#1
Since the invisible player bug still exists we've decided to put out another hot fix today that should in the best case scenario fix it, and in the worst case scenario allow you guys to help us debug it and come up with a resolution as soon as possible.
  • Improved player ShouldDraw() functionality to hopefully reduce or remove instances of invisible players.
  • Added ins_debug_visibility convar for debugging invisible players if they still exist. If you notice the bug, please enable this console variable and report to us a log of what your console informs you.
  • Made the amount of objectives and their locations consistent from map to map instead of from game mode to game mode. For example, Contact contains the same 3 objectives in both Firefight and Skirmish and District contains the same 5 objectives in both Firefight and Skirmish.
  • Map updates to Heights, Siege and Contact.
  • Added support for spatialized voice chat in Mumble using sv_mumble_positionalaudio convar.
  • New sounds for TOZ.
Please report back to us on the invisible player issue, and if it still exists please provide us with some logs from your console using the new debug message we've provided as it will help us resolve the issue further.

 

Let us know what you think of our efforts to add more consistency to the maps. The changes we've made were done so that we can properly design the maps around certain objectives instead of trying to force maps to work with varying objective layouts. Players should be able to learn the maps much better this way and feel like objective spacing is more consistent throughout all the maps. As we near Beta and attempt to solidify and strengthen our level and game design to be as cohesive and consistent an experience as possible we will be looking to you guys for input, so let us know what you think!

 

We are also curious what you guys think of the changes to Heights. We've reduced the water exploit greatly and have also opened up some more areas of play that should allow the Insurgents to be a little less bottle necked and to open the map up a bit more as a whole.

Jeremy Blum
Founder & Game Director
New World Interactive
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#2
All I have to say is wow! I really love what you've done so far with the maps! Siege and contact run beautifully (for the most part) and I especially love the lighting in contact. Terrorist spawn in contact is really cool, it should provide some interesting gameplay change!


I definitely like the direction you guys are going with heights, but I really hope you guys open up at least 2 or 3 buildings in the map!


The new sound for the TOZ is spectacular!


Great job guys! You guys are doing FANTASTIC!
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#3
5 objectives is bad for firefight.

 

Argyll and company were playing it on district and it just dragged on forever... six minutes of running back and forth, it was like playing hide n go seek, basically have to spawn camp to win.

 

 

3 objectives on Skirmish is too little as the WAVE ### is set to how many cap points you hold. on 3 objectives you start with 1 wave, it's basically firefight with one free respawn in the beginning.

www.twitch.tv/ryukolink

 

"tao of tribe already known to u. challenge of understand tao of tribe is not 2 learn new truth, it is 2 forget old falsehood." © TAO

 
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#4
I just want to say that I think you guys are doing a great job but time is being wasted a little.


Argyll is buy one man and what really needs to happen for you guys not to waste as much time on developing crusades is to play the game more. I am speaking predominately to the level design team. This is a common mistake in games revolving around map design.


Insurgency fringes on map knowledge. Once you learn the maps, camping spots, common routes, and route times you really can unlock your true potential for playing the level. As a mapper you need to spend at least 10-15 hours a week playing your game to really understand how it works. Creating a map based off of artistic design is not always functional.


Height's is coming along but a little more development could make it great. There needs to be more LOS blockage on the left.

[Image: ultz.jpg]


this is pretty OP



I drew up something quickly in hammer as maybe a model to go after? pretty crude, I also drew LOS.


LOS is a huge deal you don't want the INS getting to a certain spot that can lock down the entire fucking place. right now on heights you can get faster to the A side than SEC can and then the INS can lock it down via prone shooting into A.

[Image: ej6j.jpg]


[Image: 2n9l.png]


[Image: df46.png]


the red is the pathways inside the houses. the yellow is LOS.


enterable buildings would be amazing on heights




this is the current map design with LOS

[Image: 9jjk.png]




don't get me wrong either I come off abrasive a lot but its just me being honest. I've seen mappers design maps who couldn't even get one kill in a game then they got upset when the players destroyed them with feedback. Smile

 

 

This goes to anyone who is map designing because I've seen some really bad third party maps from people. The first part of making any map in a game like this should be a full block out then run your times to meet to see where all the action will take place. Making a map piece by piece with full detail is not the way to make a functional map unless youre a boss at gameplay design. I think all the maps by NWI have huge potential if opened up a little more; not too much as that would make people get too lost and ****.

