|
Serious Sam 4 The place to talk about Croteam's next title: Serious Sam 4! What do you know? What do you hope to see in the next Sam game? |
![]() |
|
Thread Tools | Search this Thread | Rate Thread | Display Modes |
![]() |
#61
![]() |
![]() I've just won a duel against a friend of mine on the map "The Lost Tomb" where the only item to time is the ARMOR +200
I was taking all the Armors as soon as they spawned, and he (who is almost as experienced as me) lost because of my timing skill. So, you see. Who has won? The better one. And who is the better one? He who knows well the maps, weapons and is able to time! Adding spawn timers will break this magic. |
|
![]() |
![]() |
#62
![]() |
![]() I don't agree with adding spawn timers either, but moreso for aesthetic reasons; I really don't think floating numbers fit with Serious Sam. If anything like this is implemented, it should be through something more subtle. Say, show a ghost of the item, and have it pulsate with increasing levels of frequency (slow, medium, fast) based on how much time before the item spawns again.
|
|
![]() |
![]() |
#63
![]() |
![]() |
|
![]() |
![]() |
#64
![]() |
![]() That can work. It's very similar to how Duke3D did it, which had a spinning nuke symbol, that changed color and spun faster and faster until the item spawned.
__________________
[SIZE="1"]Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. |
|
![]() |
![]() |
#65
![]() |
||
Forever Fancy
Joined: Jun 2001
![]() |
![]() Quote:
IMO that's really, really bad design, and is in my opinion COUNTER-COMPETITIVE. Starving/bleeding someone out, with a very low chance to come back into the game is not competitive at all. I play a LOT of League of Legends, it's a MOBA that has emphasis on PVP, but also many PVE elements. There are neutral jungle camps that you can take that give you individual/team buffs. Good players/teams control these buffs, like you mentioned. In the last year, League implemented jungle timers... when you go to investigate a buff, you see if it's either dead or alive. If it's dead, you get a timer when it respawns -so you can contest it when it spawns.- For the IMPORTANT objectives like DRAGON and BARON, they give huge buffs and are located in center, between both bases. When a team takes these, BOTH teams get a timer for when it respawns, regardless if you saw them killed or not.. because these are so important, one team controlling 100% of them when they spawn, and the other team not knowing when they spawn, completely would shutout one team's chance of winning.. because they had no idea when it was respawning, or if it had been killed... if you went to go check you could potentially just be ambushed and killed. When they added timers, all the pro players were pissed about timing and all of that. But in the grand scheme of things it made the whole game MUCH better. The games are 10x more fun to SPECTATE... games are no longer huge stomps because of one team controlling 100% of objectives, etc. The game became -much more competitive- at all levels of play, because it enabled more avenues for teamwork. If you truly are a better player, you shouldn't need +100HP bonus at every single encounter. If you think you're a better player because your character is statistically better, then I hate to break it to you, but... you're not. Quote:
Personally, that's the system I'd go with. |
||
![]() |
![]() |
#66
![]() |
![]() I like it. Dunno if it should be a spinning Serious Bomb icon, since its similarity with the Serious Damage item, but we'll probably prototype what works best.
__________________
[SIZE="1"]Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. |
|
![]() |
![]() |
#67
![]() |
|||
![]() MasterEvilAce, in my opinion, you never played Serious Sam HD Versus.
