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Datamursu

Kickstarter Founder
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About Datamursu

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  • Birthday 07/23/1989

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  1. realism vs authenticity vs gameplay

    This is interesting topic because I have even coined own term (Game realism) for these kind of discussions and after giving definition to already mentioned terms I try to explain it. - Realism: I don't like to use this term widely when speaking of games, but they need some of it to be interesting and well build, though I would compare that need more in way how fictional books need to be believable in their universe (see: game realism later). Then if we go in gaming, well... In sense of gaming I see that games which are described to be such would need to fulfill at least partly most of following things. Modeling and simulating reality as well and as far as possible. Weapons, vehicles, player interaction, visual and audio or whatever it is. Achieving this without minding much of how "fun" or "easy" it probably should be for most of players to be interested. Things in life are also hard if you don't learn first. In fact it I feel that it shouldn't be "fun" which make you play these games, but "interest" to dedicate yourself for such activity. - Authenticity: This is linked with realism but being authentic can mean other things too as it is not always about 1:1 model/simulation of real life. Sometimes I would say that authenticity is mostly realism but there are part on it which is just about feeling. It looks like real thing, it kind of sounds like real thing, it behaves kind of real thing and it is still fun and believable to play/use/watch. To put it short for gaming I would say that authenticity means that environment is realistic and being part of it feels believable even though what you can do or how isn't. - Gameplay: I use this term to describe how something is working and feeling. It could be divided to technical, conceptual(?) and feel based parts. Question about what/why/how related to how well it is going. Why some maps are working well and some are not, why weapons feel good or are well balanced in certain game, what makes it so or what would need to be done to make it so or what things make certain games to be good and distinguishable. As example I would say that gameplay of CS:GO is good, because by my point of view CS-series feels like it works as it is planned to work and therefor gameplay of it is good even if I don't per se like all choices on its gameplay. Shortly I would say that for me Gameplay means how well the game mends its part together (including realistic and authentic parts of it). Game realism: As I have tried to explain how I tend to use fore mentioned terms I shall now also try to explain term that I like to use in this kind of discussions..... That is "Game realism". To describe it shortly, it is mix of other three mentioned above eg. "How believable and immersive the experience is made by rules of gameverse" (see: fore mentioned fiction). Simple example of "Game realism" could be taken from vCoD/UO and how weapons are balanced on it. As far as I know the weapons look like real ones, sound and behave like you could though they do even if their other characteristics aren't realistic, so therefor they are mostly authentic. Now we come in part which is reason for term I use and it is how that authenticity is mend with gameplay. When you play the game the weapons feel good right? When compared to each other they feel like differences between them are believable, reasonable and in overall they feel solid? Yet if you compare how far example Thompson is effective in game and how far it is said to be effective historically there is quite much difference (by eye measurement I would say that effective range is about half of reality) but even then it somehow feels right. It feels right compared to other weapons or size of maps or whole environment as general and yet we haven't talked about what kind of damage shots do.... or other not so realistic parts of games. Same thing goes example for movement. Should I be able to jump there etc. etc. Tl;Dr: Game realism is case where something is made believable and "right" by non-realistic choices.
  2. Forum Reputation System

    Hard to make real sense out of this anymore but as far as I understood, there are people who are salty because someone talked about them in Discord... Because it is speaking behind back, eh? What wrong there are if someone(s) voice out their slight frustration of someone/something at instant message chat like Discord channel which in this case could be seen as extended discussion board for forums? I see it as better choice than doing that same in forums where messages are more permanent and don't really fade out after heat of moment like in instant message chats. If this all pointless mud slinging would have been had in there, hardly anyone would remember it after few days (if we assume that it wouldn't be total meltdown). Additionally to this reason, I myself prefer IRC/Discord for this kind of discussions as I feel it to be easier to explain and get explained things there when most of useless clutter could be ignored also. Heck... if more than one people feel along same lines, there are probably some reason for it too. I feel that it is stupid to even care that much of what someone said of your nickname in internet. Someone is always wrong at here... Welcome to the internet and grow thicker skin if even minor acts of annoyance against you feel so bad, even worse if you can't take any critical feedback. Reacting to something like that with aggressively (and maybe defensively) is just pouring more fuel on fire. I don't say that there aren't line to overstep but I think that currently people are trying to draw it closer than it should be. What comes to smug comments like these "I know what you did wrong, but I won't tell you because you should know yourself" or otherwise implying bad things, I can olny ask what is the point to act like that if you don't dare to say it out loud? Especially if other person is asking you to elaborate what he/she did wrong by your opinion. In discussion where you are talking about not saying things out loud for person you are arguing with. Pardon my French.... I just don't get this level of butthurt of everything nowadays.
  3. Mapping: CoD4 citystreets

