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Weapon Balancing, Hitsounds, Map Design

PostPosted: Sat Feb 07, 2015 11:55 am
by X-Ray8790
Hey,

at first I want to say thank you for the great communication between community and developers and also for the very fast fixes for the most important issues. Most AAA games of the last months have more issues, worse communication and fixes take much more time even for issues that are very easy to fix (if a fix is released at all).

Here is the list of changed or added features that I would like to see in Toxikk:

Weapons

Bullcraft
Reducing the damage of the secondary fire mode was a good idea. Additionally, make the weapon weaker for higher distances by reducing the damage of a single bullet depending on the distance travelled, or make the bullets spread more, so that you can hit less bullets at a higher distance.

Stingray
Same thing like Violator primary. Make projectiles slightly faster.

Weapon Feedback

I think this game really needs hitsounds. I like the UT2k4/TAM hitsounds that sound slightly different depending on the amount of damage dealt (louder for more damage). Make this an option, because not everyone likes this.

Weapon Switching

Compared to UT2k4, it is very disencouraging to switch weapons during combat in Toxikk. In most combats no one switches weapons at all. I think there are two reasons for this. At first, weapon switch time is still too high. Weapon switching should take roughly the same time like reloading. Secondly, the optimal use cases for the different weapons are too similar.

Damage Scale

Sometimes I have the feeling that you die too fast in Toxikk. Almost every time you meet your opponent in a 1on1, someone will die very fast. There are too few chances to get away after getting hit to get into a better position. I think this is mostly caused by the super short reload times.

Map Design

Although the current map is not bad, I think the maps should not be so cluttered with distracting stuff in the future. For example, there are a lot of distracting light effects and those roofs that you can fall through feel misplaced somehow.
Additionally, there are too many "invisible walls". Instead of jumping on top of some kind of edge, you end up jumping against an invisible wall too often. I also think that the map is currently not very well balanced. It's basically all about dominating the area between MH and Big Armor. You only leave this place if you are running low on ammo, just to get back as fast as possible.
Finally, I would like to have even more 3-dimensional maps. The Foundation feels quite flat in most areas.

Game Folder/Files
Currently the custom inis are stored in a subdirectory of the game. I think they should be in the User's Documents or AppData Folder, like in most other games. Only the default inis should be in a subdir of the game.

That's all from me at the moment. :)

Re: Weapon Balancing, Hitsounds, Map Design

PostPosted: Wed Feb 11, 2015 5:33 pm
by X-Ray8790
*Updated first post*

Re: Weapon Balancing, Hitsounds, Map Design

PostPosted: Wed Feb 11, 2015 6:10 pm
by superman
Hitsound is good, also there should be something like floating numbers of damage dealt ~ combined with the hitsound.

Re: Weapon Balancing, Hitsounds, Map Design

PostPosted: Wed Feb 11, 2015 6:23 pm
by chicken-
I agree with most of what you said, especially the bullcraft and the damage scaling. I also would like slightly longer fights in combat and feel like the bullcraft is still a crutch that every noob camps around the entire game while the devs say it's fine :)

Re: Weapon Balancing, Hitsounds, Map Design

PostPosted: Wed Feb 11, 2015 10:38 pm
by Lethargy
The Violator is hitscan. How do people not notice this? :X