 

I'd love to get my hands on the vmfs of these... I may start working on my map again seeing as how you guys have been churning and burning lately which makes me excited Tongue

 

 

www.twitch.tv/ryukolink

 

"tao of tribe already known to u. challenge of understand tao of tribe is not 2 learn new truth, it is 2 forget old falsehood." © TAO

 
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#5
Thanks ryukolink for the feedback. We will see what other people think of the changes and if people generally agree we could certainly go back. Maps will also take a very big step forward in the coming weeks/months, so keep an eye out and keep the feedback coming.
Jeremy Blum
Founder & Game Director
New World Interactive
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#6
I must say, i am very impressed and happy that you guys even post notes for hotfixes. I really hate it when some developers dont release any information on what changed in their game, especially with hotfixes. Love you guys.

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#7
Quote:Insurgency fringes on map knowledge. Once you learn the maps, camping spots, common routes, and route times you really can unlock your true potential for playing the level. As a mapper you need to spend at least 10-15 hours a week playing your game to really understand how it works. Creating a map based off of artistic design is not always functional.
^ This! Force the mappers on your payroll to play the game. It very often feels like the guy making a map has no idea how the game plays, and focuses more on making things look nice than optimising the gameplay. The maps have great potential, but they need to be tweaked a lot more gameplay wise. 

 

 

Also, I'm impressed with the time it took to implement support for Mumble.. 6 hours from the suggestion was made it got implemented in the game. Kudos! Smile
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#8
I still am gonna push for a vip / escort mode. Itd be so strategic and require so much team work. No game has that right now except aa3 which is so buggy its not playable. Id rep this game harder if it had a vip mode.... Fergrt convoy vip is where ite at! And its competitive
www.twitch.tv/ryukolink

 

"tao of tribe already known to u. challenge of understand tao of tribe is not 2 learn new truth, it is 2 forget old falsehood." © TAO

 
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#9
I believe convoy may be a coop mode? Just putting that out there haha.. VIP sounds fun, would be fun competitively to watch IMO.

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#10
^

Better than watching people camp all round like in Firefight.

"Only the dead have seen the end of war."
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#11
i am happy to see that you have moved quickly to try and resolve the invisable player bug, as that was a game breaker, and i hope if it isnt yet that we can soon help you sort it Smile

 

i will reply with my feelings on the other updates once i have time to play again, bloody work...

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#12
good job Smile

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#13
Quote:5 objectives is bad for firefight.

 

Argyll and company were playing it on district and it just dragged on forever... six minutes of running back and forth, it was like playing hide n go seek, basically have to spawn camp to win.

 

 

3 objectives on Skirmish is too little as the WAVE ### is set to how many cap points you hold. on 3 objectives you start with 1 wave, it's basically firefight with one free respawn in the beginning.
 

Yeah, Firefight with five objective doesn't work too well. I still want a few more days to test and adapt to these changes, but immediately I recognized it takes away that on-the-brink of winning or losing psychology that makes Firefight appealing to me. I wanted to try this out because it would bring consistency to the objective locations regardless of game mode, but it removes from the dynamic of the game modes.

 

Skirmish might work better with three objectives if reinforcements are set to 20 seconds and you get 3 waves per objective capture. Otherwise, it ended quite quickly like a Firefight round but without the tension of knowing you only have one life.

 

I feel that Push is definitely almost where it should be. The time extension and waves add to it immensely. I think the timing of the reinforcements and round extension could be tweaked slightly, but the functionality is there and superior to how it worked before.

 

When it comes to game modes by map size, perhaps this will feel right:

 

Small (Siege, Contact, Ministry, Uprising)

 

- Firefight

- Elimination (with the cache destruction implemented)

 

Large (District, Market, Heights)

 

- Firefight

- Skirmish

 

Push can be included in purpose-built maps, like Buhriz. But this could be the only game mode for the map, since the others don't exactly fit the layout.

 

Once we have the destructible caches implemented, this could give an alternative gameplay for the smaller maps. I just think Skirmish is too chaotic for them, but works well for larger maps. Firefight (three objectives) can work for both map sizes, but not on Push-designed maps.

 

I still want to see neutralization of objectives back in game. Reverting Firefight and Skirmish back to before this update, and limiting them based on map size might get us closer to where we need to be.
[Image: ins-sig.jpeg]

Co-founder & Creative Director of Insurgency
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#14
I think that last patch you had it right for firefight and skirmish. All that was needed was that you couldn't win firefight if someone was capping a point.

 

I definitely dont want to see modes taken away from certain maps right now... i like the feel of dif modes on the same map.
www.twitch.tv/ryukolink

 

"tao of tribe already known to u. challenge of understand tao of tribe is not 2 learn new truth, it is 2 forget old falsehood." © TAO

 
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#15
ok but now
my player is turn left all time. ???????
after one minute......my head turn left too and i vomit...
i try in various servers, new hotfix 25 july, and  the player turn left at all them.
 
salute
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