12/27/2022 0 Comments Nexuiz manual![]() Out effort would be much better spent by no losing players who *do* discover xon by for example having an in-game tutorial. which the number of active players seems to be so far even if i'd prefer slightly more. Slow natural growth is fine too as long as we're sustainable. On topic: yes, it would be nice if xon got promoted a bit more but none of the devs have experience with advertisement and i don't really think it's a direction we wanna go. (02-19-2019, 04:13 AM)isCasted Wrote: If people on the weaker team leave the server due to excessive stomping, a really tiny message will flash in a corner of the screen nobody ever looks at. Most of the time I see veterans switch teams to help with the balance, at least from my experience. I do see players jump to the winning team, but mostly beginners. A TDM game can end 50 to -6 and no one will budge to correct the balance. People just don't give a crap, and server configuration doesn't help. I do enjoy team play with strategies, but I also often pick the most crowded server to attend, just to have some brainless fun. I actually don't think this is necessarily a drawback for beginners, and less serious players like me. (omit) I can not utilize my brain in these games, I can only bruteforce my shit through it. Automatic team shuffling (whether stat-based, ELO-based or whatever) has never worked and will never work in any FPS game that allows enough player expression that it's not excessively boring/repetitive, and in games like Xonotic especially so. Most servers are also configured to not allow people to join teams in a way that makes people have uneven player counts, which, I am sure, has contributed to a mindset that you shouldn't bother with trying to balance teams by skill manually. If people on the weaker team leave the server due to excessive stomping, a really tiny message will flash in a corner of the screen nobody ever looks at. ![]() But you rarely see them anywhere.ģ) Team balance ethics. There are even remixes of these maps that are much more adapted to this game's flow (revving) or give more room for breathing (relent). What's it, the server has 14 players on it? HELL YEA, EVILSPACE TIME! There are LOTS of good maps. Secondly, evilspace works with 4-6 players at most, revdm1 - 2-4 players. Revdm maps are designed around Nexuiz physics, evilspace - around Quake 3 physics. First of all, knockback from Blaster + floaty physics that are designed to help new players move around as fast as pros mean you'll fall off. And less enthusiastic players won't sit on an empty server either.Ģ) The maps people choose. Sure, I could sit on an empty server and wait until someone joins. Now, imagine what a newer player with little to no game sense will feel as they experience basically the same thing but can't even get any kills. If I come close to top with a small deviation (meaning the game was more or less balanced), it feels like pure luck and I still remember all of the times I died through no fault of my own. I can not utilize my brain in these games, I can only bruteforce my shit through it. ![]() Even as a somewhat experienced player who frequently comes out on top (I'm nowhere near as good as a lot of people out there, though) I do not feel accomplished after winning such a game. How many players does an average server allow? Twenty, fucking, four. Most DM maps are balanced around 4-8 players. ![]() ![]() For example, DM is really chaotic in terms of other people just suddenly appearing on top of you while you're fighting someone else. I'll give a few examples:ġ) Overpopulated servers. Weapon mechanics and physics (which are a huge part of what makes this game so fun) are only explained in the guide on the site reading should be something extra to adjust your playstyle, not a requirement to have fun.īut then, even if the player reads it and gets hooked onto the game's mechanics, it's likely that they'll be disappointed with how the game actually ends up being played. I know proper tutorials are already in the works, but as of now the singleplayer "campaign" merely goes over game modes. New players still come around frequently, but, for one, the game does little to no job to explain how it works. Xonotic is a fairly solid game in terms of game mechanics, but it has plenty of issues. The game is still v0.8.2, and Steam has taken a different approach to its management as well (so releasing it on there doesn't automatically mean promotion anymore). But the community faded away and development cycle slowed down massively. A while ago, there was a plan to release the game on Steam once it hits 1.0. ![]()
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