Next experiment on Bugfarm Fortress: Break Speed Boost

For things that have to do with those crazy test servers... and yeah. By request of z-man, and, of course, you gotta obey...

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Z-Man
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Post by Z-Man »

Van-hayes wrote:Don't know if you're meant to be able to get a speed boost from your teammates or not, but you can, and if you are meant to be able to the message at the start says that you only gain speed boost from enemys wall. It was confusing some people, making others call out Bug a few times.
It wasn't meant to have an effect on teammates. Turns out the BUG cries were correct. The fault is not in the new code, the sensors did not detect the difference. The ACCEL_ settings have the same problem; CYCLE_ACCEL_TEAM is ignored in 0.2.8.2.

PsYkO: as you should see here quite clearly, the tests are immensely useful at finding bugs, which is the one and only purpose of the servers. The day I decide that no further experiments are required is the day I shut the servers down.

Ok, now to the gameplay issues :) If you get a boost from turning away from a wall, it would only be logical to get a slowdown when turning towards a wall. If this is done with a configurable extra weight factor, and if the slowdown is not allowed to overcompensate the boost, it could disable the boosts while you're mazing while still keeping them active in the open. Sounds good?

For the "The lag will go away once your client understands the change": not completely, I'm afraid. If you break away from a wall that isn't yet there on your client or that is there on your client, but not on the server, you get a big misprediction. The effect of that is worse than for normal acceleration (where it already exists) because the boost is instantaneous. But you'll get used to it, I bet.
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Post by Z-Man »

Oh, forgot to mention: the change is no longer in effect.
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oO.k3nNy
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Post by oO.k3nNy »

and i wasnt able to test it :(
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2020
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Post by 2020 »

i get the reason for experimentation
regarding big-detection
z-man wrote:If you get a boost from turning away from a wall, it would only be logical to get a slowdown when turning towards a wall. If this is done with a configurable extra weight factor, and if the slowdown is not allowed to overcompensate the boost, it could disable the boosts while you're mazing while still keeping them active in the open. Sounds good?
i think it takes a while to accomodate with respect to game-play
but i found mazing tricky
and even if you compensated with compression of some kind
the effect when mazing might be severally disorientating...
boosting and compressing and boosting and compressing...


you must be bored
z-man
though if we had a million players in a tournament
i think you would be happy touching up the basic design
helping to improve team-play etc
since it is AMAZING as is

i will be very surprised
if i return to armagetron in a year or two or whatever
and game design of fortress is significantly different and better....
in which case
what does anyone think is missing from the basic design now?

i think it is about players taking the next step
and so
i challenge you guys
you developers
to set up a team for the tronic ladle!
:D
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Post by omega »

lol, sounds quite cool, i love my nightmare arena. It will be interesting!
~*PsYkO*~

Post by ~*PsYkO*~ »

Lucifer wrote:
(and psyko, you only played like 2 rounds, how can you have possibly learned everything there is to know about it that quickly?)
cuz im a friggin genius thats how
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Post by Lucifer »

Can you say "Bipolar Disorder"? :)
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Phytotron
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Post by Phytotron »

He cycles between periods of severe depression and mania?
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Post by Lucifer »

Actually, it looks like he does, but I was thinking about the extreme arrogance that goes with it, and feeling of invincibility and unquestionable superiority. ;)
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Phytotron
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Post by Phytotron »

Well, in some individuals those attitudes can manifest during a full-blown manic episode. It's not the general character of bipolar disorder, however.
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