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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Bringing back tribals to Tribes

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 Bringing back tribals to Tribes 
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Rangelost
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Joined: Thu Mar 15, 2012 8:09 pm
Posts: 157
Post Bringing back tribals to Tribes
Quote:
Behold, a wall of text! I don't know about you, but white text on a pitch black background makes me feel like I'm having a seizure (hence the quote).

The following novel is my impressions on what I feel would not hurt to change in Tribes: Ascend. Or, in other words, the longest rant ever. Now, do not get me wrong; I think Tribes: Ascend is a great game. However, throwing in jetpacks and disc launchers does not make it Tribes. So, here is what I feel would bring this game closer to my own, personal Tribes experience.

TEAM BALANCE

First of all, when queueing for a quick match, players should not be allowed to choose which team they want to be in. I understand it is an advantage for players who have a preference for a tribe over another, or for those who would like to team up with their friends, but I feel that winning, or even losing a close match is much more satisfying. There are two very easy ways to fix this issue:

  • Assign players to a random team automatically at the start of the match;
  • Split the previous match's players with highest scores into different teams.

Of course, this would not prevent players from switching over when the other team is one player short, however it would discourage team stacking at the start of a match.


WARRIOR PROFILE

In every other Tribes game, players can customize their warrior by choosing (at least) their name, gender and voice. In Starsiege: TRIBES and Tribes II, players can also choose the character's skin and armor for deathmatch games and the like.

While it is possible for players to change their name (by the means of bought gold pieces, or "shazbucks"), there is no way to change the gender, let alone the voice: As of right now, all characters are male, and their testicle size is directly proportional to their armor size.

Basically, I feel the following elements are missing:

  • Allow players to change their character's gender;
  • Allow players to choose their character's definitive voice.

Being able to customize the quickchat menu would also be a plus, even if it wasn't an in-game feature (an obvious .ini file in the game's directory, for example).


CUSTOM GRAPHICS SETTINGS

My computer sucks. And what sucks even more is not being able to choose graphics settings manually. I know what my graphics card can and can't handle, so forcing my game to look ugly just because I don't have control over specific details is a bit frustrating. Besides, I see little to no difference between "Minimal" and "Low", and "High" and "Very high". Simply put:

  • Add a "custom" option to the graphics detail menu where players can enable, disable and adjust features.


ENHANCED PHYSICS

I have always loved Tribes for the freedom of movement it gives to the player. To ski, to fly, to swim... wait. Swim?

In Starsiege: TRIBES, water was not yet implemented. In Tribes II, players sank to the bottom, some weapons could not fire underwater, and discs bounced on the surface at certain angles. In Tribes: Vengeance, players could swim, and at fast enough speed, ski across the surface. In Tribes: Ascend, players die. They just... die. What gives?

Water is very present in the game; you see it in almost every map as of yet. But very rarely is it any deeper than a few inches, aside from one map where it is a sudden death zone. I think it would be nice if that game mechanic was revised.

Another problem I seem to counter often are hitboxes on map objects. The terrain itself does not cause a lot of issues since deadstops were addressed, however objets such rocks, turrets or any other non-flat surfaces often have strange behaviors on collision.

Sometimes, I just get stuck in them. But I don't just get stuck. Let's say I was going at 200 km/h when I collided with a turret. I take no damage, and stop dead on my track. I jump and jet for a few seconds, trying to get unstuck, then I suddenly am going 200 km/h again, in the same direction I was heading, as if nothing had happened.

Other times, I ski onto a rock, and I am thrown into the air at an insane speed (about 800 km/h). I have met a few people who have gotten this issue around the bases in Raindance, so I know it isn't just me.

Otherwise, making the hitboxes as faithful to the rendered model as possible would be greatly appreciated. Invisible walls and pass-through objets are not [VGCA].

Lastly, I feel explosions do not knock players back as much as they should. In every other Tribes game, an explosion sends players flying everywhere; and disc jumping is very efficient. In Tribes: Ascend, the knockback is very weak, and midair disc explosions often seems to push players downwards, which is not very intuitive.

To summarize:

  • Water physics would be more fun than sudden death;
  • Test collisions with objects toroughly to make sure no physics problems are being overlooked;
  • Make hitboxes more faithful to rendered models if possible;
  • Increase explosions' knockback.

Oh, and you know when players die in midair at high speed, they suddenly stop and then slowly fall down as ragdolls? Could that be fixed, too?


ENERGY SHIELDS

Isn't it frustrating to be a Sentinel when a Shrike is trying to run you over? Don't you just wish bullets would at least do some damage? I have noticed that unlike most other Tribes games, Tribes: Ascend does not feature energy shields on base assets. Those were what kept bullets from destroying turrets, sensors and generators, yet did not make vehicles invulnerable against them.

I know it would be possible to allow bullets to damage vehicles just like they do the generator, but protecting base assets with an energy shield could give a good reason for players to try and destroy the enemy generator (aside from disabling fragile deployables). Or, this could be a new gametype, like "Defend and Destroy" from Starsiege: TRIBES.

