Ideas for PB2.5 (part 2)

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Ideas for PB2.5 (part 2)

Postby Walking_Arsenal » 6 March 2017, 00:41

1.) Better server syncing - We've all had the experience of headshotting a player with the CS-YippeeKiYay, but they don't die. The player you just shot is completely unfazed because on their screen, they were about 5 feet higher than the place that you just shot at. Making players interact with each other in real time can improve gameplay and save your KDR from laggy opponents.

2.) Perimeter explosives - Explosive charges that can be placed on walls, ceilings, or floors that detonate if enemy players get too close. Perimeter explosives can be useful for denying access to areas or keeping enemies from reaching powerful weapons.

3.) Players that are shot in the legs or fall off of a high place are slowed down and their jump height is lowered for a certain amount of time

4.) Players that just have been revived are slower and less accurate for a set amount of time

5.) Explosions from rocket launchers and grenades have shrapnel - Six projectiles similar to CS-RC bullets fly out of gunpowder-based explosions, but are randomly spaced and have a much limited range.

6.) Enable players to use port and shield 'nades in singleplayer

7.) Introduce layouts - Players can unlock or buy (with in-game money) weapons that can be used in multiplayer. Money can be earned by killing players in approved matches.

8.) Weapon buffs and nerfs - The current Alien Pistol has low damage and accuracy, but the projectiles cannot be deflected. This is completely useless, since it is near impossible to deflect bullets in multiplayer anyway. For example, if it does more damage to players underwater, it can be a more respectable weapon. Another example is if a player is using the CS-BNG, it will make them more vulnerable to damage. This will help balance the weapons and help with the introduction of layouts.

9.) Simplifying layouts for approved matches - By doing this, players will only have to choose weapons from the 1-3 slots. Weapons that are usually outside of the 1-3 slots can be placed in one of them depending on their stats. This may help players with deploying weapons quickly and balancing gameplay so that players cannot carry an entire arsenal of weapons.

10.) Player spawn areas - Player spawn areas allow players (from teams red or blue) to spawn without being spawn killed. For example, a player from blue team cannot enter an area marked as a red team spawn area and vice versa. Spawn areas can be placed similarly to regions in the map editor.

11.) Flowing water - Water can flow from a high place to a low place. It does not act like an object (to cut down on lag), but creates a waterfall effect when "flowing" from area to area.

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Re: Ideas for PB2.5 (part 2)

Postby Hikarikaze » 6 March 2017, 01:06

1.) Interaction already does happen in real time. Synchronization is purely client based so certain things look differently for different people. Better server synchronization will only happen with server side synchronization which can only happen when the servers are capable enough of handling everything happening in a match

2.) Just another grenade type

3.) Why? There needs to be a reason for this. How high of a place does a certain platform have to be before this effect takes place?

4.) Again why? Players already stabilize themselves when getting back up, which affects recoil strength

5.) Not necessary. This can be another grenade type

6.) This requires different key binds since the keys for these grenades already do an unique function in SP

7.) This is already going to be a thing iirc

8.) The inability to have projectiles deflected and its hitscan-esque projectile speed is what makes the Alien Pistol useful. It's not useless. If it was used underwater, it should do less damage because projectiles travel slower. CS-BNG already prevents rushing in with the weapon since the projectile can also harm the shooter if both move forward at the same speed. Characters can even move faster than the projectile itself

9.) This is already possible and is determined by the mapmaker now

10.) This is also already possible and determined by the mapmaker. Although it would be nice to have more control over spawns

11.) Rendering water graphically would still cause lag even if not a dynamic object. Even if as a decoration, flowing water will require more power to process than standard water akin to that in PB2, since water is just a transparent block. Dynamic objects take generally more time to render than static objects, not to mention possible synchronization issues, e.g player 1 not seeing the water already flowing to the ground while player 2 does
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Re: Ideas for PB2.5 (part 2)

Postby Walking_Arsenal » 6 March 2017, 04:27

Hikarikaze wrote:1.) Interaction already does happen in real time. Synchronization is purely client based so certain things look differently for different people. Better server synchronization will only happen with server side synchronization which can only happen when the servers are capable enough of handling everything happening in a match

2.) Just another grenade type

3.) Why? There needs to be a reason for this. How high of a place does a certain platform have to be before this effect takes place?

4.) Again why? Players already stabilize themselves when getting back up, which affects recoil strength

5.) Not necessary. This can be another grenade type

6.) This requires different key binds since the keys for these grenades already do an unique function in SP

7.) This is already going to be a thing iirc

8.) The inability to have projectiles deflected and its hitscan-esque projectile speed is what makes the Alien Pistol useful. It's not useless. If it was used underwater, it should do less damage because projectiles travel slower. CS-BNG already prevents rushing in with the weapon since the projectile can also harm the shooter if both move forward at the same speed. Characters can even move faster than the projectile itself

9.) This is already possible and is determined by the mapmaker now

10.) This is also already possible and determined by the mapmaker. Although it would be nice to have more control over spawns

11.) Rendering water graphically would still cause lag even if not a dynamic object. Even if as a decoration, flowing water will require more power to process than standard water akin to that in PB2, since water is just a transparent block. Dynamic objects take generally more time to render than static objects, not to mention possible synchronization issues, e.g player 1 not seeing the water already flowing to the ground while player 2 does


1.) So... improve server syncing so that everyone can see movables and players in the same place.

2.) Not necessarily. Since an ammo system is coming, it can be a slot weapon.