That's the kind of mentality that destroys a so amazing competitive Arena FPS game like Serious Sam. Quote:
![]() In case you didn't know, Serious Sam is not like Quake, where if you pick the Armor you have MUCH MORE probabilities to kill the opponent. Quote:
First of all when the opponent picks the item you hear the sound of the item when it's picked ![]() Second, if you really want to pickup the item BEFORE your opponent... learn how to play and time it. That requires ability! Quote:
Who cares of spectators? I don't know if you understand but Serious Sam / Arena FPS are FAST games, and most of the time all vs all. Not like LoL |
||||
![]() |
![]() |
#68
![]() |
Forever Fancy
Joined: Jun 2001
![]() |
![]() No, I didn't play much SS
![]() I played a ton of UT and Quake back in the day, among other things. I'm comparing your idea of "competitive" with a real scenario that played out in League. They added timers for buffs. Pretty much the same thing you're talking about. They seriously made the game more competitive and prevented one-sided stomps. It's way more fun to PLAY.. and way more fun to WATCH. You only hear sounds of items if you're in proximity. And if there are any global sounds for powerups, then you can time them anyways which is a moot point. Your skills as a player should based on reaction time and thinking on the fly. Your skills shouldn't be based on getting ridiculous advantages based on bad game design. Counter-Strike is the most popular shooter, and most competitive.. and has been for a LONG time. This is also because it's great for spectators. You will never have a super popular game if only the players playing can have a good time "I wish others could see how great I am." I respect your opinions, but I do believe they come from a elitist / ego-centric playstyle, and make it harder for people to enjoy playing with you. If you want to build a community, you have to design a great game that's simple to pickup and play, where the complexities come from decision making and knowledge of the levels and weapons.. and not from "outplaying" someone that has no idea what is going on. |
![]() |
![]() |
#69
![]() |
|||
![]() Quote:
Quote:
When we organize tournaments on Serious Sam there are servers FULL of spectators. Because we really enjoy playing and being watched while playing. That's very fun. Quote:
If you wanna defeat me, learn how to play ![]() That's the right spirit!!! |
||||
![]() |
![]() |
#70
![]() |
![]() Just base the Versus mode of the next Serious Sam game on these two mods, and all will be ok: (links deleted because of new user's restriction)
The Ultimate Versus (Balancement Mod) steamcommunity. com/sharedfiles/filedetails/?id=620146054 The Ultimate Versus - CTF Map Pack steamcommunity. com/workshop/filedetails/?id=620100939 Believe me because I knew what I did very well. All other stuff is not necessary. Regards, Joe Flamingo |
|
![]() |
![]() |
#71
![]() |
|
![]() Quote:
I must admit your MODs are very well done. We've been using those for several occasions, especially for tournaments! For sure you are one of them who exactly knows what is a competitive and worth playing game. |
||
![]() |
![]() |
#72
![]() |
![]() Wtf? If item respawn timers actually exist, they should only be visible for spectators.
Edit: oh there's another page. Oh well.
__________________
I'm a cat by the way. I'm also everyone's most hated critic. (Opinions expressed are my own) Nimble Writer - now available on Steam, Itch.io.
CodeCat, my blog that I need to update - I also have a showcase, which I barely update. (I do not respond to PM's about Serious Sam Revolution or Bogus Detour. Please use the appropriate community hubs for that.) |
|
![]() |
![]() |
#73
![]() |
Lava Golem
Joined: Apr 2003
![]() |
![]() Oh, I so saw this coming when this thread was made. Some arguing for making the game more friendly towards new players and a self-proclaimed "pro" arguing about how it will ruin everything.
Yes, timing matters. However, timing is a hell of a lot more than spawn timers of items. As I said in my earlier post, fixed spawn timers usually only serve to make the difference between stronger and weaker players even bigger, resulting in pummeling. As for Gedamial's example of him pummeling his friend, I think it serves more of an example of how poor a game mechanic it actually is to have fixed timers, than how "competitive" it is. A minor difference in skill, which would usually result in a difficult to predict outcome of the match, is amplified way out of proportion, making one player dominant. And in fact, two players of equal skill would run into the same issue - the first one that lucked out with the armor could literally dominate the entire match as a result by continually getting an endurance boost relative to his opponent. I'd say that any game design where the first 30 seconds of a match decide the outcome in the vast majority of matches is unfit for purpose. As MEA said, you can make a game a lot more competitive by exposing the game changing factors to everyone (such as spawn time of power ups). However, a lot of it is also up to the map design. Strong weapons and power ups should always be placed in or near areas of high traffic and therefore high risk. I've played every game mode in Quake and UT with everything from the most casual players to semi-professional players. And even when you take out all the things that "pro" players are so fond of to show their dominance of