aug 02, 2009 4:06 pm

The changelist sounds great so far. Thanks for your work :)
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Re: Neotokyo progress report 7-30-09

Postby Dukeleto on Sun Aug 02, 2009 5:20 pm

cashew wrote:
R8Deej wrote:* Teams locked to 16 players max.

Lame. I can't understand how the actually devs of this mod thinks that more than 10 people/team is OK? What makes NeoTokyo special is because of its necessary teamplay and tactics and how is that possible with that many players?...

Maybe he meant servers locked to 16? (and therefore teams to 8) I'm sure you'd agree that WOULD be awesome (altho personally I'd have made it 20)
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Re: Neotokyo progress report 7-30-09

Postby socrates on Sun Aug 02, 2009 6:29 pm

no im pretty sure that says teams,as in 32 player servers. also, 8 a side is terribly dumb since max in a squad is 7. its to stop teamstacking, but it should be in relation to the server max, so you can't take advantage of smaller servers
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Re: Neotokyo progress report 7-30-09

Postby Quix on Sun Aug 02, 2009 6:32 pm

A squad should better have max. 4 players to use all stars. 7 is like battlefield 64 players army .o
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Re: Neotokyo progress report 7-30-09

Postby Glasseater on Sun Aug 02, 2009 7:41 pm

cashew wrote:
R8Deej wrote:* Teams locked to 16 players max.

Lame. I can't understand how the actually devs of this mod thinks that more than 10 people/team is OK? What makes NeoTokyo special is because of its necessary teamplay and tactics and how is that possible with that many players?

Now some will say that "I have played on 32slot server and experienced teamplay!!!111oneone"
Yeah, right. Maybe you and like two-three others on your team had some kind of teamplay, but rest of the team is just foolin' around CS-style and wasting your time.
If you play at a server with fewer slots everyone will practically be forced to teamplay to survive, because you get so depended on each other.



As in the maximum side a team can have is 16 players, so you don't have any 20 vs 12 stuff going on. This is actually HELPING 32 player servers
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Re: Neotokyo progress report 7-30-09

Postby cashew on Sun Aug 02, 2009 8:05 pm

Dukeleto wrote:Maybe he meant servers locked to 16? (and therefore teams to 8) I'm sure you'd agree that WOULD be awesome (altho personally I'd have made it 20)

Yeah, that would be too good to be true :)

Quix wrote:A squad should better have max. 4 players to use all stars. 7 is like battlefield 64 players army .o

Agree. 7 is too much and seems weird to the design of NeoTokyo.. Like 4/squad should fit the game with it tactics and teamplay.

Glasseater wrote:As in the maximum side a team can have is 16 players, so you don't have any 20 vs 12 stuff going on. This is actually HELPING 32 player servers

Sorry, but the only "help" to 32slot servers is to delete them ;) .. 32slot NeoTokyo servers is like having a Ferrari, but you're only able to drive it at max 50mph - that is, you dont get the best out of the game when playing 32slot servers. Every experienced NT-gamer, and everyone who thinks teamplay is important to NT have to agree with me.

(Server admins who put servers to 32slot is making a wrong impression for first timers to the mod and Im sure it's one of the reason why many newbs ragequits and rage-uninstalls the mod.)
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Re: Neotokyo progress report 7-30-09

Postby Terr on Sun Aug 02, 2009 8:31 pm

I'm pretty sure most rage-quits and rage-uninstalls are unrelated to the server-size, and more likely related to newbies continually getting killed without enough feedback as to how or why.

That particular problem is--in a way--slightly worse on smaller servers since they're more likely to be ninja-slain from a vent or hiding spot they never knew was there, as opposed to a grenade they saw coming ;)

In many ways, larger servers are more welcoming for newbies because they have more teammates to stick around with and there's less pressure that they, personally, might have to carry the day.
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