I’m not sure but it was definitely most noticable for the gun animations and audio so I had a very stale and boring first few minutes. If some players want to load all of their assets before playing then definitely make an option for it, but many players including myself don’t have very good computers or internet connection. Making it wait and preload by default is your best option.
I can’t remember much about the map layouts now. I remember them being hard to navigate and a bit too closed. I’ll play later and give you more information then.
Packages that overwrite a person’s appearance make it confusing to identify who’s on what team (edit: people wearing blue or red packages confuse me the most)
When you level up while in the middle of a match, your vision is obscured by the level up gui
The shop is SUPER CONFUSING at first glance, a lot going on!! it should either put equipped items at the top or only show unowned items in the shop
It depends how much you want to favor the laggy clients. If you are playing against one, how long after you killed them do you want them to be able to do the same to you. I have experienced a random knifing once I spawned while the other guy was in spawn (I should start recording my sessions.) I think that half a second is fine.
Also, how much do you want to keep to TF2? What elements are you planning to incorporate? Here are the list of basic elements that TF2 has that you don’t currently have, for classes.
Item/Note
Sandman/Ranged stun
Mad Milk/ Heal on soaked target hit
Rocket Launchers
Rocket Jumping
** Market gardening please :3
Flame thrower
Grenade Launcher
Sticky Bombs/C4?
Shield Bash
Minigun
Permanent reduced walkspeed?
Sandvich
Engineering
Sentries
Dispensers
Teleporters
Jarate/Mini-crits on soaked targets
Huntsman/Bow and arrow
Medigun
Ubar
Crusaders Crossbow/Heal friendly target on hit
Disguise Kit
Cloak
Dead Ringer
This is just a list of weapons and basic mechanics that I can list off the top of my head. I completely understand and expect this not to be a TF2 copy. In bold are the things that I would LOVE to have in the game.
Working to get the word out about the game is quite hard!
For Hex the Top Paid Access category was still around so we could use that to slingshot onto the front-page. This is going to require some more thought.
Btw, tried your game out and liked it. Played a lot of TF2 pre-hat era so felt right at home
My personal opinions:
1- Damage seemed to be a little low for most guns (that is, players feel like they take a lot hits (headshots included) before dying compared to something like TF2/Splatoon/etc).
2- In Coal Gulch (the mine/forest map), it really seems like there should be a way to climb up from the bottom level to the top level while in the middle of the map. Something exposed like winding steps along the “holes” would be interesting.
My thought process was that the map should reward players who come up with a strategy. Naturally, having the high ground gives an advantage. Taking the top path is therefore better, especially because the only entrances are at the spawn locations and you also have the choice to drop down into the mine to potentially surprise enemies. This means that smart players tend to travel across the top instead of through the mine. Though there is also one big downside to taking the top path: The ‘Thunder Strike’ killstreak comes from above, so people on the top layer are more likely to get hit by that killstreak.
The map’s layout also makes for some cool mind games. In Control Points it’s better to capture the points at the top and then drop down to capture the points below. However, if everyone is going top, then why not do something different and sneakily capture the points below before someone else does it? And in capture the flag, you have to take the top path to get to the enemy’s flag. Though if everyone is on the top layer, why not sneak past all the enemies by going through the mine? You can then get on top at their base and stealthily snatch that flag.
Basically, by adding ways to get up in the middle of the map, I think the map will feel more plain because there will be less strategy. Everyone will then probably just take the top path because it’s strictly better. Right now there’s enough reason to take both paths and from the games I’ve played so far it seems that still about 60% of the people tend to straight up enter the mine. Maybe in the future players will change their play, but for now I think the map is fine.
We wanted our game to be a little forgiving to start with. We wanted big servers and that means that a lot of the time you’re going to be fighting a bunch of people at once. We’ll take that on board though and see if it is an issue.