User:Astraltor/PVP report

From Official Barotrauma Wiki
Jump to: navigation, search

Unknown Position

no idea where opponents are, spend a lot of time wandering around. noob pilots sometimes go off the end of the map (right side), or into abyss and then ??? who knows.

adaptations: - modded server execs that announce positions - ships that have a "sub finder" circuit that shows relative location of subs: - only using known seeds that make a small map

feature request: - enemy sighted markers that show approximate position of opponent sub. similar to "pirate sighting", perhaps including a fake location. The marker should show up as long as players aren't close enough.


no time to enjoy the victory/ending

as soon as the last guy is downed, the round ends, which is rather anticlimatic additionally, the screen is majorly blocked by the crew states, which isn't really interesting to look at. (this affects regular co-op too tbh)


adaptations: none really

feature request: - extend round by 5-10s - don't block view w/ crew. - would rather look at the area of battle (survivors position?) -- for co-op, would like to look at the submarine zoomed out

team preference is unbalanced

if some players chooses coalition/renegade, the resulting teams will often be unbalanced. (e.g., 4 vs 7)

adaption: - players pick no preference for team

solution: - possibly an option to have "players w/ preferred team ignores team balancer"? so that by default, the team generator tries to generate even teams even if people pick a team.

end of round doesn't actually show last hits

related to the above, the last attacks almost never can be seen. leading the final score to be interpreted

monsters

monster spawns seem to be more frequent for seperatist side, and abyss monsters are match enders.

adaption: - play on 0% where there's no monsters, especially abyss monsters

solution: - option to disable abyss monsters

level generation

sometimes, the abyss generation is odd, in that it goes below crush depth, therefore sinking a sub permanently, but it's not diving suit crush depth, so players don't die instantly. (also other times people will make/have a sub w/ stronger suits, potentially leading to survivors anyway) this results in potentially a lengthy boring stalemate.

adaption: - house rules to commit suicide if sub goes below crush depth and other sub is working - requires a spectator referee w/ "say" permissions to monitor situation

solution: move abyss bottom to above sub crush depth so subs don't crush, or to below abyssal suit depth/into endless abyss

loose survivors

sometimes players don't stick with their submarine, whether for abandoning because crush depth, all going into a shuttle, hiding in a wreck, or just getting lost. given the size of baro maps this makes the deathmatch into a near impossible game of hide and seek


adaption: - spectator referee telling player to get back into sub - spectator referee telling opponent team where the lost player is


solution: - sonar marker for players/shuttles that are far from any submarines (only active when main sub is abandoned (no living crew)?)

netcode

shit rubberbands and desyncs like crazy due to short stun duration of SMG, Revolver, and melee weapons. and just in general baro. pings often 100-150ms, and stun duration for a lot of weapons is 0.1s - 0.2s, or 100ms - 200ms. makes shots that appear to work on client get reversed a few seconds after, often leading to the client being in much worse health and much less ammo due to shots going wild and hitting ??.


adaption: - host advantage ayo - cry about it + L

solution: - increase stun durations but make less frequent - remove stun for a "stop movement" - make stuns not reset aim

projectiles

smaller projectiles like grenade launcher and syringe guns seem to miss a lot in open water. possibly due to latency where players appear in different locations between clients/server. but othertimes the projectile just seems to go through the target.

adaption: - dont' use in open water - aim aoe weapons at ground

solution: - increase hitbox/hit detection?

proximity sound

voice range is extremely loud, can hear other team talking just sitting the sub, giving critical information. heuristically it seems "louder" than text range

adaption: - reduce talk when enemy nearby

Feature request: - make it so sound doesn't transmit between sub/non-sub so loudly? (reduce to like, 1m?)

radio output

no radio buttons when in hostile sub. no radio buttons in open water. this makes communication forced to be text (slow) or voice (a little faster)

adaption: - use voice/text

Feature request: show valid radio buttons - hostiles/medic in open water, full set in any hull

diving lights

somehow, a diving suit light from a swimmer outside is visible from inside the submarine.

adaption: - keep light away from sub shell

solution: - lighting rework

terrain

abyss hole sometimes is desireable, sometimes not

the open ended nature of the right side sometimes leads to noob pilots driving off.

both of these are somewhat related to the unknown position topic.

volcanos are still really effective at trashing FPS when there's 2 subs around.


text chat becomes unusable at end of game

can't say gg or anything!!!

starting items detrimental for customized subs

forcing subs to spawn items is detrimental to what the editor wants, and doesn't necessarily line up with campaign/co-op mission expectations. For example there's an absolute load of saline/morphine/bandages that spawn due to starting items.