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Questions to players and devs.


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Questions to players and devs.
grmg.pl Offline
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Posts: 1,126
Threads: 78
Joined: Feb 2014
#1
07-23-2015, 03:18 PM
Questions to devs/admins and players:


 
1 .Do you agree with time table laid out by Ams (players returning to NE/not returning > stay at Trem/move to Unv)?
grmg Wrote:So, the conclusion is, we wait?
ams Wrote:about the actual schedule, around 6 months is a good enough estimate for a sensible time period in this case, no point being too hasty at it.
Too short, too long, just right?



2. Secondly - assuming players do return (to the usual levels, 10-20 player games daily) - how long will you (or you intend to) "work" as dev on NE/Trem? Is this connected to the size of community, your free time, "trem is love, trem is life" or is there any other criteria that you base your commitement on?



3. Thirdly - as a player - how "long" do you intend to play Trem in the future? Do you play other games as often as you did/do play Trem? Is the answer based on "I have less time/more rl stuff" or is it based on "i have better games to play"?



4. Fourthly (or however the fuck you say it) - what is your opinion on moving to Unvanquished (in short - basic NE/semi-ubp gameplay that we're all used to done on Unv engine)? If NE got ported to Unv would you still play Trem/NE assuming Trem/NE had active (10-20 player games/day) server or would you rather play Unv/NE?



Lastly, a word od caution, this is a serious thread, full of serious opinions and can have serious consequences so no stupid replies pls or be sure I'll personally ask Kai to nazi the fuck out of you, despite me being mostly against him doing that. Again - no stupid replies pls.
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Bluefire Offline
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Joined: May 2014
#2
07-24-2015, 07:51 PM
1) 6 months: ok
2) I think I will play 4 or 5 hour /week
3) Less time and more RL (Rocket Launcher XD )stuff . I think I will play one more year.
4) idk, for me unva = lag

5) Mario camps, and this is a serious reply.
This is my YT channel:

https://www.youtube.com/channel/UCQxZ9LH...fOhjuxNkeA
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kharnov Offline
Unvanquished
Posts: 30
Threads: 1
Joined: Jan 2015
#3
07-25-2015, 04:34 AM
You can ask me anything you'd like with regards to Unvanquished.
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DarkMicrobe Offline
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#4
07-26-2015, 12:17 PM (This post was last modified: 07-26-2015, 12:18 PM by DarkMicrobe.)
1. 6 months is too long, we used to have a decent playerbase, now there are NO players playing, a drop in players could be explained by holidays, an empty server can't. Don't waste time on tremulous if noone is interested in it. Move on to unvanquished if we can't explain and fix the recent drop in players, i'd wait one month, waiting half a year seems a bad idea because quite frankly i'm not ever going to try unvanquished if my old buddies are not playing as well, and if i haven't seen them for 6 months, i'm quite likely going to give up on those people and move on to other things.

2. Not going to go over this, find my rage at the other thread

3. if long means "how many hours a day" then i'd probably cut it down to one game a day, if not less. I play poker and it's more enjoyable for me than playing tremulous, i understand that both games are different on every possible level, that's why i might give trem a chance again, but i'm probably gonna quit no matter what in the next 6 months (which is why i don't want ams to wait that long, lol) So i guess it's not about having less time, it's more about having better games to play. I'm also thinking about buying a decent pc, after which i probably won't touch tremulous or unvanquished ever again, i'd play League and CSGO rather than trem.

4. I think tremulous was a great concept, and i'm really sceptic about unvanquished because i feel it's just a bad clone. Given, i haven't actually played the game or read the changelogs etc (mac users unite) Tremulous was always about simplicity and skill, new-edge removed most of both, and i only see unvanquished continuing this line. I'd rather not play any modded servers, i preferred vanilla 1.2 over NE, if unvanquished can deliver the same vibe 1.2 vanilla did, i will congratulate kharnov and his team on the great work, yet i still wouldn't play it because i've grown tired of Tremulous.