Nonetheless, Tribes: Vengeance had explosive projectiles deal heavy damage on vehicles, while bullets did very little. But they still did more than a big fat 0!

For those who only bother to read the lists:

  • Protect base assets with generator-powered energy shields;
  • Make vehicles vulnerable to bullets, even if they only deal a fraction of the normal damage.


HEALTH REGENERATION

Oh boy, where do I begin? This is the most frustrating feature for players who use non-automatic weapons. If your opponent is good at dodging discs, chances are they will constantly heal back to full health while volleying bullets at your face. This is without a doubt one of the features I dislike the most in Tribes: Ascend, and again, it is an easy fix. Either:

  • Remove health regeneration and replace it with useable health kits (like in Starsiege: TRIBES and Tribes II);
  • Remove health regeneration and regain health when looting ammo (like in Tribes: Vengeance, or the Survivalist perk);
  • Make health regeneration much, much slower (like the passive effect of the Repair Pack in Tribes: Vengeance).


GRAPHICAL USER INTERFACE

I like Tribes: Ascend's GUI, it looks very clean and stylish. But of course, since I mention it, it means I have a few problems with it. The first being the font size. Like I said earlier, my computer sucks. Because I don't want to lag and overheat my video card, I run the game at the smallest resolution available. This makes the in-game chat (not the console) look quite ugly and barely readable. A font size option would be very useful.

It would also be nice to have the option to display the ammo on-screen in first person. I am aware that it is displayed on every weapon, however it can be a bit hard to read on weapons such as Throwing Knives. Not a big deal, but it can be irritating.

Lastly, something that I was very surprised to not find in Tribes: Ascend is a command map. I do not expect waypoints, command stations and third person player cameras like in Starsiege: TRIBES or Tribes II, but seeing the map, what teamates are doing, as well as the status of the base assets in a glance of the eye, would be a very nice addition to the game. Again, Tribes: Vengeance is a good example of what I am talking about.

In a nutshell:

  • Add an option to resize the in-game chat font;
  • Add an option to display ammo in first person;
  • Add a simple command map system.


WEAPON SUGGESTIONS

Light machine guns, heavy machine guns, submachine guns... well, this is getting old. There are many tribal weapons left unused that would be a lot more unique than all those automatic bullet weapons that were never part of the series: Blaster Shotgun, ELF Projector, Shocklance, Rocket Pod Launcher, Burner, Buckler and Grappler. So why make a dozen versions of the same weapon?

I have heard a lot of complaining against automatic bullet weapons, and I completely understand the arguments given. I know weapons are not going to be removed, and I like the variety Tribes: Ascend offers. So here are some mechanics that I feel would make those not-so-tribal weapons fit more within Tribes:

  • Remove all damage falloff;
  • Make shotguns' fire spread wider, and projectiles reach further;
  • Make machineguns heat up on fire, making their accuracy progressively worse unless cooled down (by going fast, going underwater, or cease firing);
  • Make melee weapons selectable like any other weapon, instead of a single attack;
  • Add the Targeting Laser, since we even have the target painting quickchats for it;
  • Give Pathfinders the Flare Grenades, a good counter against Saber Launchers.


LOADOUTS

I like playing technician with a thumper and a shotgun. However, when I have to switch to my repair gun, what do I have to do? Go in the class menu, select the Technician class, click on 'Modifiy', select my secondary weapon, equip the repair gun, then go to an inventory station. Once I'm done repairing, I want my shotgun again! You guessed it. Go in the class menu...

Needless to say this gets old very quickly, and I am vulnerable every second that menu is open. Shortcut keys to select favorite loadouts would most likely please a lot of people, and not only technicians.

  • Add shortcut keys to select favorite loadouts.


TRIBAL SKINS

"This Sith assassin uses the Force as he punches his foes mercilessly. He is tribeless and..."

"Mercenaries, whether they look like bikers or Halo characters, are tribeless warriors that punch people..."

"Pirates all have the same face. That's because they're tribeless..."

"This isn't just a highschool girl. It's a tribeless highschool girl with a Heavy Spinfusor..."

That's a lot of tribeless characters for a game called TRIBES. I know I'm nitpicking, and that this has already been addressed countless times, but aren't there enough tribes to choose from? The Phoenix Tribe, the Children of the Phoenix, the Imperials, the Starwolf Tribe, the Storm Tribe, the Inferno Tribe...

Tribes can ally — like the Imperials and the Phoenix did —, and I can guarantee you that a lot of people would rather pay for skins of these characters over the ones in-game so far.

Lastly, making a red and gray version and a silver and gold version of the "tribeless" skins (5 minutes in Photoshop) would make more sense, and help avoid confusion. Personally, I am not a fan of tribeless characters fighting alongside tribals, so I would rather see other tribes join in the fight. Even bioderms, at this point, would be more fitting. What do you think?

  • Add more tribal skins instead of tribeless skins;
  • Make the skins different on each team, even if only the color.


