I was advised by Barbatos to post this on UrT.info instead of UrT France as it will be more likely to be read and acknowledged by the dev team rather than only a few, French, FS members.
Now before you go on and read what I have typed below, I will just ask you to believe me that this post has been typed with the best of intentions and that I am trying to provide valuable feedback, however it will be a rather negative post. Also long. I will also ask that you try to think about the fact that UrT has had a somewhat dwindling player base in the last year(s?) or so (maybe because of the splits between 4.2 and 4.2 players) and that new players are always a very important resource to any multiplayer-based game, but, I believe, even more so for a completely free game such as Urban Terror. I am also convinced that Frozen Sand's aim is to have more players and even more success with UrT than they have had so far (why bother working so hard if not for that).
What I would like to talk about here applies mostly to new and/or returning players, not your current competition playing user base which might be happy enough with the way things are going right now.
After a long inactivity, I wanted to try UrT again just after the 4.2.013 release, quickly set my controls up and launched a quick local server just to see some of the changes and improvements since the last time, only to be greeted by this:
Now I know that, for a lot of you, this might seem like an ok screenshot, however here are a few things that irks me:
First of all, the background of the map shows us a very bright city background on an ultra sunny summer day with a beautiful blue sky. The walls off the map itself however are not only VERY dark, but the fact that the lights are on all around the map indicate that it is/should be night time. And then the ground textures indicate that it is in fact daylight. Somehow even the Mac-11's lighting feels wrong to me and doesn't look like it is being lit up by the same sun that lights up the rest of the map. I will ignore the textures of the map as this is an old map and I am aware that you can not edit turnpike without the mapper's permission. I will not however ignore the very smudgy-looking texture/model of the Mac-11 or the hands. Nor can I ignore the fact that the folding stock on the back of the Mac-11 does not look anything like a functioning, moving part as it should: (instead of i.e this: http://goo.gl/VQK97 ). I'm sure it is very difficult to model this kind of moving part, but if an iPad game can do it ( http://i.imgur.com/dvHUtLd.png ), surely the quake 3 engine can. If it's too difficult to do then it should simply not be here ( http://goo.gl/wkiHd ). Please note that, as a European, i know very little about guns, but somehow this still jumped to my eyes when looking at the model.
I know that you guys are dealing with an old engine, however I also know that the people from True Combat Elite, a game with a lot less players than you have managed to produce models like this: http://wilibre.homel...og_00086_01.jpg The texture is still somewhat smudgy, but the model in itself looks a lot sharper than what the Mac-11 looks like and the textures on the characters hand are also A LOT sharper and detailed than what is on UrT. The TCE guy created that model ages ago, the Mac-11 is a few days old and already looks outdated.
The 7 people behind Warsow (which is on the quake 2 engine) manage to produce better looking textures: http://www.warsow.ne...0/hd/game28.jpg
This, as a returning player or to people I introduced to UrT feels like a game with no artistic forethought/direction. One of your most played, most popular maps is very confused. I know that the lighting on TP was changed to remove some the photocopy wall bug but the map was very very far from broken and surely that bug was not game breaking enough that it was worth making the map look this confused. The MAC-11 model also looks so rushed.
I'd also like to mention a nifty little effect that I've recorded here: http://youtu.be/dXAnzbDpmZY
Seriously, what is wrong with the weapon's lighting here? I'm pretty sure this is supposed to look like CoD4's Deagle/golden weapons specular ( http://youtu.be/KNN2l8k6Yxo ) but here it just looks like random lighting effects that happen at an incredibly fast rate when moving. The only lighting on TP is the sun, why does it produces such crazy, fast moving, effects?
I'll finish with a quick other example:
Why does it looks so dull and yellow? Where are all the colors gone? Casa used to look like this:
Why in heavens does it look like some kind of yellow filter has appeared all over casa? Where are the contrast and vibrancy, the orange bricks/rooftops? What's up with the dodgy looking tufts of grass? I also can't stop myself from mentioning the butt-ugly skin of the colt 1911. Whilst the model actually is pretty good, the skin in itself doesn't really feel right.
