Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Obviously exploits get popular among those using and depending on it. So it was a big deal to these individuals.
As for an enhanced AI both friendly and enemy I totally agree. Lets hope the AI will get better path finding and maneuvers smarter to avoid the constant friendly fire on each other etc.
The best thing to do is to go for slightly reduced hovering capabilites. Like once a player takes his/her ship and takes big air, he/she should be able to keep the ship falling down slowly not falling down without control in accelerated fashion.
Note that 1.3 also improved AI generally so human players became obsolete/useless in strats. ZST only improved defenses to cope with versatile hovering players.
In 1.2 it was possible to reduce hovering by modding to find a golden balance. But then in 1.3 the whole air control was ruled out by brute forced, black and white attitude. Defenders of 1.3 physics (MPI modders) were people who had no experience in fighting against humans - people who never tried playing the game with automatic leveling turned off - people who never had a climpse of all the potentials.
before you start making too many generalizations, i've played the game since before it had any patches or updates and the physics aren't that bad, I understand what you are saying with the falling, the only thing that could be done with it would be to create additional downward velocity reduction when near the ground to prevent slamming into the ground, it's not bad the way it is right now, in fact i hardly ever cause damage to my ship by slamming into the ground and i do plenty of air during combat.
As for why Mr Nates forced players to use 1.3 physics without the ability to turn them off I hear it was because a certain group of players kept trolling and harassing him. Which if that was the case then I certainly don't blame him.
Note that if there's no air control (strafing while in air, slowing down falling etc.), there's no reason for players to take air. Players just become easy to hit targets as the path is easily predictable. Can you see how it chops off a significant amount of depth from the game. It's supposed to be a game where players take air right ?
Your idea of reducing velocity based on terrain proximity is not enough. :) It would handle the rubber ball bouncing dilemma nicely though.
Problem probably was that Nathan was only a middleman for physics but he was also the only guy that the beta team could talk to. Ken stayed behind the scenes and took years to accomplish miniscule tasks. I can see how all the hate piled up on Nathan.
http://ze.bz2maps.us/
It had physics more like in Battlezone 1 (1997). If a player desired to stay in air for as long as possible, a ship kept on falling down but very slowly. It was impossible to climb up in air - it was impossible to escape battles by ghost hovering out. What it offered was robust air control (strafing, spinning, etc.) that didn't break the game. You could take a jump over defenses, point your nose down, move and shoot but you couldn't avoid slowly falling down. And then when your ship eventually touched ground it didn't bounce even once like a superball - you could just smoothly continue 'gameplay'. The whole experience was 'three dimensional' like someone called it some days ago.
Both men were working on 1.3 strictly voluntarily as a hobby project, while also maintaining full time programming jobs in the games industry (which are very demanding) and, in Nathan's case, a family. Slow progress is to be expected.
This entire statement is categorically incorrect. Please, please, please try to avoid conflating these three groups of people. 1.3's defenders, MPI players and modders experience about as much crossover with each other as they do with every other group of players - and most members of all three groups keep automatic levelling off and have experience playing against humans.
Whether you are doing so or not, it is worth noting that calling people MPI players or modders as a slur, and implying that they are somehow inferior, is inaccurate and outright rude.
I was there in the team and still rouhgly remember who was onboard. The initial public version was so dissapointing for vets that many refused to touch the 1.3 again. Many installed the patch straight on top of 1.2 (couldnt revert back and keep all maps, settings, mods) and then dissapeared for a long time or permanently due to all the effort required to start building 1.2 installation from scratch. There were only a couple vets (human vs human players) left in the beta team after initial public release - and after the event climax they didn't talk much.
I'm aware that the flying "debate" caused a rift in the community, but it was a completely unnecessary one that stemmed from an overreaction of absurd proportions.
I have never - and I've been in the community for well over fifteen years now - heard the word "vet" used to describe specifically human-vs-human players. In all the contexts I've heard it it has been used strictly to describe those respected as skilled and capable in competitive play in the community at large. Several of the vets I know enjoy ST and MPI in almost equal measure, and make mods that support and ehnance the experience of both.
Typically, competitive players aren't the kind of people you want involved in a test team. If someone approaches testing the same way one approaches typical gameplay, expecting to have fun or compete or win, then they're liable to cause more harm than good. As someone who was also a member of the 1.3 team for several years, that's a more likely reason for there being more modders than vets; modders are used to development, typically understand the mechanical ins and outs of the game from an internal perspective (meaning they can track down bugs and build repro cases faster) and are able to submit and vet asset fixes to take the load off the patch's developers.
That said I'm not going to pretend 1.3 was optimal - far from it. It was simply the best that could be done with the situation at hand and the resources available.
Then most of people became easy target and limited move. Some of our vets skills still require air control . Example, im long range figther player, most of time I use air in my game play. The vrs 1.3 we fall down too quick. The other side, reducing hovering time help to avoid air camper /bug later in game. In that case, I would suggest the new developpers of the game adding new flying ships like Gnat / or Walkerie from starfleet mod and Evil Empire mod.
I wonder if the warp bug would be fixed on the new BZII remastered ? Because it was complicated to get players correctly.
I suspect fixing network issues will be one of BZCC's top priorities.
And yes... Any advocate of flying should give aircraftclass a try.
I have never seen that done running 1.3. Is there proof - like a video clip or something ? Can you do it ? Is there someone here who can do it and show it ?