Murnatan

Community => Suggestions, ideas => Topic started by: Loki on March 24, 2018, 11:25:51 AM

Title: First impressions
Post by: Loki on March 24, 2018, 11:25:51 AM
It has so much fking potential imo BUT here's a list of things I'd like to see fixed (I have this feeling it might be just in rewriting the numbers):


other than that i really like it!
Title: Re: First impressions
Post by: Rex on March 24, 2018, 12:08:47 PM
Ooh, a first impressions thread. Here we go:

The core gameplay feels like Trem, which is a big plus. Building is straightforward and the little info panel on the CKit is a nice touch.
The maps currently in rotation are okay but a little flat. I'd love to see some maps based on the default Trem ones (with a little artistic flare or imagery that hints at a plot).
Pitin and Blaster are actually quite powerful, which I'm not sure if I like but it's definitely interesting! :D
The main downside I find are the crashes that happen when I buy stuff from the Armoury.

The main menu music is ultra chill. It's incredible.

Suggestions:

It's still more polished than most games that make it to early access!
Title: Re: First impressions
Post by: ViruS on March 24, 2018, 01:21:09 PM
I like it so far, reminiscient of R Funko CZ although as expected still plays quite differently due to the UE engine.
I streamed a bit of the gameplay too. (https://www.youtube.com/watch?v=KRUJwGM4qMo)

Gameplay:

I tihnk the gravity and speed is sort of fine for now although the physics are rather unsatisfactory at times due to the way UE's air physics work. For example, jumping over the turret is like... well that: https://www.youtube.com/watch?v=6MhAF47JodU

Human's sprint ability feels so fast relative to its regular running pace. I assume that rotacak knows the balance values that tremulous had since he did make the funko mod afterall so I won't talk about that here.

Air acceleration should be increased.

Jetpack physics are also rather linear, you don't feel and acceleration. It also tends to stic kto he ground if you try to move and liftoff simultaneously, to get off the ground it seems you need to let go of movement keys and only use the jump key.

Wallwalk rotating animation is very slow and also has trouble working around rocks where client-server mismatches often happen resulting in quite a lot of warping at times.

Taunt key can be spammed, not a high priority issue but it can get annoying if you get 5 players to simultaneously spam their taunt and sniff keys. This was also an issue in tremulous although in tremulous you kinda had to jump for taunt to replay.

In the Boxfield map: The ledge in the human's base needs to be made more accessible. Coupled with UE's air physics, its very difficult for humans to get up there without building brick support structures to step onto.

Humans shouldn't have to take damage through the forcefield, you can try KoRx's approach where a player presses Q on it to momntarily disable it (https://youtu.be/e-HurPcRJU4?t=9m29s)

________________
Technical feedback:

Graphics settings needs more options rather than the poor presets. Reduction of resolution scale is NOT something that people like to have unless absolutely necessarily, and yet they have that on low settings as well (not just the lowest). Bloom and that stuff could also be disabled on low settings. Turrets are also kinda dark, and are actually harder to see than acid tubes quite strangely enough.

Armoury crashes and softlocks often happen if you try to spam to buy a weapon. If you use the ESC key the buy/evolve menu also tends to not close sometimes, sometimes soft-locking your cursor and ability to aim, sometimes not but nevertheless the menu cannot be closed and sticks for the remainder of the game until map change, which can be annoying.

Also, there's no latency compensation for projectiles. It's a bad thing for a modern videogame but if you're intending for a 1:1 replica of 1.1 gameplay than that is not an issue, but it also means that it can be difficult to play as humans. Example of lack of projectile nudge in 1.1 gameplay (pulse rifle. It looks different because I'm using the 1.3 client) (https://www.youtube.com/watch?v=vlbiWULQmIk)

Because turrets aren't latency compensated, the fact that if you stand on them causes you to rotate causes a lot of lagging problems with aiming for people of any latency so I highly don't recommend keeping that function if possible for structures specifically. Remember that "anything that changes the physics state of a player's avatar that cannot be client predicted should be avoided if it isn't essential to the gameplay" (example: knockback from the lasgun in Tremulous can be a pain in the butt for marauders with >200 ping)
Title: Re: First impressions
Post by: Machine Medic on March 24, 2018, 02:56:48 PM
First things within 30 minutes:

 - The keybind system needs a couple of tweaks.
   - Escape menu needs to be permanently bound to the Escape key
   - New binds need to have the ability to overwrite existing binds... otherwise changing binds is like playing the game 'Rush Hour'.

