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Posted: 07-07-2003 10:37
by f1end
Fix the "bounce-volley"...seems less powerful than it was, and i quite often catch the ball when i try it.

Make the "pass to me" signal more obvious.

Introduce a vote system for turning on VO or other options like sprint etc. mid game... eg. if a few players leave and it's 2 on 2 change it to VO...or if sprint is on and 90% of players don't like it

Posted: 07-07-2003 11:35
by DaJero
f1end wrote: Fix the "bounce-volley"...seems less powerful than it was, and i quite often catch the ball when i try it.

Make the "pass to me" signal more obvious.

Introduce a vote system for turning on VO or other options like sprint etc. mid game... eg. if a few players leave and it's 2 on 2 change it to VO...or if sprint is on and 90% of players don't like it


The next release will be a bug fix version :)

Posted: 07-07-2003 12:18
by Robotojon
\o/

Posted: 07-07-2003 12:49
by NaB
2COOL4-U wrote: Todo list updated: http://2cool.free.fr/deathball_todo.html



dude, thats way too many points for boosting. make it 0.2x or sommit for a boost. u literally do 100s of them a match.

Same for passes and to a degree intercepts, the old points system was silly cos most ppls points came from passes and intercepts with important things like goals and saves not having as much impact on total score.

I say passes 0.4x and intercepts 0.5x


oh, and i didnt see "reduce crowd volume" on there. tho i guess thats not your job :p

wheres your change list davidm? O_o

Posted: 08-07-2003 02:06
by Blitz
I want the same power for untargetted passes as in 1.6. Right now, non-locked passes are virtually useless. In 1.6 they were great for setting up wall vollies and such now the ball is so slow its like its floating.

Posted: 08-07-2003 02:35
by DavidM
we dont care about the points of the upcoming percentage stat system yet, we'll have to play several matches, then do some major changes to it, play more matches, then balance it a bit more and get to an end


my to do list:

greenbaize radar + blocking volumes
icedemon radar
keeper not slippery
cube ambience?
november puddles
sprint balance
reduce cube cam5 distance
Fix some issues with Smallcube (ball gets stuck on invisible ledge around the upper perimiter).
slap wiz around

Posted: 08-07-2003 03:34
by vF_Zonk
hmm no Crowd Volume Lessening?

and still lots of keeper volley latency?

Posted: 08-07-2003 03:34
by Large Potato
smallcube crowd sounds need to be lowered as well ;)

edit: /me hands zonk a dictionary to look up ambience

Posted: 08-07-2003 03:38
by The_One
vF_Zonk wrote: hmm no Crowd Volume Lessening?


wouldn't that come under "cube ambience?" ?

Posted: 08-07-2003 04:10
by NaB
remove the question mark and your on a winner

Posted: 08-07-2003 04:14
by themachine
Yeah reduce the crowd volume, its so annoying. Its the only reason i prefer lowcube.

Posted: 08-07-2003 04:16
by FireCell
Yeah tone down the volume on the cube crowd

Posted: 08-07-2003 09:55
by vF_Zonk
oops

umm yeah

fix Cube, SmallCube :)

Posted: 08-07-2003 10:32
by f1end
Blitz wrote: I want the same power for untargetted passes as in 1.6. Right now, non-locked passes are virtually useless. In 1.6 they were great for setting up wall vollies and such now the ball is so slow its like its floating.



Wasn't this 1 reason they were slowed down?...Anyway, I find the new slower pass VERY useful for through balls for people to run on to.

Oh...and i don't know if any1 has mentioned yet that the cheering of the spectators on cube is a little bit loud. :spammer: :lol:

Posted: 08-07-2003 11:37
by Onge
Fix some issues with Smallcube (ball gets stuck on invisible ledge around the upper perimiter).
I think I know what this is. I play with world detail normal so there's no crowd etc. Perhaps the invisible ledge is part of the map on the high world detail setting which you can't see on normal detail. I've played quite a few small matches on that map and only had the ball get stuck once...

Another thing, you can see four light sources in the sky when the detail is on normal (in both cube and smallcube) but there are no floodlights to act as a source for the light so it looks a bit odd. Perhaps have these go too on normal world detail?