Posts made by mr.pink
posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

@slazenger said in Nobody wants competitive. Stop trying to force it.:

The focus should be for Sustained combat first then coop/competitive second.

So what exactly stops NWI from working on sustained while adding comp mode?
The things NWI is working on is core mechanics, performance and other stuff. Everything related to sustained only is something that is done within 1 update, such as roundtime, winconditions etc.

I dont understand OP either, only because he had bad experience in source comp mode, there should not be a comp mode at all?
It can be hard to hop on comp servers and have to deal with 5on5 firefight, actually people communicating and doing planned, non chaotic things. But why is the other people bad than?
To be honest, when this experience stopped you from playing comp instead of pushing you to do it better next time (maybe at another server, with mates)... the problems is not the gamemode/toxic players but you lacking ambitions to do it better.

A good Competitive mode is what a niche multiplayer game keeps alive (not those coop-salebuyers that you find in source-ins). Source comp had several temporarily successful teams/leagues. The scene did not grow because devs stopped development for comp after a while.
Noone needs another cs:go, siege or whatever comp successor, what we need is a working system for competitive (ranked matchmaking etc) and the rest will grow after a while.

Personally I find it much more irritating to spend hours of development on improving an AI which is still boring to play against and will never replace the feeling of playing multiplayer. But I wont start a topic and rant about it.

Fortunately devs know the comp scene of ins source very well and how much potential it had and (hopefully) wont listen to one guy and his - bad experience based - opinion.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

@benz said in Killfeed feedback - competitive only:

@mr-pink said in Killfeed feedback - competitive only:

Just one of the thousand scenarioexamples: you nade an indoor objective that is under attack.. with a killfeed you know you cleared it. without its insurgency.

Did you even read my entry-post in this topic? Otherwise you'd know i dont want a killfeed for kills, that arent in your line-of-sight.

You aren't disagreeing with me here. What's your point?

Can you actually read the intro post and try to come up with gameplay/user-experience arguments that support your claim of "no killfeed"? Or will you only argue by nostalgia and irrelevant examples?

In your OP you say: "
"The general player experience in public competitive matches is awkwardly bad in some cases, because you lack basic information like kills, not because those kills couldn't be confirmed, but because people don't have a mic/can't use their mic."

So the problem is not that there is no killfeed but the lack of information given by players (to the player).

I found this one that describes the problem I got with your suggestion quite well:
"If you complain that you can't drive your car at full speed on a broken street, you repair the street, you don't make your car drive faster."

Remember that? Its your words from 2nd September in a one of the TTK-Threads.

Transformed to this topic it would mean:
Either hope the players have a mic and can use it OR put more attention to the radial menu.
So, I agree, the keyword "killfeed" of your OP made me stop thinking logical and starting to rant. Now I just say, killfeed wont make the gameplay better at this point, it will change the gameplay in a way I personally would dislike.
Reasons for that are already given, tedeski made some good points there.

Rather give "Enemy Down" voice command more importance, maybe change it to: "Confirmed kill" so players know what this one should be used for.
Also commands like: "Area Clear" or "Need help" should be added, to tell your teammates the status of the objective you are at (as suggested here)

Ins14 and even insmod had such voice comms (positive and useful nostalgia) 🙂 I want nwi to add it to ss aswell, rather than a killfeed option.
Besides, LOS-only killfeed can lead to more confusion (not to the rest of the team, but to the player itself), because new players might think their nades never kill.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

@thehappybub said in Killfeed feedback - competitive only:

@mr-pink maybe on comp, but for versus its annoying more than it is "fun"

OP is asking for comp, hence I reply on him in that way.

It can be there for Push and Skirmish, even for coop or however that botstuff is called. The few rounds I played skimrish and push told me, that this is nothing more than team deathmatch most of the time. I dont think adding a killfeed will be bad there. But the last shelter for tactical players(firefight) should stay without, because it hurts more than it helps in my opinion 🙂 Besides, Versus Firefight should get reduced to 16 players total, because this one is much more intense, leaves space for communication and tactics and is easier to follow...

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

@thehappybub Which is wrong. If you remove the aspect of not clearly knowing if enemy is dead, Firefight-gameplay will suffer a lot and lose one of its most interesting aspects.
Ins2014 and insmod had servers with killfeeds and no, it was not as much fun as playing without. sry for nostalgia, but since thise is not cs forums but ins forums its worth mentioning it.

Just one of the thousand scenarioexamples: you nade an indoor objective that is under attack.. with a killfeed you know you cleared it. without its insurgency.