 - The Escape key needs to be a universal method of exiting out of GUI elements (Bind menu, chat menu, armory menu, etc, etc.) and using it needs to not result in 'stuck' menu screens as with the armory.

 - The game needs to be capable of raw mouse input.  I.e. zero mouse input latency. 

 - Some part of the render pipeline or other game system seems to be bottlenecking performance.  Framerates (on a strong machine) do not seem to be dependant at all on graphical settings.  Some maps achieve a relatively smooth 60 fps, while others (boxfield) alternate between smooth 60 and terribly stuttery 20-40.  I haven't been able to get above 60~63 fps.

More to come once I figure out how to re-bind the escape menu to the escape key...
Title: Re: First impressions
Post by: Loki on March 24, 2018, 03:21:18 PM
- The game needs to be capable of raw mouse input.  I.e. zero mouse input latency. 

THIS SO MUCH. GOD DAMN.
Title: Re: First impressions
Post by: Machine Medic on March 24, 2018, 06:09:24 PM
Erhm... every time I die... I crash.

I uh... I think that's a bug.

>.>
Title: Re: First impressions
Post by: Nomad on March 24, 2018, 06:14:39 PM
Erhm... every time I die... I crash.

I uh... I think that's a bug.

>.>

Or when you buy a weapon while holding a ckit. Fix the crashes, the ui bugs and the game will be fully playable. Oh and adjust gravity, it takes ages to land on the ground.
Title: Re: First impressions
Post by: ViruS on March 24, 2018, 06:41:24 PM
I also need a sensitivity value of 0.0149... but that's not a valid setting :>>

so I had to halve my sensitivity and then use 0.03 to get an approximate equivalent to my quake engine/tremulous settings.

For now my streams (which you may use to find traits in regards to crashing, like dying) can be viewed through this playlist once I enable them publically: https://www.youtube.com/playlist?list=PL-9tEME2A6Ibg4TmikpYlQkjgKHZIDaeZ

Also for fun with discord:

AussieAssault:
(https://cdn.discordapp.com/attachments/180948018814648320/427103423809323019/unknown.png)
(https://cdn.discordapp.com/attachments/255894038991994880/427157911353950218/unknown.png)

Apheriox (Natural Selection 2 server group/community that has their own mod server, something like the current GrangerHub/DerBunker, or the past R xyz CZ community):
(https://cdn.discordapp.com/attachments/255894038991994880/427158907518189578/unknown.png)
(https://cdn.discordapp.com/attachments/255894038991994880/427158641984929802/unknown.png)
Title: Re: First impressions
Post by: Loki on March 24, 2018, 06:45:02 PM
For now my streams (which you may use to find traits in regards to crashing, like dying) can be viewed through this playlist once I enable them publically: https://www.youtube.com/playlist?list=PL-9tEME2A6Ibg4TmikpYlQkjgKHZIDaeZ

Damn son that bitrate :DD
Title: Re: First impressions
Post by: ViruS on March 24, 2018, 07:24:37 PM
For now my streams (which you may use to find traits in regards to crashing, like dying) can be viewed through this playlist once I enable them publically: https://www.youtube.com/playlist?list=PL-9tEME2A6Ibg4TmikpYlQkjgKHZIDaeZ

Damn son that bitrate :DD
I'm Australian. I actually live in one of the fastest internet suburbs for my entire state.
Title: Re: First impressions
Post by: Machine Medic on March 24, 2018, 07:34:08 PM
Here's what I'm getting from this initial release:

1. - Stability. There are some major problems with crashing.
2. - UI and UI glitches. Needs some kinks ironed out.
3. - Performance. Needs optimization badly.