CONCLUSION

By now, you are probably thinking "lol u mad this isnt tribes 1 nor tribes 2 and speshuly not t:v that game sux so gtfo". If that is the case, stop being lazy and actually read the whole thing instead of limiting yourself to the convenient easy-to-read lists.

I would like to hear what you people think. What do you miss from other Tribes game you would like to see in Tribes: Ascend?

PS: English is not my native tongue, so forgive the broken syntax.
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Fri May 04, 2012 4:19 am
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LoneMC


Joined: Wed Dec 08, 2010 1:23 am
Posts: 19
Post Re: Bringing back tribals to Tribes
You had me at "all characters are male, and their testicle size is directly proportional to their armor size." Not only was the thing well thought out, it was an easy to read wall of text! I agree with just about everything or can at least understand where you come from and so here are some things that popped out to me:

I really miss the Hero and Psycho voices from T2. And ~wwatchsh... Also, I would certainly love to have females make a RETURN to the Tribes games. Hell, I'd buy that if it's just cosmetic. ;)
I wholeheartedly agree with the water. It made T2/V so much fun.
Team balance? Enough said.


Fri May 04, 2012 5:30 am
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FluffyMeowington
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Joined: Fri Feb 26, 2010 7:07 pm
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Post Re: Bringing back tribals to Tribes
Agreed on all counts, except regen. It promotes faster gameplay, and people on pubs will base-hug even more.
All the other stuff is pretty much a no-brainer imo.
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Fri May 04, 2012 7:08 am
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Trilandian
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Joined: Mon Mar 19, 2012 2:28 pm
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Post Re: Bringing back tribals to Tribes
+1, obviously ;)

You should check this out, too: viewtopic.php?f=313&t=68577
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Fri May 04, 2012 1:02 pm
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Rangelost
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Joined: Thu Mar 15, 2012 8:09 pm
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Post Re: Bringing back tribals to Tribes
@LoneMC
I feel you. Previous Tribes game had some awesome and hilarious quickchat voices. Plus, they had between 10 and 16 voices to choose from, which made for a lot more diversity than hearing the same 3 all day!

@FluffyMeowington
Either that, or players (other than campers) would start using deployable (or "call-in") inventory stations. But I agree that considering Tribes: Ascend's intended pace, it could be very difficult for new players to stay alive more than a few seconds. The maps might not be large enough for more strategic gameplay, albeit what made Tribes such a unique game in my eyes.

@Trilandian
That is a good list, and I knew I would be repeating issues that had already been addressed, but I am glad to see other people agree nonetheless.

Thanks for reading!
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Fri May 04, 2012 3:05 pm
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xSNAKEx


Joined: Thu Mar 01, 2012 9:43 am
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Post Re: Bringing back tribals to Tribes
Fantastic post. I agree with your views and solutions for the most part, and most of them I felt on my own they were a hindrance before this post. People should listen to you but chances are little/nothing will change.


Fri May 04, 2012 3:19 pm
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mousedisc


Joined: Wed Apr 18, 2012 11:38 am
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Post Re: Bringing back tribals to Tribes
LOCAL ANIMATIONS
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Fri May 04, 2012 3:22 pm
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Rangelost
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Post Re: Bringing back tribals to Tribes
@xSNAKEx
I think it is important to suggest solutions to the problems. Most people already are aware of these issues, but do not know how to deal with them. I merely thought previous Tribes games were very good examples to look at, since Tribes: Ascend is meant to be part of the same series.

But as you say, it is not because we agree on one thing that the game designers feel the same. Nonetheless, players always have the greatest power in online games.

@actiontpg
Woohoo! *Dances*

Thanks for reading!
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Sat May 05, 2012 1:08 am
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Eldiran


Joined: Thu Mar 15, 2012 5:26 pm
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Post Re: Bringing back tribals to Tribes
Excellent post. I would love to see some of those cosmetic items included, like voices, gender, tribes, etc. Some thoughts:

Water I don't care much about. I'd rather see effort spent elsewhere than on water.

Vehicles are already exceedingly vulnerable and fragile (Shrike aside). Making them weak to bullets is just another nail in the coffin for them -- please don't change it.

My suggestion for Health Regen: time until your next regeneration is proportional to the damage last inflicted upon you. Example: 75 dmg bullet causes you to regen in (say) 25 seconds. 600 damage spinfusor shot causes your regen to begin in 40 seconds. Tweak values as necessary.

Disagree with removing damage falloff. Also disagree with a separate "melee weapon" (like it isn't inconvenient enough to use?).


Sat May 05, 2012 1:29 am
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Madcat2k3


Joined: Sat Dec 24, 2011 7:26 pm
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Post Re: Bringing back tribals to Tribes
I thoroughly approve of this OP. It contains none of the petulant whining that I have seen so much of, nor the insulting insistence that he knows precisely what is best for the game as a whole. Instead it is measured, calm, and decent, with many sound points.

I personally think that the cosmetic things could stand to wait a while, being of the opinion that the mechanics and balance should receive first attentions. But I suspect that that is neither here nor there, as such aesthetics are a way of making HiRez real money.


Sat May 05, 2012 1:49 am
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