others (e.g. spawn timers, power ups, weapon difference, etc.), the better players still end up on top. They end up on top because they understand the weapons, the maps and their opponents. They know what weapons to use in which situations and how to use them for both offense and defense, they know how to move through the maps and they are good at predicting the movement, strategy and actions of their opponents. None of these things have ANYTHING to do with spawn timers, denial of power-ups and weapons or anything like it. However, by removing all those factors that serve to amplify the skill difference, you get down to the core of the actual fighting skills of players. When everyone is on equal footing, without game mechanics that put one player or team in completely control of the match, you get a much more unpredictable outcome - and thus a game that's more fun to play and watch. I don't understand the whining about the serious damage either. It's supposed to be a power strike and a game changer. It's supposed to blow you the hell away - why on earth would you nerf it? It makes not sense for a FFA DM match to nerf it. If you truly want "competitive" play, then it's not FFA (it's either 1v1 or TDM) and there should simply be an option to turn off power-ups and that could be voluntarily applied by those seeking a tournament style competitive environment. And for that matter, 1v1 and TDM (or any other team based modes, e.g. CTF) are two very different things. You'd find it very hard to have the exact same gameplay mechanics in both and still have both be suitable for competitive play. 1v1s in FPS games have always been almost exclusively about "exhausting" your opponent by area-control and item-denial. Team based modes on the other hand have mostly been focused on other areas of gameplay. There's a reason why you don't see a lot of 1v1 FPS competitions in eSports - they're simply not fun to watch and too often end up being completely predictable after the first kill. They do, however, still exist at events because the participating players keep demanding them. |
![]() |
![]() |
#74
![]() |
![]() Usually pro players try to keep the Luck factor down to a minimum, because a truly skilled player would know how to turn the tides.
Also QuakeCon matches are pretty fun to watch. If you want boredom, go for competitive Pokemon ![]() |
|
![]() |
![]() |
#75
![]() |
![]() The Ultimate Versus mods are on the right track, at least when it comes to weapon balance, though I'd do a few changes differently. However, I do believe there should be more than weapon balance, but that's the first thing for sure.
I do want to ask y'all: What do you think, what makes/could make/would make Versus fun? And I'm not only talking about mechanics, but things that are more casual; like interestingly different than norm maps, gamemodes, etc. Really, any general idea about the versus mode is welcome!
__________________
[SIZE="1"]Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. Last edited by Solais; 03-26-2016 at 09:38 PM. |
|
![]() |
![]() |
#76
![]() |
![]() Generally, I dislike Versus because it's way too different from Quake and UT. Might have something to do with my ping being 400 every time. But otherwise, that might be a good thing because it means SS's Versus is original.
I say the thing that makes it most different from Quake 3/UT would be the size of the maps. Enemies always felt like they're as small as the crosshair at range. While I can't really tell due to the size of the maps, but the perception of speed can be messed up too. Sometimes it feels like I'm moving too slow, while enemies feel like they're moving too fast. The weapons for the most part are generic FPS fare with the exception of the Flamethrower and Cannon. There's no drawbacks to sniping in SS unless one counts the reduced fov when zooming in. So I guess that's what makes sniping fun in SS. Also, bullet-based weapons are always on-point, so they're always deadly and is what makes them unique compared to Quake 3. ![]() Versus in SS so far has no worthwhile modes to talk about. All the good ones like Beast Hunt are in Co-Op ![]() The best thing that would catch everyone's attention is player customization. Currently, all the player models are all so generic and boring despite being cowboys and boxers and dancers and shit because of having only one animation set and 2 sets of sounds for different genders. Something that would make it more personal to the players would be nice, or just having different voice actors for different characters. And yes, we need bots. By the way, a bit off-topic but: Those who says "git gud" needs to be washed in volcanic fire. Strong players get nothing from beating weak players (aside from the sick satisfaction of completely crushing someone, possibly in compensation for another aspect in life) and weak players will learn nothing from being completely crushed by strong players. Observing others doesn't mean much if you couldn't put it into practice. The only way for someone to get stronger is to play against someone (or some bot) equal to his skill level, so he has enough chance to experience a fair fight and know what works; and what doesn't. Last edited by PikaCommando; 03-26-2016 at 10:28 PM. |
|
![]() |
![]() |
#77
![]() |
![]() Look, why don't we just have spawn timers be a serverside setting? Simple as that. Since SS games never had a spawn timer, the default setting would be it being switched off.
