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Topic: [0.5] Hook friction and glitch

I don't like the new friction of the hook. I propose to apply the new setting only when grabbing the other tees and keep the old friction when hooking the walls. The new friction seems looser and makes moving fast as in 0.4.3 impossible (and it was fun).

Beside that, some time I am moving around and my hook stick to the wall longer than my mouse button press time. I think this could be caused by a lag in my computer (say music player going on, busy cpu or stuff like that). This is very annoying while playing.

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Re: [0.5] Hook friction and glitch

I guess you're talking about traction rather than friction. I do feel the difference too even if it is very slight. I agree wholeheartedly and I think even when hooking tees it should get back to the previous balanced value ; the decrease of hook duration was enough, having the two at once was an overkill which now makes the hook not dangerous and boring. Also, the hammer nerf is useless now, since it's virtually impossible to actually hammer someone with the new hook traction strength.

Add it that shotguns now have a longer range and speed and fire rate, and grenade launchers a better fire rate, and it makes the balance of Teeworlds 0.5 very different (and in my mind unbalanced and unfunny). It is sad that the new shotgun was thought as a mean to allow it to be used when chasing: now I see it used by the flag-holder to prevent enemies from following him (so the exact opposite of the purpose of the new change). Previously flag-holders used the grenade launcher for that mean, but it required good aiming and it was avoidable (yet very hard, especially without sacrificing speed). Avoiding the new shotgun shots in this case is just not possible.

So I do not like the gameplay of 0.5.0, the hook feels like it's made out of marshmallow, and weapons are a lot stronger (the improved firerate is a result of latency reduction but it still does change balance). Unfortunately, after discussing it with matricks, it looks like the next gameplay change and balancing won't happen before 0.6. I think I'm going to start playing Instagib in the mean time, at least there the balance hasn't changed wink (not that there is much to balance in instagib).

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Re: [0.5] Hook friction and glitch

I havn't changed the hook physics at all. The slight effects that you are feeling are a result of a rounding error that I fixed because they favored moving in left. Changing balance in a 0.5.x release will cause loads of confusion because different servers will start to feel different. Better to wait for 0.6.0 before doing game balancing.

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Re: [0.5] Hook friction and glitch

I understand the problem of different 5.x versions, but moving with the hook feel ankward, while it was one of the funniest thing of the game for many people.

Therefore (feel free to insult me about this), I propose to change this back in the next release neverthless.

I do appreciate the stronger weapons, but I still have to test the new gameplay against strong players.

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Re: [0.5] Hook friction and glitch

I think it's just about playing some time and learn the new changes. We wont change this in 0.5.x as matricks said.

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Re: [0.5] Hook friction and glitch

Amn: indeed the developers are clever enough to ignore my polite request if they wish. I didn't wrote "OMG OMG OMG (whatever)!!"

ps: OMG OMG OMG ! tongue