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old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Yates
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Which now leaves us with no real functionality at all. And thus it has its place here in the idea thread.

I recommend people think before they suggest someone to do something in Lua, to stop useless posts like the last few.

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FenixWoreb
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wow good the jumping i no like much more npc more weapons edit guns behicles npc edit good i like this new version

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Infinite Rain
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@user Yates:
Never suggested anyone to do anything in Lua, just said it's possible, nor did I deny that it belongs here.

On topic:
I support user J192's idea. Can actually add more value to the competetive gameplay. Not sure if competetive players will like it though. Idea seems very nice none the less.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

DC
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Inaccuracy when walking while shooting or when shooting in longer bursts or using full-auto fire has been suggested quite frequently already. I don't want it to be in the game because it makes the game harder to play for newbies and widens the gap between newbies and pros. I like the fact that CS2D is easier to learn and play than the real CS.

I really like the idea of making the shots less visible with silencers though.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

J192
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@user DC: Would a toggle for it work? CS:GO supports both casual and competitive players, or at least that's what I heard. I think a simple option in the server settings (disabled by default, of course) would be nice.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Kirito2K
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I think we need more builds .

I suggest adding :-
A update for portals which make it have less time to charge,etc and make options for portal like both teams can teleport by it also make this for other builds..

A big update for turrets for level 4&5 , level 4 allow you to control the project tile that it shots , level 5 allow you to set strategy like defend the flag strategy..

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Talented Doge
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A update for portals which make it have less time to charge

cs2d cmd mp_teleportreload does this perfectly well.

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and make options for portal like both teams can teleport by it

Building the teleport which is team 0 can do this.

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A big update for turrets for level 4&5 , level 4 allow you to control the project tile that it shots

Lua can do this perfectly well too.

I think Lvl5 turret can be done by lua too.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

VADemon
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user J192 has written
@user VADemon: You forgot that you cannot be forced to play with BOTH mechanics, you lead pipe. That's the point of the toggle, you can choose what you want to play with.

As a player you cannot. At best it will make all current servers use one of two mechanics. At worst it'll split all servers into 2 groups. Imagine half of your current favorite servers using the new mechanics: probably, you'll be playing poor on both halves. Besides that, how are you going to tell a (newbie) player that there're 2 shooting mechanics differing from server to server?

user Talented Doge, he meant an upgradable portal, not the server setting for all portals.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

J192
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user VADemon has written
As a player you cannot. At best it will make all current servers use one of two mechanics. At worst it'll split all servers into 2 groups. Imagine half of your current favorite servers using the new mechanics: probably, you'll be playing poor on both halves.

You're talking like a random 50% of all servers would suddenly use it.
You should realize the fact that I suggested the toggle so that servers which do not wish to use it (i.e. modded servers) and servers which do wish to use it (i.e. competitive servers) will both be catered to.

Get this:
× Off
The inaccuracy won't apply. You don't need to worry about learning about it.
You will not experience it ON in any way.
You will not be forced by a magical entity to suddenly play it ON.
√ On
The inaccuracy will apply. You will have to follow the learning curve of it.
You will not experience it OFF in any way.
You will not be forced by a magical entity to suddenly play it OFF.

Seriously, slap some sense into yourself. Just because there will be a toggle, it doesn't automatically mean that half of all servers will use it. THINK, MAN, YOU HAVE A BRAIN.
Players won't be forced into playing with both, THEY HAVE A FUCKING CHOICE ON WHAT THEY WANT TO PLAY, ARE YOU FUCKING KIDDING ME.

user VADemon has written
Besides that, how are you going to tell a (newbie) player that there're 2 shooting mechanics differing from server to server?

They will learn about it the same way they learned that some servers have FOW while some don't.
Oh, wait, no. They will learn about it it the same way they learned that a light switch can be toggled to best fit the situation because they aren't fucking mentally ill.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Hador
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@user J192: Who would ever choose a more difficult setting on a multiplayer server by their own will?

However I would suggest a possibility to change the accuracy with lua, so you can make certain weapons more or less accurate.
Kinda like weaponAccuracy(id, val); where id is the weapon id and val is any number between 0 and 5 or so which describes the inaccuracy of the weapon (so the possible angle for is multiplied by the given float value).

The @user J192 can have his accuracy thing and it needn't be a fixed feature.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

J192
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user Hador has written
Who would ever choose a more difficult setting on a multiplayer server by their own will?

Why do you think that so many dedicated CS:GO players still exist while they could choose to play an easier game like COD?

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

VADemon
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user J192 has written
Why do you think that so many dedicated CS:GO players still exist while they could choose to play an easier game like COD?

Don't compare two different games and two sub-gamemodes.

user J192 has written
You should realize the fact that I suggested the toggle so that servers which do not wish to use it (i.e. modded servers) and servers which do wish to use it (i.e. competitive servers) will both be catered to.

This way you'll create a gap between the two groups on purpose. Keep in mind the CS2D community is small enough already.

user J192 has written
You're talking like a random 50% of all servers would suddenly use it.

Worst case scenario, as I said. Even if 10% of servers have it on/off then it will lead to confusion anyway.

user J192 has written
Players won't be forced into playing with both, THEY HAVE A FUCKING CHOICE ON WHAT THEY WANT TO PLAY, ARE YOU FUCKING KIDDING ME.

The players are basically forced to play on servers with players on.


PS: Stop offending me

Admin/mod comment

I can see my legacy in that serverlist. *Cries manly tears* / user Rainoth

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

J192
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user VADemon has written
Don't compare two different games and two sub-gamemodes.

I'm not comparing them. I'm using them as examples (CS:GO being the challenging game for dedicated players and COD being the arcadey game for casual players).

user VADemon has written
This way you'll create a gap between the two groups on purpose. Keep in mind the CS2D community is small enough already.

It is small because of the short lifespan of CS2D's current players. With the current learning curve and lack of difficulty of CS2D, most players will very likely move on to modded servers.
However, GOOD modded servers are rare and, even then, Lua has lots of limitations.
By giving players the option of playing on challenging and skilled environment, they would stay to learn and play instead of moving on to other games because of how easy to learn the current gameplay CS2D offers.
This is easy to understand if you try to study how hard games like CS:GO are still alive and have dedicated communities.

Tell me, how many players do you know actually enjoy the current vanilla CS2D gameplay? Most of the "vanilla" servers you see out there don't actually use the vanilla CS2D gameplay, they have no FOW, $16000 starting money, and poor player quality despite player count.

Remember, quality over quantity.

TL;DR Easy means short lifespan because it will eventually get boring, hard means long lifespan because players will stay to learn and challenge other players with their hard-earned skill.

user VADemon has written
Worst case scenario, as I said. Even if 10% of servers have it on/off then it will lead to confusion anyway.

Why would it lead to confusion? Why do you think that new players are too mentally ill to learn?
The current FOW option proves that players can learn what "On" and "Off" means.

user VADemon has written
The players are basically forced to play on servers with players on.

That's because of CS2D's currently disposable audience. CS2D's limitations and the players' poor creativity offer nothing else but these bullshit "roleplay" servers.
The problem is that most servers don't give a shit about their players' enjoyment, therefore causing the audience to be disposable.

If the players would actually get something fun to play like enjoyable and balanced modded servers or the challenging and balanced vanilla gameplay I'm suggesting, then this problem would be solved.

user VADemon has written
Stop offending me

No, people don't even know what "offended" means nowadays.
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