VoxelWar Discussion thread

Miscellaneous projects by the Build and Shoot community.
1001 posts Page 39 of 67 First unread post
LeCom


Icarus North wrote:
I know you probably only did it to go through things in a hurry and may be too busy... but I can't say I'd be playing this game until AT LEAST it gets a better splash.
You're seriously saying that you don't want to play a game because of some pic that you only see for a few seconds, with the half covered in text? Some guys did alternative splash screens, you should get one in that case.

@Evergreen: I see your point. I have been experimenting with different ways of balancing that are less annoying, including your suggestion (shaky hand). And the results are pretty good; next version will have sliding reduced to a minimum (tho' I popped bots like an aimbot when playing with 0.0.2) and mouse sensitivity setting.
Evergreen
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LeCom wrote:
@Evergreen: I see your point. I have been experimenting with different ways of balancing that are less annoying, including your suggestion (shaky hand). And the results are pretty good; next version will have sliding reduced to a minimum (tho' I popped bots like an aimbot when playing with 0.0.2) and mouse sensitivity setting.
I can't wait to see the update.
Evergreen
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Icarus North wrote:
"Tired of run-and-gun gaming?"

Is that still even a question? Just play something like rainbow six or whatever.
Maybe the new one when it comes out. If you want to make a game better than Children's Online Daycare or Babblefield, then just develop the game around tactical maneuvers and such.
I can't wait for Due Process
Warp
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This release is much better, thanks :)

I can't find the right program to generate BMP fonts yet (A Complete reskin is in the works)

However, I always ragequit as I can't get my gun on target properly, and then the AIs kill me.

Is there a flinch/supression mechanic for when you are being shot at- that would be cool.
Kyzaca
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Me whenever I can't get the fucking sights on their heads and they shoot the mortar at me:
Image
Warp
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Kyzaca wrote:
Me whenever I can't get the fucking sights on their heads and they shoot the mortar at me:
Yes.

Image

They be like Blue_Pistol Blue_Pistol Blue_Pistol

I be like Green_Surprised2 Green_Angry
LeCom


Warp wrote:
Kyzaca wrote:
Me whenever I can't get the fucking sights on their heads and they shoot the mortar at me:
Image
Image
That is me when I get headshot 2 seconds after spawning, just like the millions of times before in AoS.
read this:
Icarus North wrote:
just develop the game around tactical maneuvers and such.
cause this is what I did. This is no modern AoS ffs where you can simply kill them all by headshooting them. That's neither realistic, nor really interesting. I noticed that when setting your mouse accuracy to an extremely high value, the aiming part is annoying; and I already fixed it, but don't have the update finished yet. However, if you don't want anything else than headshooting people, go playing AoS because this is not the right game for you.
VoxelWar is a balanced game: for every weapon there's something to counter/defend. If you thought a bit about the whole thing or knew something about World War 1, you would find out that artillery is only effective in an open area. Heck, I even wrote that on the VXW page. If you entrench or fortify yourself, you are almost invulnerable to mortars/whatever. This also involves engineering.
bloodfox
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LeCom wrote:
Warp wrote:
Kyzaca wrote:
Me whenever I can't get the fucking sights on their heads and they shoot the mortar at me:
Image
Image
That is me when I get headshot 2 seconds after spawning, just like the millions of times before in AoS.
read this:
Icarus North wrote:
just develop the game around tactical maneuvers and such.
cause this is what I did. This is no modern AoS ffs where you can simply kill them all by headshooting them. That's neither realistic, nor really interesting. I noticed that when setting your mouse accuracy to an extremely high value, the aiming part is annoying; and I already fixed it, but don't have the update finished yet. However, if you don't want anything else than headshooting people, go playing AoS because this is not the right game for you.
VoxelWar is a balanced game: for every weapon there's something to counter/defend. If you thought a bit about the whole thing or knew something about World War 1, you would find out that artillery is only effective in an open area. Heck, I even wrote that on the VXW page. If you entrench or fortify yourself, you are almost invulnerable to mortars/whatever. This also involves engineering.
Oh yeah! This right here, is what I want. Where you can say to yourself when playing this "Should I go complete suicide and jump out there?" Or you can say "Let's establish a trench or a base".
Warp
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LeCom wrote:
Icarus North wrote:
just develop the game around tactical maneuvers and such.
cause this is what I did. This is no modern AoS ffs where you can simply kill them all by headshooting them. That's neither realistic, nor really interesting. I noticed that when setting your mouse accuracy to an extremely high value, the aiming part is annoying; and I already fixed it, but don't have the update finished yet. However, if you don't want anything else than headshooting people, go playing AoS because this is not the right game for you.
VoxelWar is a balanced game: for every weapon there's something to counter/defend. If you thought a bit about the whole thing or knew something about World War 1, you would find out that artillery is only effective in an open area. Heck, I even wrote that on the VXW page. If you entrench or fortify yourself, you are almost invulnerable to mortars/whatever. This also involves engineering.
My mouse accuracy is at Windows default. I'm not trying to criticize and I have been a big exponent of this game (as you know), but honestly it was only just about possible to shoot one enemy player, and that took half a mag. I quite often only play the game for a few minutes as I tend to ragequit (yes I know).

It just seems it won't let you be precise- IRL, as far as I have experienced when shooting, you have Up/Down/Side-to-side floating migration of the sights, which you have to try and cancel out/mitigate. Heavier/Longer rifles are hard to deal with obviously.

While I may get spawnkilled just like you in AoS, I can fix it by switching server.

I want VXW to revive my flagging appreciation for Voxel games, it's really good, but not quite ready for an event yet.

Any news on the Variable/Extra zoomed scope? Green_BigSmile

Also, the static, embedded style of gameplay is what I'm looking for, I think it might be nice if the game encouraged players to take certain roles to ensure balance- like sniping, artilleryman, digger etc.
Last edited by Warp on Mon Nov 17, 2014 3:54 pm, edited 2 times in total.
bloodfox
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Also with the png sights, what I would like to see is that the bmp sight replaces the gun when aiming instead of adding a bmp to the gun. (Get my drift?)
LeCom


bloodfox wrote:
Also with the png sights, what I would like to see is that the bmp sight replaces the gun when aiming instead of adding a bmp to the gun. (Get my drift?)
As it says in the Mod.ini, you can make VXW not render the gun KV6 by setting the Gun_Scope KV6_Density to 0. Next time you make such a suggestion (especially related to modding), check if it hasn't been already implemented first :)

Concerning scope zoom, I see that it's pretty small and I encreased it a bit. Not too much, because there should always be some space left between the range where rifle rekts hard and the visibility range.
Zekamalikyd
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"that's how dangerous weapons are"

i'd like to see you survive with a rifle bullet through your torso
bloodfox
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Icarus, you did a quadrouple post o_o
Kyzaca
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Zekamalikyd wrote:
"that's how dangerous weapons are"

i'd like to see you survive with a rifle bullet through your torso
Image

do a random damage range or sumting and get rid of the swooshy swoosh slippy slidey camera when aiming
MrHaaax
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This shouldn't be disclosed, but... stop bitching guys, the aiming will be replaced with something more.. pleasant.
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