    Remaking vCoD/CoD2 would be nice too, but remaking maps from different style/era to other is more interesting. Quite familiar layout, but yet bit improved and different to fit in the game where they are remade. I for once would see that it could be interesting to change theme of District resemble some sort of supply depot with following changes (starting from bottom and moving towards top): Themed like Depot from vCoD/CoD2 Street/road and other side of it could be anything to fit theme, even railroad station with warehouses could fit there to be B-plant. B-Arch with double doors as big entrance for vehicles etc., House and Back alley at right could serve as gate guard office. Spawn street could stay at it is and Platform could be modified to also have ramp driveway up from Market area to Spawn street with stairs next to it. Market area and Catwalk could have trucks, cargo crates, fuel barrels etc. fitting for supply depot. A-house could be modeled after barracks mess or something other quite open room while houses next to it around A-Arch could act as workshops/warehouses. Brown house, ATK-spawn and Petrol station could be act as administrative/office buildings. Top of the map around A-plant could be modeled example as barracks where AA-gun could be used as A-plant instead of Well and at Carpark would be as it name implies, parking area for cars. Overall height difference could need bit evening out (like half flight of stairs) and maybe A-Arch could be bit wider to fit theme of depot (need room for ammo resupply vehicles to drive where AA-gun is =) ). (- It could be discussed if there would be need for new access routes like example from A-house to house right from it over A-arch and down to Market area with exit at Market stairs.) There you go with some ideas based on just that bit of map design I remember from public servers and profound time of 15 minutes of coming up with them, so it is hard to say what kind of improvements competitive side would need...
  4. Soldier Service Number

    This one was nice base idea.... If we add what others said it could be nice bonus for backers to get some unique tag for themselves. Especially if you had A, B, E, R for first part depending of your access and two at middle would be as described but last one would be your backer number with letter to show your status as backer. Others who didn't pledge for Battalion would just have numbers.
  5. How will you play Battalion 1944 (Poll)

    Can't say it is just bit of both but heavily of each one. We pledged 10-pack with our old group which hosted servers in CoD from vCoD until CoD4 here at Finland and did couple of cottage meetings with lot of booze. We did also had many competitive oriented admins there who played CoD in Clanbase including me and therefor our administration was quite high level in community server too. Those were the days and maybe we really can get them back =)
  6. How did you found your nickname?

    I haven't used that many nicks in past if you don't count some random names for administrative purposes back in early CoDs. Battlefield 1942 and/or Rainbow six: Rogue spear were two first FPS games I played online and not that much so didn't care about any fancy nickname but as they were shooting games I took something resembling that in my own native language and added something behind it to make it unique (or though so). The nick I chose was Sotamursu (WarWalrus) but quite soon when I started to use IRC (mIRC) I noticed that there was someone else with that nick too, but I just added extra marks at both sides of nick then. Quite soon I had also change to move to Irssi-client and then I though that I could look if Datamursu was available and it was. Thanks to IRC-logs I know that change from Sotamursu to Datamursu happened exactly 29.9.2006 at 17:20:38 GMT+2 and I have used Datamursu everywhere I go since then (some rare cases someone already had it registered but not in real use =( ). I didn't though it much back then but later I noticed that this nickname was quite useful when playing with foreign people as they could just use that Data-part for calling me and not to try pronounce whole nickname while Finnish people could do that but mostly preferred to just use Mursu.
  7. I almost cried

    Which one of us you are talking about?
  8. [Gameplay] Opinions about Recoil

    Going to hop in of "More recoil"-wagon and reasons for that are, even as we know this is pre-alpha video, following: - For many it is about skill-ceiling and I agree with that too, but for me it is also about atmosphere. It makes great difference if weapons feel like they are those machines built for killing, but you need good sounds too which I think we already have. For me it is small minus from start to immersion if weapons won't feel as powerful as they are. - Other thing is balancing or additional depth as you have more room to make weapons really feel different. Here it is easier as we have bolt actions in mix, but still personal feeling you get how gun behaves is plus on immersion. It is after all that different mechanics have effect on pace (where recoil push your aim etc.) - And yep... lastly the skill. I don't demand much of recoil but just enough that you get clear difference between controlled spray and uncontrolled. As it is now I think that vCoD/UO level recoil could be bit too much for many but I would still like to have bit more than in CoD2 if it is quite predictable. It won't be that fun if recoil is too random. - When I wrote this it came to my mind that someone was worried that with sprint and easy recoil bolt action rifles would suffer too much. I may agree bit with that, but had to see how it goes in game as at least in CoD:UO bolt action rifles were still good choice to go. All in all... I think that high enough recoil is nice way to create immersion of power, personal feel of pace per weapon and as balancing factor between factions.
  9. Fear is knocking to the door

    Saying that there is absolutely not casual mode in CS:GO is like saying that there is no way to play football/icehockey/whatever casually because you can have same rules just with shorter periods in "beer leagues" or in games with friends. It is also stupid to cling on that "Casual playlist" because it is not only choice you have in CS:GO as said earlier, though CS:GO's mechanics are more comfortable for competitive players and community servers are bit hidden if you don't bother to seek them. For me it is not about mechanical stuff which make difference between casual or competitive but attitude how you play the game and it is even better if mechanical stuff allow me to decide between those two. It just happen to be that good games to play competitively are often also good games to play casually because competitive gaming need strong casual community to stay alive. Casual games in the other hand don't necessary need competitive elements that much but they can benefit from them as for many too easy things get boring quickly. This is biggest reason for me that I am not that much worried about what I have seen or heard about where Battalion 1944 is going in gameplay wise, but I hope that we get Linux files for community servers and we don't have to stick with 3rd party provider and hope good quality service.
  10. Smoke / Flash grenades?