Other than that, it's a fun game. 
Title: Re: First impressions
Post by: Rotacak on March 24, 2018, 08:06:15 PM
It has so much fking potential imo BUT here's a list of things I'd like to see fixed (I have this feeling it might be just in rewriting the numbers):

  • INCREASE THE GRAVITY - they all look like they're levitating especially Mara/Narba and Puma's pounce
  • INCREASE THE SPEED of non-adv aliens - they are trash and get easily killed, Pitin is much more efficient especially in swarms
  • DECREASE THE SPEED of humans - they are Usain bolts all of'em
  • SNIPER ZOOM is not good at all, right now you have to hold the button which means it keeps magnifying, the moment you release the key it cancels the zoom
  • PLASMA RIFLE is a fps-drop fest,
  • Can't click Options in the menu
  • Custom settings (accessible only via in-game menu unfortunately) cause a crash except for Resolution rendering
  • Anti-aliasing pls - lemme try reshade
  • Gamma slider

other than that i really like it!

I think that changing gravity can break things. Maybe I can look only at specific aliens if it is possible.

Speed - that is very hard thing. Current speeds are atlest little balanced. If aliens will be faster, then nobody will catch them. Also you can use continuous jump-acceleration. Human speed is big, but again - if will be lower then humans will never run away from any alien. These speeds probably needs to be tunned, but carefully.

Sniper - that is ok, isn't? Only zoom speed should be way faster.

Options - not implemented.

Custom settings - I will check it.
Title: Re: First impressions
Post by: Rotacak on March 24, 2018, 08:11:05 PM
Ooh, a first impressions thread. Here we go:

The core gameplay feels like Trem, which is a big plus. Building is straightforward and the little info panel on the CKit is a nice touch.
The maps currently in rotation are okay but a little flat. I'd love to see some maps based on the default Trem ones (with a little artistic flare or imagery that hints at a plot).
Pitin and Blaster are actually quite powerful, which I'm not sure if I like but it's definitely interesting! :D
The main downside I find are the crashes that happen when I buy stuff from the Armoury.

The main menu music is ultra chill. It's incredible.

Suggestions:
  • Add longer descriptions to some of the buildings.
  • Add a delay to the voice taunts to keep them from being spammed/overlapping.
  • Fix the bug where the Armoury screen stays over the GUI (so far I can only solve it by exiting and going back into the game).
  • As mentioned above, increase the gravity. Narbatucker doesn't feel very fast at all.

It's still more polished than most games that make it to early access!

That delay to taunts could be complicated because every taunt have different timing. It can be spammed but I am not sure if it is so bad. It should solve mute vote.

Armoury bug is really annoying together with crashes.
Title: Re: First impressions
Post by: Loki on March 24, 2018, 08:13:26 PM
I think that changing gravity can break things. Maybe I can look only at specific aliens if it is possible.

Speed - that is very hard thing. Current speeds are atlest little balanced. If aliens will be faster, then nobody will catch them. Also you can use continuous jump-acceleration. Human speed is big, but again - if will be lower then humans will never run away from any alien. These speeds probably needs to be tunned, but carefully.

Sniper - that is ok, isn't? Only zoom speed should be way faster.

Options - not implemented.

Custom settings - I will check it.

well if changing the gravity is bad then try it at least/only for Narbatucker and the Pum as those are very important

speaking of speed - it's just the Basic variant of goon (and narba kinda too) looks like he is walking through Russian spring mud to get to you :D :D  the adv versions are fast enough

sniper - oh so it was supposed to be like that - yes, increasing the zoom speed by several times will definitely make sniper rifle much more usable, it'd be nice

well about the customization i gotta ask few others if they do have that problem as well, might be just me, somehow
Title: Re: First impressions
Post by: Rotacak on March 24, 2018, 08:36:56 PM
2. - UI and UI glitches. Needs some kinks ironed out.

Yea, I think these and crashes are most important to solve. I finally can replicate that UI bug so first step for fix is done.
Title: Re: First impressions
Post by: Blizz on March 25, 2018, 01:19:04 PM
1. Wallwalking too slow (on Trem you can set the type of speed you want)
2. Pounche against humans is pretty useless. The system is the same of Trem 1.2, but the range and the charge are stoned. This doesn't happens against aliens, because with pounche I killed more allies than enemies
3. Mass driver zoom -> ?????
4. Humans turrets are better from 1.1 than from 1.2, you should use that system
5. Please don't make a game with unlimited build points
6. The game is pretty slow, Trem was more dinamic.

This is a great opportunity, don't waste it doing a game like X or W servers.
Trem lived for the competitiveness, not for boring endless games.
Title: Re: First impressions
Post by: Tremor on March 25, 2018, 02:15:14 PM
So first impression....