3.) Say, for example, you're chasing someone and they fall off of a platform and take some damage, but they're able to keep running. They're able to run out of the limits of your sight and you won't find them until later. Slowing them down by chasing them off a platform or shooting them in the legs gives players more strategies. Players are slowed down from falling only if they fall from a height that damages them, and the duration and slowness are determined by how much damage they took from the fall.

4.) If you kill a bunch of enemies and turn to do something else, the other team can revive them and you can easily be swarmed.

5.) It can be effective if its applied for hand thrown grenades, since its simple to dodge them and you can easily run out of grenades.

8.) As I stated, its useless since its very hard to deflect projectiles in multiplayer anyway. Also, since rails move faster in water, you can't really put up a screen of bullets around you, so why not increase damage when using it underwater? The CS-BNG's projectiles are easy to dodge, but you've forgotten about the damage it creates when the projectile is near a player. This weapon is also ridiculously powerful in tight areas since the damage created by the projectile near a player can kill them if they can't get out of that area easily. I get that it can kill you if you move too close to a wall or target, but no one is suicidal enough to get that close to someone with a BNG.

9.) Okay, but with the layout of weapons that players could unlock or buy?

10.) Indeed, it is possible to kill/teleport/push players away from spawn areas, but its possible for players to be negatively effected by their own spawn protection if the enemy is in the same region.

Question, of all the ways you can find that my suggestions can be useless, can you find ways that they can be useful?

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Re: Ideas for PB2.5 (part 2)

Postby Hikarikaze » 6 March 2017, 09:35

Walking_Arsenal wrote:1.) So... improve server syncing so that everyone can see movables and players in the same place.

I think you missed what I said or misunderstood the point. You can't improve server syncing if there isn't any server based synchronization to begin with. Everything currently is client-sided

Walking_Arsenal wrote:2.) Not necessarily. Since an ammo system is coming, it can be a slot weapon.

Explosives able to be thrown have always been classified as grenades. If this was a weapon that fired explosive charges, then this would be a different story. As a standalone item, this would be best regarded as a grenade and not a slot weapon

Walking_Arsenal wrote:3.) Say, for example, you're chasing someone and they fall off of a platform and take some damage, but they're able to keep running. They're able to run out of the limits of your sight and you won't find them until later. Slowing them down by chasing them off a platform or shooting them in the legs gives players more strategies. Players are slowed down from falling only if they fall from a height that damages them, and the duration and slowness are determined by how much damage they took from the fall.

Selfboosting would negate these slow down effects since people would just do that rather than run, especially when it's much more efficient and quicker in terms of mobility. The current iteration where characters are destabilized when they take fall damage is good enough since recovery times aren't very fast anyways. This is a simple and straightforward game so it's better to keep it as such

Walking_Arsenal wrote:4.) If you kill a bunch of enemies and turn to do something else, the other team can revive them and you can easily be swarmed.

Then that's the player's fault for diverting his or her attention to something else. The game requires you to keep an eye out for everything and to keep a guard up. If you can't do that or if you can't prioritize certain things in the game, you have no one to blame but yourself

Walking_Arsenal wrote:5.) It can be effective if its applied for hand thrown grenades, since its simple to dodge them and you can easily run out of grenades.

If anything, fragmentation's merely a fancy way of showing the grenade's explosion radius and shockwave. Grenades right now are already in a decent spot and adding more perks to them just makes them borderline overpowered

Walking_Arsenal wrote:8.) As I stated, its useless since its very hard to deflect projectiles in multiplayer anyway. Also, since rails move faster in water, you can't really put up a screen of bullets around you, so why not increase damage when using it underwater? The CS-BNG's projectiles are easy to dodge, but you've forgotten about the damage it creates when the projectile is near a player. This weapon is also ridiculously powerful in tight areas since the damage created by the projectile near a player can kill them if they can't get out of that area easily. I get that it can kill you if you move too close to a wall or target, but no one is suicidal enough to get that close to someone with a BNG.

Even if deflecting bullets is going to be a rarity, there's still the skill of evasion that comes in play often, especially since some players selfboost around in maps. The Alien Pistol's projectile speed is superior to that of standard bullet based weapons. It's essentially comparing infinity, i.e a relatively high number like 500, to a relatively low number like 5. The difference between the two is there and it's very noticeable. Because of this unmatched speed, projectiles are significantly more difficult to evade. You can land shots on a moving target more successfully because you don't need to lead targets as much as with a bullet based weapon. Since there's less leading involved, the skill requirement in regards to aiming and tracking also drops. That makes the Alien Pistol a very useful weapon compared to other pistols and for beginners as well

It doesn't make sense to increase damage for projectiles that slow down tremendously in water. Logically, if an extremely fast projectile deals x amount of damage, then slower speeds deal less than x amount of damage. It's similar to how explosives in PB2 perform in and out of water. Out of water explosions deal more damage over range while in water, it's more confined to a small radius. Explosions don't expand quickly underwater both in reality and in PB2. Less kinetic energy = less power

I didn't forget about the BNG's AoE damage, especially since it ties in strongly with my point about the weapon countering rushing tactics. Players can easily enter the AoE range and damage themselves. No one said anything about moving too close to a wall - I said specifically the projectile. Anyone and everyone - teammates, the shooter, and enemies alike - are all vulnerable and at risk of getting damaged by the CS-BNG regardless. The skill level of the shooter determines the degree of the severity of this vulnerability and risk

Walking_Arsenal wrote:Question, of all the ways you can find that my suggestions can be useless, can you find ways that they can be useful?

Who said anything about ways that these ideas can be useless? I'm giving my opinions in a neutral way and including criticism to show the potential overlooked flaws in your ideas
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