Variety in options is always good. Whenever possible, do not make players'/server creator's decisions for them. Developers, sady, are starting to make this mistake more and more these days, which leads to a lack of replay value, which leads to players not sticking with the game.
__________________
![]() My Charizard was banned in the Geneva Conventions. Last edited by Artificial; 03-27-2016 at 02:31 AM. |
|
![]() |
![]() |
#78
![]() |
|
![]() Quote:
I really think that the raw gameplay of the Versus Mode (weapons, movement, mechanics) SHOULD remain the same in every gamemode, for avoiding confusion throughout different games and levels. Too many gamestyles just divide community and make so much confusion! For example on UT3 we have Vehicles modes, and old-style modes, and community split into two different communities, the ones for the Vehicles and team game modes, and the ones that played only on old-style game modes. If you wanna keep the community united you should never make more than one gameplay style. Usually there are 3 kinds of gamemodes: the CTF and Team DM (more funny), the pure Deathmatch (which is some kind of fun and competitive at the same time) and the Old classic Duel mode (one versus one, should be competitive or it will never be played). If you cannot make differences in gameplay between different gamemods for the problems i showed above, you can work on MAPS. Same rules, different settings. Map design is so important to differentiate a funny CTF from a wide and complex DM map or a competitive well-balanced 1on1 map. I think you should ask some good people (obviously top level players) because they really know how to make gameplay balanced, and at the same time how to build your maps for every gamemode. Last edited by Joe Flamingo; 03-27-2016 at 04:56 AM. |
||
![]() |
![]() |
#79
![]() |
Banned
Joined: Jun 2012
Location: Germany
![]() |
![]()
Quake 3 & UT are old games with dusty old game ideas. That was 17 years ago.
Last UT with bots is from 2007. I think develoers gives up idea of Bots between 2004-2008, with a few exceptions. Another thing is how many here does not realized how outdated Sound system of SE1 is/was. |
![]() |
![]() |
#80
![]() |
![]() I really enjoyed reading same things repeated for over 40 posts. Just drop your suggestions and leave, rather than pointlessly debating over different opinions.
Extra points for Discy who already guessed what was going to happen. ![]() Last edited by Targ3t; 03-27-2016 at 05:36 AM. |
|
![]() |
![]() |
#81
![]() |
|
![]() Quote:
What's wrong with it? Its DirectSound3D is much better than the XAudio2 which SS:HD and SS3 use by default, and about equal to OpenAL which you can choose in them with some .ini tweaking... A true upgrade imo would be to switch to OpenAL Soft, which allows for HRTF, and maybe something like iSound on top for more realistic sound propagation than EAX.
__________________
![]() Last edited by God Of Gaming; 03-27-2016 at 06:43 AM. |
||
![]() |
![]() |
#82
![]() |
|
![]() Quote:
Other than the amazing super reactive mechanics/movements, another thing that I love is the variety of the maps. Each map has its own mechanism to learn in order to over power the opponents. There are maps used competitively like Fortress, Hole, Medieval Rage, The Lost Tomb and other ones used for casual deathmatches like Yodeller. It may seem stupid, but I find the Double Shotgun incredibly fun sometimes. It happens that one of the enemies has low health and you shoot him with the double shotgun at mid-low range. After that, the player EXPLODES into pieces and blood and the sound of the shot mixed with the explosion of the body is soooo satisfying!!! Timestamps? Ok! Look at these pieces of video ![]() 1. https://youtu.be/yjJvbTFebnQ?t=5m12s 2. https://youtu.be/yjJvbTFebnQ?t=5m50s 3. https://youtu.be/yjJvbTFebnQ?t=6m52s 4. https://youtu.be/yjJvbTFebnQ?t=7m8s 5. https://youtu.be/yjJvbTFebnQ?t=7m54s 6. https://youtu.be/yjJvbTFebnQ?t=10m8s About Game Modes... well to be honest I only play Deathmatch, Duel and rarely Team Deathmatch. I don't like too much games modes. The classic ones are perfect for me. Another great think that SSHD Versus has is that Rockets and Grenades are destructible when they impact with the Laser. It makes the player create a new tactic in some situations and escape from critical ones. |
||
![]() |
![]() |
#83
![]() |
|||
Lava Golem
Joined: Apr 2003
![]() |
![]() Quote:
Quote:
Quote:
Actually, the new UT has largely the same game modes as the old ones and bots have been present in it from the get go. Many of the game modes and concepts from those "old" games still live today as part of the gameplay of new games. |
|||
![]() |
![]() |
#84
![]() |
![]() LOL, Zeb's videos
![]() ![]() |
|
![]() |
![]() |
#85
![]() |
![]() Single handedly managed to ruin the HD versus community for sure.. but that's not the point of this thread.