Even if you wanted to avoid the classic 1911 look in favour of a silver one surely you'd go for something like this instead of the tasteless Colombian drug lord silver-plated version?
Now I know a lot of the people who visit this forum do not play this game for its presentation but for the great core gameplay within the game. However the first thing that will attract people is the art & design of the game, however I really feel like UrT is losing a lot of it's identity and artistic flair in these new versions. Barbatos said that the new weapons were created for the HD version and then imported to 4.2 which decreased the quality of their model/skins a lot. If this is the case, why are you guys happy with incorporating sub-par versions of your models to 4.2? What is the actual rush to suddenly add 4 new weapons when you always refused to do so in the 8+ last years? The game is losing a lot of its artistic coherence (that games such as warsow which have a much more limited dev team manage to have) and I doubt this is actually benefiting the game.
Surely you guys want to attract new players and not keep the same player-base? You WILL NOT achieve this by completely ignoring the needs of potential new players to feel like the game has a clear vision behind it and is not rushing everything it has for every update.
Another example is the new dmaHD sound that has been added in the latest version, like many other players who had not heard of this, i thought the sound was absolutely terrible when I first launched the game. Luckily a few people mentioned it on UrT France and i adjusted my settings and it is now just fine. However, a lot of the more casual players will NOT know this because there is simply nothing mentioning dmaHD after an update (please don't answer with the changelog). There is nothing that explains the settings to new players and the only page I found was this one: http://www.urbanterr...w-sound-system/ and that is because i even knew it was called dmaHD.
Can you honestly tell me that this:
Quote
This will set the type of sound re-sampling interpolation used.
0 = No interpolation
1 = Linear interpolation
2 = 4-point Cubic spline interpolation
3 = 4-point Hermite spline interpolation
(This option needs a total game restart after change)
Default: "3"
/dmaHD_mixer
This will set the active mixer:
10 = Hybrid-HRTF [3D]
11 = Hybrid-HRTF [2D]
20 = dmaEX2
21 = dmaEX2 [No reverb]
30 = dmaEX
Would mean anything to anyone who is not well versed in sound systems? How is anyone to know what settings to use for their individual setup? Why even add such an advanced sound system if you do not find a way to help people set it up so they actually profit from it? Why is there not some sort of default setting that would work for the vast majority of people? I also believe that the new weapons' sounds really feels wrong/unrealistic/muffled and lack of any oomph, particularly when compared to those of the LR/M4/SR8.
Barbatos also mentioned that this will be really useful to make sure that the new weapons are well balanced and that most new features introduced will be debugged when HD is available. But surely, surely, this is what the QA team should actually be used for? Balancing and debugging? Of course they can not catch everything, but your primary player-base should NOT be used as a test bad for new features/weapons. I am aware that having a voluntary QA team makes thing more difficult in this regard, but surely with some organisation you should be able to organise enough test sessions (and why not use those test sessions as a bit of PR/Streaming to show off new coming features/weapons coming in HD and also to motivate your QA team because their work will be in the spotlight). This would also allow you to show your high quality models coming for HD and keep a lot more stuff for the HD release instead of adding loads of new weapons to 4.2.
I feel like this post has gone on long enough but I hope you guys can see where I am coming from. You guys can not forget that 4.2 is your latest publicly available version. The version that any new and/or returning player will be downloading to try out your game. You guys can not forget that both new and actual players will make your game live in the long term and that they need to have a good impression from the start but also a lasting one. It and your player base should not be a test bed for new features, it should strive to be as easy to set up as possible and it should look like there is a clear vision and cohesion in the game's design/look. There should be more pros to any fix/change than cons (i.e the photocopier bug does not outweigh the weird turnpike lighting). Surely, somewhere in the long list of new features you have, there are some things relating to design, art and usability. You guys should probably bump those things up by a few notches. FS has always been criticized for not adding features/weapons/stuff to their game. It is very good to see you guys work so much on these new versions but please do not go too far into the opposite and create a hodgepodge of features/fixes just for the sake of it.