Posted: 24 Jan 2012, 04:45
Hi!
I have been inactive for some time and not been following the re-volt updates very well.
Concerning the latest re-volt 1.2 updates some few changes to the game have been close related with the basic structure of the game.
Some of these changes have been rather small and unnoticeable by most players, or not maybe not enough important to discuss.
As far as I have understood, the idea of Re-Volt 1.2 was to bring us new features and improved functionality without changing basic game structures such as revamped tracks and modified cars for example.
Recent changes have been quite different and re-volt 1.2 seems to be growing a new branch.
This picture is taken from the re-volt 1.2 installer. "Flying cars, flippable cars - it is now possible".
NOTE: I might be mistaken this with how custom car developers want to improve their way to develope cars. So I'm unsure if this text has to do with that or not.
This is something that I personally experienced in rv1.2a11.1215 build both online and offline, and at times it made it more difficult for me to control the car after getting hit by fireworks and waterballoon pickups.
With the introduction of rv1.2a12.0107 build, I did no longer experience this. This probably had to do with the collision modifications; http://www.youtube.com/watch?v=9zXbT76JGbk but I'm not sure.
Why is this important? - Because this will affect our gameplay
Another change done to basic structures that I noticed was that when you have a bomb (with fuse) and hit a clone pickup (/fake pickup - bomb) the actual bomb gets cancelled, resulting in only one explosion.
The original design was keeping the bomb after hitting the clone pickup, resulting in 2 explosions.
This change still remains, yet it seems like no one is aware of this.
This change may seem realistic in some perspectives but it doesn't follow the main purpose of RV 1.2, and thus affect the gaming.
I had a private conversation with Huki for about 2-3 weeks ago about this and I told him that I will post a thread on this forum so that re-volt players can vote whether they want it changed or not.
I think that re-volt 1.2 should not change original gaming structure no matter if it is a big or small change as we will step by step move away from what was the original re-volt, and I asume that is not the intention of re-volt 1.2.
I would like to thank the developers for many wonderful updates and the time they've put into this as without them we wouldn't have gotten this far. There are yet many more ideas and features that can be developed and I hope the re-volt community will continue to support this.
I would like to see opinions from the re-volt community, what are your thoughts about this kind of updates?
Any similar updates that is yet undiscovered?
Ideas about new features? (I know there's a rv1.2 update thread)
Should the "bomb system" get changed back to what it was originally?
//Stingox
I have been inactive for some time and not been following the re-volt updates very well.
Concerning the latest re-volt 1.2 updates some few changes to the game have been close related with the basic structure of the game.
Some of these changes have been rather small and unnoticeable by most players, or not maybe not enough important to discuss.
As far as I have understood, the idea of Re-Volt 1.2 was to bring us new features and improved functionality without changing basic game structures such as revamped tracks and modified cars for example.
Recent changes have been quite different and re-volt 1.2 seems to be growing a new branch.
This picture is taken from the re-volt 1.2 installer. "Flying cars, flippable cars - it is now possible".
NOTE: I might be mistaken this with how custom car developers want to improve their way to develope cars. So I'm unsure if this text has to do with that or not.
This is something that I personally experienced in rv1.2a11.1215 build both online and offline, and at times it made it more difficult for me to control the car after getting hit by fireworks and waterballoon pickups.
With the introduction of rv1.2a12.0107 build, I did no longer experience this. This probably had to do with the collision modifications; http://www.youtube.com/watch?v=9zXbT76JGbk but I'm not sure.
Why is this important? - Because this will affect our gameplay
Another change done to basic structures that I noticed was that when you have a bomb (with fuse) and hit a clone pickup (/fake pickup - bomb) the actual bomb gets cancelled, resulting in only one explosion.
The original design was keeping the bomb after hitting the clone pickup, resulting in 2 explosions.
This change still remains, yet it seems like no one is aware of this.
This change may seem realistic in some perspectives but it doesn't follow the main purpose of RV 1.2, and thus affect the gaming.
I had a private conversation with Huki for about 2-3 weeks ago about this and I told him that I will post a thread on this forum so that re-volt players can vote whether they want it changed or not.
I think that re-volt 1.2 should not change original gaming structure no matter if it is a big or small change as we will step by step move away from what was the original re-volt, and I asume that is not the intention of re-volt 1.2.
I would like to thank the developers for many wonderful updates and the time they've put into this as without them we wouldn't have gotten this far. There are yet many more ideas and features that can be developed and I hope the re-volt community will continue to support this.
I would like to see opinions from the re-volt community, what are your thoughts about this kind of updates?
Any similar updates that is yet undiscovered?
Ideas about new features? (I know there's a rv1.2 update thread)
Should the "bomb system" get changed back to what it was originally?
//Stingox