Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » beta test TT patch
Re: beta test TT patch [message #413419 is a reply to message #413391] Mon, 07 December 2009 15:13 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
Messages: 3751
Registered: October 2005
Location: The Netherlands
Karma: 0
General (3 Stars)

Goztow wrote on Mon, 07 December 2009 20:11

With all due respect, I doubt that any of the APB or Reborn testers would notice a balance issue even if it was sky high.

The only balance changes done so far are pointfix and being able to shoot below you on certain maps. The rest shouldn't really affect balance.
Btw, why does everyone understand the shooting below you bug while at least 30% doesn't understand the point fix at all, and perhaps 60%-70% that only seem to grasps the concept, but not exactly what the change is?


http://www.blackintel.org/usr/evilwhitedragon/pointfix.gif
BlackIntel admin/founder/PR dude (not a coder)
Please visit http://www.blackintel.org/

V, V for Vendetta

People should not be afraid of their governments.
Governments should be afraid of their people.
Re: beta test TT patch [message #413425 is a reply to message #413391] Mon, 07 December 2009 16:36 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
Messages: 2605
Registered: March 2006
Karma: 0
General (2 Stars)
Goztow wrote on Mon, 07 December 2009 13:11

With all due respect, I doubt that any of the APB or Reborn testers would notice a balance issue even if it was sky high.

For Renegade, or for their respective mods?


Toggle Spoiler
Re: beta test TT patch [message #413442 is a reply to message #413391] Mon, 07 December 2009 19:59 Go to previous messageGo to next message
cmatt42 is currently offline  cmatt42
Messages: 2057
Registered: July 2004
Karma: 0
General (2 Stars)
Goztow wrote on Mon, 07 December 2009 13:11

With all due respect, I doubt that any of the APB or Reborn testers would notice a balance issue even if it was sky high.

I don't see what bug testing has to do with Renegade's balance.


Re: beta test TT patch [message #413450 is a reply to message #413085] Tue, 08 December 2009 00:26 Go to previous messageGo to next message
Goztow is currently offline  Goztow
Messages: 9737
Registered: March 2005
Location: Belgium
Karma: 13
General (5 Stars)
Goztoe
For Renegade of course.

I'm fully aware that TT shouldn't include balance changes, but the keyword here is should. I want to be damn sure it doesn't before it's pushed. The fact if something is a bug or a balance issue can be different in the eye of the beholder, as was shown in the past.


You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: beta test TT patch [message #413459 is a reply to message #413218] Tue, 08 December 2009 04:20 Go to previous messageGo to next message
mac is currently offline  mac
Messages: 1018
Registered: February 2003
Karma: 0
General (1 Star)
Administrator/General
CarrierII wrote on Sat, 05 December 2009 13:03

No response to his second question: Will it be a public or private beta?


Both.


Quote:


danpaul88: buggy bugs brenbot because buggy befriends brainlessness

Re: beta test TT patch [message #413494 is a reply to message #413450] Tue, 08 December 2009 11:17 Go to previous messageGo to next message
cmatt42 is currently offline  cmatt42
Messages: 2057
Registered: July 2004
Karma: 0
General (2 Stars)
Goztow wrote on Tue, 08 December 2009 01:26

For Renegade of course.

I'm fully aware that TT shouldn't include balance changes, but the keyword here is should. I want to be damn sure it doesn't before it's pushed. The fact if something is a bug or a balance issue can be different in the eye of the beholder, as was shown in the past.

I think this is the most nonsensical post I've ever seen you write.


Re: beta test TT patch [message #413500 is a reply to message #413494] Tue, 08 December 2009 12:16 Go to previous messageGo to next message
Wiener is currently offline  Wiener
Messages: 300
Registered: September 2005
Location: Germany
Karma: 0
Recruit
cmatt42 wrote on Tue, 08 December 2009 12:17

Goztow wrote on Tue, 08 December 2009 01:26

For Renegade of course.

I'm fully aware that TT shouldn't include balance changes, but the keyword here is should. I want to be damn sure it doesn't before it's pushed. The fact if something is a bug or a balance issue can be different in the eye of the beholder, as was shown in the past.

I think this is the most nonsensical post I've ever seen you write.