(https://i.imgur.com/qdPnatz.jpg)

Someone placed the only human node in this  insta-death pool and there is no way out, and this has been going on for half an hour now. Aliens are camping it too. Seriously who thought it was a good idea to put something like this in the middle of the map, and make it buildable...



10/10 best map design! :D
Title: Re: First impressions
Post by: Loki on March 25, 2018, 02:20:57 PM


(https://i.imgur.com/qdPnatz.jpg)



damn son that's a new way to troll
Title: Re: First impressions
Post by: Machine Medic on March 25, 2018, 02:42:51 PM
Reminds me of the old days building nodes hovering precariously over a tall ledge and then waiting for teammates to spawn... pop them with a shotgun, and down they go!

 :D
Title: Re: First impressions
Post by: Rotacak on March 25, 2018, 03:04:24 PM
So first impression....

(https://i.imgur.com/qdPnatz.jpg)

Someone placed the only human node in this  insta-death pool and there is no way out, and this has been going on for half an hour now. Aliens are camping it too. Seriously who thought it was a good idea to put something like this in the middle of the map, and make it buildable...



10/10 best map design! :D

That is bug for bugtracker. There should be kill volume which kills also structures. Easy fix for next version.

BTW, you can use draw vote if something like that happens.
Title: Re: First impressions
Post by: Tremor on March 25, 2018, 03:56:16 PM

That is bug for bugtracker. There should be kill volume which kills also structures. Easy fix for next version.

BTW, you can use draw vote if something like that happens.

I did, 5 people voted no.
Title: Re: First impressions
Post by: Nomad on March 25, 2018, 04:11:04 PM
Getting mauled by a tyrant also crashes the game.
Title: Re: First impressions
Post by: Loki on March 25, 2018, 04:25:16 PM
Getting mauled by a tyrant also crashes the game.

I don't think that happened to me
Title: Re: First impressions
Post by: BFG on March 25, 2018, 07:44:45 PM
Also, we need a way ban people from the server. Happened multiple times now: guy that just kept killing teammates, getting kicked and coming right back.
Title: Re: First impressions
Post by: Dak on March 25, 2018, 07:55:40 PM
- If you set the frame rate to 'Unlimited' you will be capped to ~62fps, I can set mine to 144 fps and achieve more frames.

- I don't own a qwerty keyboard and key bindings are a nightmare for me, it would be nice if we could overlap or have a text file somewhere to change them manually.
Title: Re: First impressions
Post by: Machine Medic on March 25, 2018, 08:39:45 PM
Yeah, scripted/text-based keybinds will become necessary as the game becomes more and more playable.
Title: Re: First impressions
Post by: Rotacak on March 26, 2018, 09:26:52 AM


Jumping over turrets is compilicated because if they will be shorter then Tyrant can walk over them. So probably only higher jump can solve this.

Human sprint - and everything is hard to balance. I think is best to play a while and then tune it. We tried lower speeds but aliens was OP because of that.

Air acceleration increase - yes, definitely for Narba.

Boxfield ledge: that is good for aliens :)

Forcefield - good idea.

Graphic settings - agree, Turrets - yes, that is not intentionaly implemented.
Title: Re: First impressions
Post by: Loki on March 26, 2018, 09:57:15 AM
Human sprint - and everything is hard to balance. I think is best to play a while and then tune it. We tried lower speeds but aliens was OP because of that.

well in Tremulous the speeds were quite fine, in fact they were satisfyingly fast for aliens and acceptable for humans too - walking and sprinting altogether

in Murnatan however the humans are lightning fast at sprinting and even at walking, while basic aliens are slow

I still can kill humans with a basic Pum but I gotta use pounces more than actual walking... speaking of pounces, is it possible to increase its width? currently it's like shooting with a gun and so even if you hit the human with a pounce, you won't kill him because your crosshair wasn't aimed accurately at his body
Title: Re: First impressions
Post by: Rotacak on March 26, 2018, 10:14:54 AM
well in Tremulous the speeds were quite fine, in fact they were satisfyingly fast for aliens and acceptable for humans too - walking and sprinting altogether

in Murnatan however the humans are lightning fast at sprinting and even at walking, while basic aliens are slow
Yea but compare final sprint speed with for example running Tyrant. When we tried lower speeds then any alien can just run away from human safely. Different engine, measuring units (world sizes), player sizes and collisions will cause that speeds from Tremulous simply not works.
But anyway this can be still tunned. And I like to have fully configurable server where any server owner can play with own speeds and test it.

