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I was on the first floor of the barn on the mill map. I was [shamefully] camping, waiting for people to climb the ladder. One guy called Vlad wouldn't stop shooting me and kill me even though i was sitting on my room's floor for almost 20 seconds.
Same thing happened on the tower. Same guy killed me like 4 times while i was proning in the floor.
Hehe, yes, it is possible since your torso is not collideable with the floor. So if you literally go prone on your play area, in-game your head will be near the floor, but your torso will be dangling underneath you on the lower level. :P
You should also note that if you get close to a wall or the ground (on a higher floor) your body can clip through it, in which case a player can shoot your exposed body.
Other unsportsman things IMO:
-Sitting on the ground and moving would also be unsportsman
-Being a good player and relying on a shotgun and shield
-Uneven team farming the opponnet's base
Lag can also be an issue, but can't be helped too much currently.
I haven't found camping to be an issue in this game, as most areas have multiple openings. If your constantly moving you'll do far better than a person a camping.
The only cheating I've found are players teleporting really high in the sky, though this leaves them very exposed to well aimed shots.
Second, certain boulders on the Quarry level. You can hide inside these, for example the ones on the left side of the map, close to the lounge/starting area. People inside the rocks can shoot at players outside of them, players on the outside can not shoot in. (Your weapon is not unable to shoot like inside objects on other maps) This is VERY easy to abuse, but very few seem to do it and it's easy enough to avoid such players. But I wonder if this is possible in other areas of the map, large parts of the middle is covered by rocks, small cliffsides and so on. I do not know if you can also hide in these and still shoot people.
It is still possible to somehow climb to very top of the level, up to the tower in the blue and red bases in Quarry. I don't know how, but I've seen it happen. Personally, I don't mind. I think it's a shame the ladders were removed, since it was a lot of fun to snipe from way up there. I didn't feel that it was overpowered or anything to be up there since people quickly target you if you're a sniper.
Wasn't me was it?
I've been accused of cheating several times because I seem to move very fast, but actually all I do is keep pressing on the trackpad really quickly so as soon as the teleport cooldown is complete i jump again. You'll see players ()especially the beginners) holding the teleport button down and moving the landing site just right. I don't do that, and in fact, all you have to do is watch where they are about to teleport to and you can fire at it, before they even teleport. I also anticipate where players are, and where they will move to, and try to head them off. This isn't cheating but it might look like getting a head start at times.
Another thing is to fire a shot that you just know its on target, and so dont bother to hang around to see when it impacts. Jumping past people to get behind them also makes you seem fast, but thats just because its hard to track the movement. I also fire where I think players are going to jump to next. Most players just stand still and shoot over and over to try and get a hit, so I can see how it'd appear like fast teleporting/cheating, even when its not.
If anyone thinks my play is cheating I'm happy for the devs to monitor what I do and publish the result. If I am lagged, or other players are lagged, its not intentional and it's basically up to recroom to provide some european server. Everything else is just me trying my best to be faster than the opponent.
A few related comments:
1) More experienced players + less experienced players = lots of accusations of cheating. I've seen this a lot myself and it's not a great experience on either side. I'm not sure how you guys are doing team balancing, but it doesn't appear to take player skills/records into account?
2) The removal of the stats board reduces the pressure of competition, but is also removes validation for more experienced/skilled players. I know there's a delicate balance to strike here but I think it'd be great to factor this into the scoreboard, so players have a better idea of who they're matched up against.
3) I'd echo the comments on lag time. Some metric to show people's connection speeds would go a long way.
Again, Rec Room is a fantastic product, and I love how fast the iterations have been. Wishing you guys the best of success.
In the next few weeks we're going to be looking at:
1) How to handle the situation where you're playing 4v4 paintball and two players leave to make it 4v2. Should you be able to re-balance to 3v3 on the fly?
2) How to handle skill gap?
Leaderboards will come back... otherwise Jong Yi will kill me!
Hah! That's good to hear.
This seems a bit off-topic, so we could go into in a different thread, but it looks like there's a few elements:
1) Initial team assignment
2a) Team re-balancing when someone leaves
2b) Team balancing when the score is highly deviated (i.e. 50-10)
If you guys are prioritizing overall fun, 2b goes a long way in keeping things balanced but obviously wouldn't apply to more competitive (or tournament) games.
Not sure how much knowledge/research you've already done, but here are a few links you might found helpful, ranging from more basic to more advanced:
http://splittingred.com/2013/06/20/teams-partitions-oh-my/
http://www.moserware.com/2010/03/computing-your-skill.html
http://forums.na.leagueoflegends.com/board/showthread.php?t=12029
http://blog.dota2.com/2013/12/matchmaking/
https://en.wikipedia.org/wiki/Elo_rating_system
The systems that take individual k/d's into account (i.e. lower ranked player hits/defeats higher ranked player and gets a larger ranking bump) can lead to really interesting results.
Say Hi to JongYiiii
1) When the paintball game is going down because 4v3 -> 4v2 -> 4v1, let's say that it's caused because the losing team members are being frustrated because the unequal team skill, and they look at their watch to change the map and try another match.
I propose new buttons in the watch:
- Surrender --> like kick player voting system, all [remaining] team members must agree.
- Ask for rebalance --> all players in the match must agree. This option maybe can be disabled under certain rules, but if I'm on winning team I also want to be able to propose it.
2) Maybe the previous option can be enough to rebalance skills on both teams. If not, i see two options: bots, or more bots :P
Also to have any kind of timed invulnerability or invisibility when you respawn in your base may help unskilled people or losing team. The more you die, the more you can benefit this perk (having an obvious max-time limitation). If you don't die for a while or if you hit somebody, you reset or lose this help.
So unskilled people may feel more confortable when they are overwhelmed and surrounded by enemies having an opportunity to turndown the game.
EDITED: also if this timed invulnerability helps me to not unfairly die-when-dead and respawn without no gun, perfect!!! It happened today a couple of times :(