You asked for opinions, if you don't agree with mine, i'm sorry
90% of statistics are made up on the spot. 
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grmg.pl Offline
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Posts: 1,126
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Joined: Feb 2014
#5
07-28-2015, 08:03 AM
Yea, so since nobody is interested in the topic, it's now open to abuse and hijacks from certain dickface faggot from a certain game being developed Smile

Quote:quite frankly i'm not ever going to try unvanquished if my old buddies are not playing as well
This.
Quote:i'm really sceptic about unvanquished because i feel it's just a bad clone
This. Not a "bad" clone, just "a clone". Same goes for Murnatan. At least NE (and Rcz+YE before it) tried a few different bps systems, weapons and buildings (from 999 to Creep/Ref +50, to Creep/Ref -50, and few other variations in the meantime). Unv LOOKS great but the core gameplay is basically vanilla Trem (and what's with the "giant maps only"?). (OTOH Unv is clone to us, people who played Trem for 7+years, for 99.999 of the internet it's gonna be a new game).


Quote: if unvanquished can deliver the same vibe 1.2 vanilla did, i will congratulate kharnov and his team on the great work
They already did a great job (minus the really backwards "it's not ready yet so we're not promoting it" mindset). We might have different opinions about the gameplay, but the core of their work is not too shabby whatsoever for a small, non profit team.
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kharnov Offline
Unvanquished
Posts: 30
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Joined: Jan 2015
#6
07-29-2015, 05:38 PM
We consider ourselves to be the successor project to Tremulous, and since we began with vanilla GPP and we have several old Tremulous developers on our team, the early Unvanquished releases were basically what 1.2 would have looked like. After all, 1.2 was meant to be nothing more than stock GPP gameplay with Stannum's new weapon models. Considering that our gameplay people were all Tremulous players, and pretty good ones at that, you can see our game as what 1.2 would have grown into. Things like the rocket pod and the spiker were Norfenstein's ideas, and if the Tremulous team had the resources to do so, they would have likely added them in a hypothetical post-1.2 release. Norfenstein was also very helpful in setting up discussions with regards to our resource and momentum systems.

A lot of Tremulous players wondered what the future of the game would have looked like. The best answer to that would be Unvanquished. We're less of a "clone" and more like the next step of Tremulous. The gameplay isn't frozen yet, and we don't have any intention of freezing it anytime soon. At the moment, we're working on something called CBSE for the game code, which is basically setting it up to use components. Once the game code is rewritten with CBSE, we (and community modders) can make gameplay changes much more rapidly, since we are getting rid of the mess that we inherited. Viech is working on that, with a slight pause this summer because he has to finish a bachelor's thesis. After that he'll get right back to work on it, or one of our other programmers can.

Besides that, we use Google's Native Client for the VM system, which allows us (and modders) to use C++ in the game code. We've also decoupled the game code from the engine this month, which means that other projects can use (and contribute) to our engine. The most prominent example of this is Xonotic, which is interested in porting their game to our engine. Another project, Unreal Arena, is also in the works. I would expect that as we continue to grow and expand on our engine, we'll continue to attract interest. This benefits everyone involved, from the other projects to the players of our own game, who get continual engine updates.

I suppose what I want to emphasize here is that we are not some goofy server mod with a gimmicky forum. This is a real project, with a real future. We've been around for four years now, and we'll keep being around for a while. The Unvanquished you see now is not the Unvanquished you'll see in a year or two years or three. You can take a look at some of our old screenshots and release posts for evidence of that. We're constantly changing and evolving, because we want to be the best game (and engine) that we can be for people like you.
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grmg.pl Offline
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Posts: 1,126
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#7
07-29-2015, 06:02 PM
Quote:I suppose what I want to emphasize here is that we are not some goofy server mod with a gimmicky forum
On the other hand that goofy server with gimmicky forum had, for last 3 years, more players daily that you had yearly, so go figure....

Big Grin
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kharnov Offline
Unvanquished
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Joined: Jan 2015
#8
07-29-2015, 06:03 PM
That isn't the one I was referring to.
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grmg.pl Offline
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Posts: 1,126
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#9
07-29-2015, 06:27 PM
Nice deflect Big Grin
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