If people are confused by not knowing if enemy is dead or not when playing at comp servers, than this is might generally be the wrong game than.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

@benz Yeah, got it. From user-experience and gameplay sight: Killfeed wont make the game better. period. 🙂

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

Rather add a killfeed to versus, but for comp, I dont know.
Insurgency always lived from non-killfeed gameplay and "no bs-hud", why do you want to change that?
I would even go so far, to disable scoreupdate in the scoreboard so kills are not visible at all.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

Noone asks for removing c4/IED from versus. I was asking for removing it from Firefight gamemode, since you got no respawnwaves there. Easy as that.

I dont care about realism or kids that dont get how firefight generally works, it just breaks the gameplay when there is people dropping c4 in the obj or at spawnexits in non-wavebased gamemodes. fact.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

@thehappybub said in Remove IED from Firefight:

How is it matchbreaking? If anything RPGs are matchbreaking ...

It is totally right all explosives except for grenades should be banned from Firefight.

@ziggylata said in Remove IED from Firefight:

Can you at least explain why you want something rediculous?

Because of possible:
exitcamp, objectivecamp, rpg prefire into exits/lanespam etc.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

Why did you add the Overtime/Tie of a round to Firefight gamemode?
If you do so, make it best of 7 atleast. A Firefightmatch needs a winner, a winner per round and a winner per match.
In my opinion there is no problem in letting a FF-round end in holding the majority of objectives after the time is out. That forces the "losing team" to contest/capture objectives.
A Tie in a round does make the whole Firefight system worthless/useless in my eyes.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

What the title says, plz remove such matchbreaking Explosives from non-wave based gamemodes.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

This may be a current problem with low playercount. When vet guys join as a lobby they get assigned to the same team and it looks like its unfair teams.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

This needs to be added to sandstorm voicecommands.

The current voicecommand selection is useless. Most of the commands are either spammed or not used. If I want to tell my mate next to me, that I need a smoke here or whatever, I use my mic. On a 32 slot server the commands get spammed and noone can follow/check who said it on what location.

The most important: Area Clear (objective) or Need Help (objective) is missing. With an automatical detection when u are in the objective area this is the information ur team needs when the objective indicators are blinking.

All of the rest is for Coop-movie making and non-relevant in my opinion.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

Ins2 had it, DOI had it....Would love to know what you are currently working on and what is planned, especially in beta times.

Like, still focussing on performance optimization? Whats the status of the maps you are (re-)working on?
What about the critical bugfixing, such as comp queue, tab->spec for the round, No manual sideswitch to other team due to low player count possible etc?
When is the server browser coming, at nonusual playtimes using matchmaking is a waiting game while a dedicated server where region based people meet and play will be much better.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

How about splitting the XP to the actual "playlist" you are playing?

It doesnt say anything when a player levels up in coop and jumps on a firefight server with his coop rank, its the same the other way around.

When iam playing e.g. competitive, I would like to know the comp rank of the guys I play with, nothing else. The rest can be checked in the steam profile.

When waiting for other players it might for now just be enough the be able to run through the map with teamvoice on - for testing things, talking about strats and so on.

The players online indicator might be bad now, but turns into a good things once there is 50+ players shown. I say, keep it in.

There could/should be some special cosmetics stuff that once earned in each one of the three playlists, can be used/shown in the others. Thats a good thing. XP gain can stay as it is, when the ranks are only shown in the relevant playlist/gamemode iam playing. Because its not comparable across the playlists, only between players in same playlist.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

now imagine you play a firefight game for that time and gain even less xp in that time... 🙂

The XP- gain should be separated to gamemodes, as suggested in another thread.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

It should be working like that, but it isnt. I can not join the team with less players, also not when going to spectator first (which btw lets you only spectate 1 round).

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

As the title says, even in matchmaking it takes a while to even teams out, which leads to disconnects on the lower team.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

I would like to see such efficient videoclips with semi auto usage. TTK seems to be fine now, but at the moment it seems better to use fullauto over semi, no matter what distance. I dont know why it is like that, maybe because of the optics making it easier to aim and aimcontrol when shooting fullauto?! Some suggested, that recoil is too easy to handle with fullauto, especially with those dozens of options of attachments/supplypoints u have.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

The Feature to click on the player in the Tacmap that you want to spectate can be helpful there, hopefully this will have a "comeback".

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

Havent played any comp matches yet, because it was not enough people queued at the time I was playing, but:

Comp servers should have audio hq messages disabled, just like in insurgency 2. It is different in competitive and can be distracting/annoying when you listen to footsteps and someone fakecaps and/or friendlies attack an obj which you either talked about before or just see at the tactical map.

Therefor more voicecommands have to be added, such as: "Need help" and "Area Clear", that clearly display in a written way when you are in an objective. It was helpful for people that do not speak english very well but stil want to give status of objective work.

Skins should be banned imo, New players will have it hard to identify friend/foe with tons of different skins, when playing versus you might have the time to realize, competetive should be instant recognition. I can think of some classspecific skins though.

A Lobby and a "Ready"-Button is a musthave.

Is there a visible enemy score on scoreboard in comp mode?