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A lot of the reason this game will never be big is it's very old i know some games are old and are considered classics and have a high player count, but this game is so unique in it's own right. During it's last year it was never inviting to a newer player they either get trashed on 100 times and quit uninstall never learn or even deem it worth learning and only the few will stay get trashed on and learn and have to spend along time learning because the learning curve. It's basically gameplay gatekeeping so i would be glad it's just released and expect it the way it's always been the way it is on a private sever in terms of player count.
I don't think this company cares enough to consider those good ideas you've listed although i still hope they will. I know some people who created cheats for this game and they basically said it was one of the easiest games to exploit hopefully that has changed because hacking that went on for months is what got rid of a lot of the players during aeria games.
I think some p servers did a lot better than how ijji/aeria handled cheaters, leading, even changing fov and customization . a bit of P2w will probably always be there i mean if you consider prem meds also to be p2w cause those used to sell monthly . I wonder how the kick system will work now cause you can basically troll kick anyone from a game.
I think you're missing the point of what I was saying, and let's forget about cheating/hacking for a second. The game's netcode was programmed like this: client side has to be hit on their screen, while the peer to peer nature of how connections worked in the game meant that updating player position to other players would mean that if you shot at someone with 150 ping, you would need to lead slightly ahead of them in order to actually do damage. This meant that movement was extremely important, and it consistently kept you from being shot if you were able to move well.
Apart from that, melee stuns you slightly, which means that in melee duels, you'll be getting knocked around by seemingly nothing as you try to fight someone, not to mention them using sword anim cancels when up close up with guns whacking you when you're clearly out of range of them on your screen.
It's a bad idea. You can't use an aimbot if you only code one to shoot at a player position, making them much harder to create. There WAS hacking, of course, in the original, but these were blatant and obvious things like using Massive every frame, god mode, noclip, etc. but even then you could kill those players with ledge kills. I have a fond memory of juggling a god mode hacker for a solid 5 minutes before he left the server.
+Paying for cosmetic only items has proven to be a massive cash cow. There's no need for power boosts in a game this competitive. People will pay big to pay to dress. Clan mates try to match their outfits.
+Anti cheat is a great idea
~Skill based match making is a tough one. I would love to envision a system where two clans within a very wide skill gap can get matched, with either one having the chance to pass on the match due to either the other team just being way to deadly, or the deadly team potentially losing a massively outsized amount of points. Kind of gives the option to risk playing in or out of your bracket, some player agency. Just a rough outline of what could be an epic system. I recognize the thousand holes in it as I have it currently laid out.
~Anti-Lead. AHH. I love leading. It opens the game up to some awesome movement and fakeout opportunities. Without lead, if you aren't doing max DPS you're losing. Movement can be foolish.
That being said, we absolutely need anti-lead. This game dies if a new player sees "hit" 50 times on their screen but has done 0 damage, thats it the games dead. At least with anti-lead a tumbler/primitive dasher with amazing aim can body a veteran who's missing or being too flowery with their movement.