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So what do you want to see?

#111 User is offline   BurakQuaresma Icon

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Posted 07 August 2015 - 02:26 AM

I want to see huge amount of blood! Like the vanilla UrT one.

AND i want to have a option to use the classic main menu,classic soundtrack, and classic HUD :D

This post has been edited by BurakQuaresma: 07 August 2015 - 02:27 AM


#112 User is offline   sneakers Icon

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Posted 18 April 2016 - 06:39 PM

Local Voice Sounds (Audibles)

These are audible voice sounds that broadcast to players nearby. This can be used, for example, when you don't want to notify the entire team on the team radio channel.

Examples can be tactical messages appropriate for a nearby players only, or even just silly audibles like "Damn!" or "Good Shot" or even a "laugh" sound. There could be:

"Follow me"
"Go get the flag"
"I need escort!"
"Stay here"

I'm sure there will be more suggestions for more audibles. Note that all players in the nearby area, including players from the opposing team, can hear the voice sounds. I think this opens up another area for tactical communications in the game as well as an opportunity to add flavor to the game with more "funstuff" voice sounds like "Gotcha!" for example. Of course, a switch should be available to disable the function in case a server operator didn't want this option.

#113 User is offline   Azle Icon

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Posted 19 April 2016 - 11:47 AM

In my mind the goal of HD, besides the fact the old engine is becoming obsolete, is to popularise the game by enhancing its looks and doing whatever is necessary to give it a shot at having a great competitive scene.

The looks, nothing much to say, you know better than anyone how to optimize that.

As for the competitive scene, we have to ask ourselves: what makes a competitive scene successful? A successful competitive scene is made out of regular tournaments with stakes and star-teams on a nice game to watch and play design-wise and gameplay-wise with a abondant coverage (websites, streams, videos, articles etc..). Most players also need to feel like the top players are out of their reach, but that in a way, that if they really wanted to be at the top level, they could improve because they have all the tools for it. What are those tools? Ways to optimise your cfg, ways to practice (pickups/matchmaking, popular public servers), ways to easily participate in competitions etc...

All of that, you probably already know, and you probably think it requires quite an invesment. But all good outcome requires an initial invesment, we just need to make it. Invesments don't necessarely need to be in the form of money, it can be time. The time it takes to create tournaments, websites, features, streams, to contact sponsors etc... And all this is possible because the game is great, and will soon be public friendly once it's been redesigned.

To conclude, in my mind the most important thing we need to develop before any more funny or nice to have features is a competitive scene and coverage of the game.

This post has been edited by Azle: 19 April 2016 - 01:27 PM

Azle
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#114 User is offline   killspree Icon

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Posted 01 May 2016 - 05:17 AM

View PostAzle, on 19 April 2016 - 11:47 AM, said:


To conclude, in my mind the most important thing we need to develop before any more funny or nice to have features is a competitive scene and coverage of the game.


In order to get a good and active competitive scene you really need a player base, in order to get that you need a game that attracts lots of players.


The game died because FS was listening only to the advice of players in high divisions and making adjustments to improve that scene.

Frankly the more private scene like pickups privates and competition only makes up for a small proportion of the player base and will only increase if the total player base is increased 70% public 30% private competition etc.
Maybe it is better to just focus on making a game that works well and looks and feels good, something that attracts the most players so that all factions of the game will increase.
If you think about doing it the other way around and make a game that is only nice for competitions etc you will please only a few players instead of looking at the big picture.
When the game has more players more players will play competition not the other way around.

#115 User is offline   Azle Icon

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Posted 02 May 2016 - 01:38 PM

View Postkillspree, on 01 May 2016 - 05:17 AM, said:

The game died because FS was listening only to the advice of players in high divisions and making adjustments to improve that scene.

Frankly the more private scene like pickups privates and competition only makes up for a small proportion of the player base and will only increase if the total player base is increased 70% public 30% private competition etc.
Maybe it is better to just focus on making a game that works well and looks and feels good, something that attracts the most players so that all factions of the game will increase.
If you think about doing it the other way around and make a game that is only nice for competitions etc you will please only a few players instead of looking at the big picture.
When the game has more players more players will play competition not the other way around.

I agree with you, a well working and good looking game is all I'm asking for. We all know UrT's gameplay can bring a lot of players itself, no need to change up things that already work, what doesnt work to UrT's advantage atm are the graphics. Once you get the graphics you get the player base, once you got that going it's better to develop matchmaking, coverage and competitions rather than funstuff. That's my opinion.

This post has been edited by Azle: 02 May 2016 - 01:49 PM

Azle
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#116 User is offline   killspree Icon

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Posted 02 May 2016 - 10:37 PM

View PostAzle, on 02 May 2016 - 01:38 PM, said:

I agree with you, a well working and good looking game is all I'm asking for. We all know UrT's gameplay can bring a lot of players itself, no need to change up things that already work, what doesnt work to UrT's advantage atm are the graphics. Once you get the graphics you get the player base, once you got that going it's better to develop matchmaking, coverage and competitions rather than funstuff. That's my opinion.



Yes, let's hope the focus for HD will be on everything that has been learned in the past with q3ut4 and get nice animations so that recording video's will be amazing once again and so that the overall experience when playing the game is improved.


The game mechanics are there the map design is good and really I hope for a simple and straight forward ui in urban terror HD.

It's going to be amazing when it arives and hope to get swept away in it all!

#117 User is offline   LinCeX Icon

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Posted 13 July 2016 - 03:17 PM

I remenber one of the things i dislike about the game was the minimap .
Csgo minimap being so much better and easier to understand . Did get it since day 1.
Urt minimap does always confuses me .
Hope it wont be the same in urt HD .

#118 User is offline   tintir Icon

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Posted 13 July 2016 - 03:44 PM

View PostLinCeX, on 13 July 2016 - 03:17 PM, said:

I remenber one of the things i dislike about the game was the minimap .
Csgo minimap being so much better and easier to understand . Did get it since day 1.
Urt minimap does always confuses me .
Hope it wont be the same in urt HD .


Minimaps have always been the map makers responsibility to create. The default one (green on black) is always there, but making a minimap showing the real with textures and all is the map makers responsibility.

Maybe FS could code a way to make these beautiful minimaps by default?


#120 User is offline   LinCeX Icon

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Posted 13 July 2016 - 10:49 PM

Saw you updated the reddit urt page. Looks much better now.
Prolly this website as well would need a visual update at least .
And some changes like putting actual 4.2 pics .
Front could be more updated with content regularly

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