    Tripwires etc. were horrible... AWE-mod or such bring them on vCoD/UO and it was just horrible, uh. Molotovs I wouldn't mind if they were in, they were quite useful weapon after all in 1939-1940 and somewhat I would like to see Satchel-charges in game, maybe just something you can pick up from predetermined place at map (public rule set). I would also like to know what kind of mechanics we would have in explosives? Two different ways to throw them? Different timing and/or power between them? Hopefully not cooking until the last second...
  11. Recoil

    Amen for that! Proper recoil is quite essential part of game even though it don't have to be something like in CS:GO in terms of intensity, but randomness is big no no.... maybe in really small dose it would be acceptable (to hinder ability spray accurately far away) but even in CoD2 recoil didn't feel that good anymore. vCoD/UO got recoil as whole quite close of ideal but bit less intensity on it wouldn't hurt it if that is seen as problem.
  12. Head glitching roundtable

    In older CoDs it was because you could abuse it as it lead situations where hitbox and graphic information didn't follow each other accurately. also known as clipping.
  13. Head glitching roundtable

    Can we assume that this apply to lean too?
  14. Speaking of lean and clipping I would do same what CS:GO did to crouching or L4D to melee. More you do it in row, slower you get with it. It would be less annoying that doing lean delayed full time or something. Wallbanging to certain level is ok and CS:GO do it pretty well and bit of it is about map design (looking at CoD4 fuck up).
  15. Server Admin ideas

    Even now after taking my time before I answer, I don't really know from where to start.... By this point I have asked several questions from you and got exactly zero answers for them. I have done some deductions of my own from what you have written to find out what you want talk about and apparently finally I hit the mark but damn it took time and yet half of that I write seems to be lost somewhere in time and space. So regarding my last post where I dished for the starters some ideas I could come up on the spot to give some food for the discussion. Some were more, some were less out of the box and yet it seems not to be enough. That is quite much coming from guy who made the topic but haven't exactly given more than two console commands by himself. For starters the thing in CS:GO is quite far from simple showtris command as it is also made to look good and informative for standard viewers. Also as explained earlier, it is not just ingame GUI for rcontool but whole system for full administration of server with tiered permission levels, easy-to-use options for even weekly/monthly administration to be quickly at hand when you feel like it, of course tools for punitive actions and all this would have support for IRC-bots etc. While I were at it I took note how we should think more out of the box and though out what else could be useful for server admins and came to conclusion that possibly AI bots could be beneficial for admins when they don't have friends online to test out some changes at server or for inexperienced admins to just figure out things like how many players feel comfortable for the maps and so on. The better path finding etc. abilities they have, the more you can test out quite reliably of course. I could see myself using them to test out some modifications at server such as damage value changes or other weapon changes, maybe even gravity things or other "game breaking" settings just to figure out how engine behaves. So there we have my total amount of ideas with explanations that I could come up on the spot. Would you be so kind and write down your ideas which you have been talking about for so long? Also I would appreciate if you could answer the other questions because it is sometimes hard to see where you are coming from with your reasoning. Yeh... Ideas are ideas but if you can give some kind of framework and reasoning for it, it would be easier to developers to take look at and even implement it. It is after all lot of work to figure out what, how and why to do something before actually even doing it. Well planned is half done as it is said. It is quite possible that some cheaters are there just for the score but by my experience they choose well populated servers with, if they even care of it, lax administration if possible. Normally if we practice with our friends or something similar, we had our server access behind password which keeps unwanted individuals out of it. If we were in the other hand playing just for fun together somewhere, we chose servers where administration was up to their job and kept most of the cheaters out of it, especially obvious ones. Luckily we had our own server where we could keep most of hackers out of it but when they came there, they couldn't give flying F for scoreboard but banning them was good way to remove our server from their targets. Going trough to the thread I think we have more than 3 ideas even if we just count my posts. It could be though that they are, even if some of them are bit out of the box, thought wrong and therefor doesn't count as server admin ideas... eh? I also appreciate that you are worried that I haven't had explained reasoning behind AI bots until now as I finally got time to write down longer post about all of this. Lastly I think I have to congratulate you for your victory over wrong ideas. Hopefully you enjoy of it and don't fall on desperation or disappoint greatly when no one else have any proper ideas or thoughts about this subject even if it is important.
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