I still can kill humans with a basic Pum but I gotta use pounces more than actual walking... speaking of pounces, is it possible to increase its width? currently it's like shooting with a gun and so even if you hit the human with a pounce, you won't kill him because your crosshair wasn't aimed accurately at his body
Pounce is another thing to tune. Not only width (can be adjusted) but whole pounce feels "light" and not correct.
Title: Re: First impressions
Post by: Loki on March 26, 2018, 10:32:56 AM
Yeah you're right, the different units etc. didn't cross my mind, well anyway, it's playable with the current speed, it just doesn't feel right though, I am curious about how the tweaks will look

Pounce is another thing to tune. Not only width (can be adjusted) but whole pounce feels "light" and not correct.

exactly, too light, I love the ragdoll though, when you hit a human and his corpse just flies away
speaking of pounce I don't think I heard an actual sound of hitting something with pounce
Title: Re: First impressions
Post by: Rotacak on March 26, 2018, 12:19:43 PM
speaking of pounce I don't think I heard an actual sound of hitting something with pounce
That sound is there. Maybe is only too quiet, I will check it.
Title: Re: First impressions
Post by: Loki on March 26, 2018, 04:49:07 PM
speaking of pounce I don't think I heard an actual sound of hitting something with pounce
That sound is there. Maybe is only too quiet, I will check it.

It's definitely muffled if it's there. Same goes for footsteps, already reported to bugtracker.
Title: Re: First impressions
Post by: Prophet on March 27, 2018, 05:38:20 AM
Game feels good, don't have much to add other than echo some of the other comments in here.

Some general gameplay thoughts/questions:

1. Mara (Narbutucker??) feels kinda crappy, I can't figure out how to get any sort of forward velocity, has anyone else had more luck?  or am I just bad
2. It seems you can't recover any stamina unless you walk or stand completely still, this feels really punishing... I feel like you should recover stam slowly while moving, then really fast if you walk/stand still.
3. Some of the maps have really complex walls, like tons of blocks and such hanging out of them, this does not play nicely with wallwalking gameplay in my opinion.  The most popular maps in tremulous were maps with smooth walls.
4.  Any hope in getting some inspirations of the classic trem maps?  I'd love to at least see ATCS.
Title: Re: First impressions
Post by: Rotacak on March 27, 2018, 10:54:09 AM
Game feels good, don't have much to add other than echo some of the other comments in here.

Some general gameplay thoughts/questions:

1. Mara (Narbutucker??) feels kinda crappy, I can't figure out how to get any sort of forward velocity, has anyone else had more luck?  or am I just bad
2. It seems you can't recover any stamina unless you walk or stand completely still, this feels really punishing... I feel like you should recover stam slowly while moving, then really fast if you walk/stand still.
3. Some of the maps have really complex walls, like tons of blocks and such hanging out of them, this does not play nicely with wallwalking gameplay in my opinion.  The most popular maps in tremulous were maps with smooth walls.
4.  Any hope in getting some inspirations of the classic trem maps?  I'd love to at least see ATCS.

1. Narba is already tunned up, will be changed in next update. More weight and higher air control. Same with Pum.

2. This look correct, stamina is consumed quite slowly, only jumps consuming very much. And is regenerated when you stand or walk. If you run, then is not consumed and not regenerated. And only if you sprint then is consumed. If you will not jump then you should have enough stamina.

3. True. These walls need to be optimized by invisible walls for smooth wallwallking. Only Boxfield is optimized in this way yet.