__________________
I'm a cat by the way. I'm also everyone's most hated critic. (Opinions expressed are my own) Nimble Writer - now available on Steam, Itch.io.
CodeCat, my blog that I need to update - I also have a showcase, which I barely update. (I do not respond to PM's about Serious Sam Revolution or Bogus Detour. Please use the appropriate community hubs for that.) |
|
![]() |
![]() |
#86
![]() |
|
![]() Quote:
Also, if you read above, I already talked about the leaks of the Votation System in Serious Sam. And while we are at it, I'd like to see a better Chat system in the versus. Often there's people flooding in the chatbox without any restriction. A punishment for flooding would be required. |
||
![]() |
![]() |
#87
![]() |
![]() Zeb is pretty much a non-person, considering he screwed over Croteam and pretty much destroyed the SSHD versus community. Not to mention, he was supposed to be THE tester of the SS3 Versus mode, so if it's bad, it's kinda him not doing his job; considering how much have Croteam always listened to its testers. So yeah, don't expect anyone taking him, or his videos seriously.
__________________
[SIZE="1"]Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. |
|
![]() |
![]() |
#88
![]() |
|
![]() Quote:
I took the Zeb's one because he's one of the few people who record Serious Sam matches in high quality on Youtube. I don't accept this off topic. Think at the game, don't move your mind to such stupid things. I linked you some clips about what you asked, I would except a reply about it. I definitely don't care who Zeb is, what he did and what he didn't. And surely I'm not the only one here. |
||
![]() |
![]() |
#89
![]() |
|
![]() Quote:
Bots add a whole bunch of replay value to a game. It gives you someone to play against if, 1. You just wanna test something. 2. You just wanna screw around. 3. You just wanna fill up your server and give people something to kill while they're waiting for actual players. 4. You don't have anyone to play with for whatever reason. 5. You don't have a reliable internet connection. 6. You don't have to put up with people's competitive whiny BS.
__________________
![]() My Charizard was banned in the Geneva Conventions. |
||
![]() |
![]() |
#90
![]() |
Lava Golem
Joined: Apr 2003
![]() |
![]() So to get back on the topic of versus. I think we all agree that the weapon balance needs to be tuned. So that far at least we're on the same page.
I think the main question that really needs to be answered is what SS versus should be. Should it just be pure 1v1 and FFA DM? Or should it be something more varied and include team modes like TDM and CTF? And perhaps keep in mind that the more game modes exist, the less time there is to work on each of them - i.e. quality of each game mode will likely suffer. Not that it's our decision to make, but I do want to hear what you all think SS versus should be. Now that we opened that can of worms ![]() |
![]() |
![]() |
Bookmarks |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | Search this Thread |
Display Modes | Rate This Thread |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Croteam - new options for multiplayer (or sp?) | StarFyre | Serious Sam 3 | 1 | 05-05-2012 11:31 AM |
Message for Croteam and 2k ! | BlackDeath | Serious Sam 2 | 8 | 12-01-2005 09:06 PM |
Your Ideal Computer | sean123 | Off Topic Forum | 65 | 06-13-2002 09:27 AM |
Whats the ideal computer to run Serious Sam? | Deathman | Serious Sam Classic | 6 | 07-15-2001 12:42 PM |