I've seen worse from him Big Grin

Serious, what do you mean? Goz is absolutely right imo.

example: you use 1 remote and switch to another weapon before you have the 2nd remote at hand. Now you go back to remotes and still have to wait to get it. Fixing it can be seen as fixing a bug. Others might say it changes the balance between the one using remotes and the one trying to prevent it Wink


w w w. T h e K O S s 2. o r g

http://dedi.thekoss2.org/wiener/signatures/vodcaO.jpg

[Updated on: Tue, 08 December 2009 12:21]

Report message to a moderator

Re: beta test TT patch [message #413516 is a reply to message #413450] Tue, 08 December 2009 14:14 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
Messages: 2605
Registered: March 2006
Karma: 0
General (2 Stars)
Goztow wrote on Tue, 08 December 2009 01:26

For Renegade of course.

I'm fully aware that TT shouldn't include balance changes, but the keyword here is should. I want to be damn sure it doesn't before it's pushed. The fact if something is a bug or a balance issue can be different in the eye of the beholder, as was shown in the past.

Ok, thought so, just checking.

The thing is, most of the "bugfixes" that testers of APB and Reborn may find, will probably only be applied to their respective mods. That's why Spoony's there, as far as I know- to make sure things that can potentially change up balance quite a lot don't go through without ensuring it's actually a bug or to get the community's input on it. Otherwise, they'll only be in for the mods that want the fixes, AFAIK.

And anyways, most of the balance testing we'd be doing is to ensure that a buggy can't kill a titan in 5 seconds flat Razz. I don't think many people will go too far into the technical bugs of Renegade's engine until after the majority of actual balance problems are worked out. By then, TT will be out anyways.


Toggle Spoiler

[Updated on: Tue, 08 December 2009 14:16]

Report message to a moderator

Re: beta test TT patch [message #413550 is a reply to message #413516] Tue, 08 December 2009 17:24 Go to previous messageGo to next message
TruYuri is currently offline  TruYuri
Messages: 97
Registered: June 2008
Karma: 0
Recruit
GEORGE ZIMMER wrote on Tue, 08 December 2009 15:14


The thing is, most of the "bugfixes" that testers of APB and Reborn may find, will probably only be applied to their respective mods. That's why Spoony's there, as far as I know- to make sure things that can potentially change up balance quite a lot don't go through without ensuring it's actually a bug or to get the community's input on it. Otherwise, they'll only be in for the mods that want the fixes, AFAIK.



You'd be surprised how many engine-wide and downright terrible bugs that affected everything as a whole we've encountered.
Re: beta test TT patch [message #413558 is a reply to message #413391] Tue, 08 December 2009 18:54 Go to previous message
Chronojam is currently offline  Chronojam
Messages: 688
Registered: March 2003
Karma: 0
Colonel
Goztow wrote on Mon, 07 December 2009 14:11

With all due respect, I doubt that any of the APB or Reborn testers would notice a balance issue even if it was sky high.


I think we've done a fine job, although I can't speak for the Reborn testers since most are MIA.

Beyond "balance" issues like the empty unit point fix that I insisted be made a toggle-able option, we've been pushing to see (for example) various LevelEdit flaws finally get confronted which extends the life of the game by enabling what modders there are. Or being able to adjust how long an abandoned vehicle stays "teamed" so you cannot hide behind an empty "neutral" unit.

I'm sure lots of servers would be interested in trying out gameplay without Power Plant loss doubling and/or delaying builds, a core APB feature anybody will be able to experiment with. And spamming refill during combat? Yeah, being able to allocate a lockout timer is a great thing. Some people might think it's a "home field advantage" but I think it's cheap.

We were also huge proponents of disallowing vehicle-infantry combo reloads; you know, the fact you can use a tank coupled with a PIC/railgun to easily multiply your DPS. Of course, once again, it's optional. If you think that's skill to tap E twice while clicking in the middle, leave it on.

Reaching a balance is not something we're new to. That's why we have http://apb.mp-gaming.com/?act=balance after all, because it is a great concern to us.

Suffice to say though, there's a lot more at stake than shiney water.
Previous Topic: better control for vtols
Next Topic: Lua Plugin..
Goto Forum:
  


Current Time: Wed Nov 06 01:12:48 MST 2024

Total time taken to generate the page: 0.00839 seconds