4. Currently no. We have prepared Rotcannon and Mission One (still too much work) but nothing else. We will not work on completely new maps now. But I like to solve map mod support so anyone will be able to add own maps. I hope it will be possible.
Title: Re: First impressions
Post by: Loki on March 27, 2018, 11:01:24 AM
so it wouldn't be possible creating an actual map in stock UE4 and then just someone from the dev team would have to add buildings? or is it more complex?
Title: Re: First impressions
Post by: Rotacak on March 27, 2018, 11:25:30 AM
so it wouldn't be possible creating an actual map in stock UE4 and then just someone from the dev team would have to add buildings? or is it more complex?
That is possible but then is needed to compile new build and release new version of game and update server. Would be much better to just download map and done.
Title: Re: First impressions
Post by: Nomad on March 27, 2018, 03:50:17 PM
Wait so you can't create a map and place everything in it (buildings) by yourself and then just request to have it added on the server like in the old Trem?
Title: Re: First impressions
Post by: Rotacak on March 27, 2018, 04:59:16 PM
Wait so you can't create a map and place everything in it (buildings) by yourself and then just request to have it added on the server like in the old Trem?
In Unreal Engine 4 by default no. It have to be somewhat implemented first.
Title: Re: First impressions
Post by: Nomad on March 27, 2018, 06:11:52 PM
Damn that sucks.
Title: Re: First impressions
Post by: Loki on March 28, 2018, 02:08:30 PM
I find the shotgun too accurate at distances, often times I would be 10 meters away and the guy would deal 30 damage to me. One time I got sniped dead as a pum when he was 20 meters away from me.
Title: Re: First impressions
Post by: Nomad on April 04, 2018, 09:22:04 PM
Basic Pum is completely useless
Narb is useless too


increase speed please :(
Title: Re: First impressions
Post by: Prophet on April 04, 2018, 10:24:07 PM
Basic Pum is completely useless
Narb is useless too


increase speed please :(

I feel the same way although I'm not ready to make for sure calls about balancing right now.  I have seen some players actually fairly successful with he current pum but I struggle with it.  I'm probably bad  ;D

Narb for sure needs a buff though, badly.  I think the new physics engine is completely breaking narb, as no matter how much I try I can't seem to build up speed on this alien.  Mara in tremulous was always an alien that mostly sucks if you're inexperienced but if you get really good with it is an absolute beast with an extremely high skill cap.  I hope this same feeling can be recreated in murnatan.

Edit: my current alien gameplay tends to get pitin/grabit spam till enough Evo for rant and then suicide rush to kill things, I don't actually spend a lot of time with the other aliens but I'm hoping to change that.  How about you?
Title: Re: First impressions
Post by: Nomad on April 04, 2018, 10:35:34 PM
Basic Pum is completely useless
Narb is useless too


increase speed please :(

I feel the same way although I'm not ready to make for sure calls about balancing right now.  I have seen some players actually fairly successful with he current pum but I struggle with it.  I'm probably bad  ;D

Narb for sure needs a buff though, badly.  I think the new physics engine is completely breaking narb, as no matter how much I try I can't seem to build up speed on this alien.  Mara in tremulous was always an alien that mostly sucks if you're inexperienced but if you get really good with it is an absolute beast with an extremely high skill cap.  I hope this same feeling can be recreated in murnatan.

Edit: my current alien gameplay tends to get pitin/grabit spam till enough Evo for rant and then suicide rush to kill things, I don't actually spend a lot of time with the other aliens but I'm hoping to change that.  How about you?

I remember jumping over human heads with the old mara and just owning. Basic dragoon used to be good as well, but now it's just too slow.
Title: Re: First impressions
Post by: Prophet on April 04, 2018, 10:49:04 PM
I can't help but notice you're only mentioning basic pum here.  Does that mean you think the adv pum is fast enough already and the pum just needs to be brought more in line with the advance version?  The main reason to evolve from pum to advance are the Barbs and the 50 extra hp anyway so I'm not sure why there would be such a big difference in speed
Title: Re: First impressions
Post by: Nomad on April 05, 2018, 12:11:50 AM
I can't help but notice you're only mentioning basic pum here.  Does that mean you think the adv pum is fast enough already and the pum just needs to be brought more in line with the advance version?  The main reason to evolve from pum to advance are the Barbs and the 50 extra hp anyway so I'm not sure why there would be such a big difference in speed

Yeah the adv pum is alright. The basic one moves slower than a 100 year old grandma.
Title: Re: First impressions
Post by: Loki on April 05, 2018, 07:46:36 AM
the adv pum is a beast and quite fast

speaking of narba i found this in the dev log

hopefully he got forward velocity