DevTracker

Grummz

Well-Known Member
Community Manager
Ember Dev
Jul 25, 2016
737
6,251
93
#40
I have read all the feedback, and it is good.

Thank you so much for this!

Infinite Gliding: Yes, this is too OP. If I add any amount of regen fuel to gliding you will always have enough to infinite glide if you have a long enough glide time. I'll be removing fuel regen during glide and adding a "deploy" cost in fuel to wings.

Guns: I want more info on the "aiming not going where you expected" Videos would help quite a bit. Were you moving? Are you just noticing that the projectile drops with distance which is intended? More info pls.

Gun Feel: FPS is important to us, we will be looking at optimizing our particles to they don't slow your FPS. Gun model is placeholder. Gun rate of fire is too slow and not synced to animation, which leads to players pressing fire and expecting it to shoot when it's not ready.

Sideways bugs: Were you ever using jumpads, they cause issues and are being redone in code. I will try to replicate sideways bugs myse.f

Glider ridiculously slow: We had a bug with stall speed so you could go really slow, this is fixed now in our internal builds.

Gun hip fire: We will be removing the zoom and leaving the default as hip fire. Alt will toggle you into ADS mode as it does now. Middle mouse button will take you info first person in a future build, not sure when, lots of duplicate anims when you do an FPS mode.

Keep it coming! And ty!
 

Ronyn

Commander
Community Manager
Jul 26, 2016
590
1,921
93
#1
Reapers!

We are back again, this time with the pew pew! We've got the shooting build named "Em8ER Weapons Test 1.0" for you to sink your teeth into! Let's get to blasting ya'll!

If you are in need of support for issues like being unable to log into the demo please post in the support thread https://forums.em8er.com/threads/weapons-demo-1-0-support.1587/

-Ronyn
 

Grummz

Well-Known Member
Community Manager
Ember Dev
Jul 25, 2016
737
6,251
93
#37
Thanks for all the bug reports and suggestions!

I see several requests for movement improvements. I’ll post some thoughs here. Philosophy is due to change once combat is in. So keep that in mind. Without the context of combat, we just don’t know what is *right* for movement yet.

1) Fuel regen: I am for regainig fuel at a slower rate while in the air, but not while gliding. The reason is that with regen while gliding, you end up being able to infinite glide across the map. I could add a longer cooldown, but the wing cooldown feels long enough as is. We also have the ability for it to cost fuel on each wing deploy, which could lower the cooldown rate. Will experiment. if you want to travel long distances (but slower than gliding), that is what skim mode will be for. Skim mode takes a moment to engage and then lets you fast travel and skim over the terrain at a low height, then disengage to go back into regular movement. This is a planned feature we’ve yet to implement.

2) Fuel regen while not jetting in air. This rate cannot be equal to jet fuel consumption rate. Some have asked for the same regen right on ground, in air, or gliding. This would mean you never need to land. Not only does this shrink the world, but it means all combat would be in air all the time. This is not the intent. The intent is that ground combat is a thing, and jets helps but have risks/rewards, and gliding is a quick escape if you need it. You should be fighting mostly on the ground, using jets and glider strategically.

3) Guns while gliding. Gliding is fast and a long distance, this would be very abusive. Again it would force players to always glide to be most effective while shooting and this isn’t mean to be a flight simulator. My feeling is that weapons and abilities during glide, combined with glide anytime, is a recipient for having everyone always gliding in combat, which is not the intent.

4) Jet feel and landing. I agree there needs to be more air control in the air and more friction when you land so you don’t slide off small hills.

5) Double tap jets: These are coming for quick strafe moves in air, but they will be craft able modules. We want movement modules for things to be upgradable for different things like mid-air strafe dodge, etc.

6) Ground movement and obstacles. I’m going to go into the build and play with this a bit. People are saying they are obstructed a lot on the ground. We can play with the slope degree you are allowed to run up on, the step up height, the jump height and also might considering handsprings over lower obstacles like some games do.

Again, these are just current thoughts based on no combat, no enemies. Fluidity of movement is important, but we also don’t want to turn this into an air combat based game.