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Fistful of Frags released!

  • R_Yell
  • December 21, 2007 at 1:49 PM
  • R_Yell
    • December 21, 2007 at 1:49 PM
    • #1

    I've been working in this project since long time, and the day to get out of the cave finally came The sole fact of releasing so much work from so many people is really exciting. BTW, I'd like to express my gratitude to some mapcoreans who contributed with nice assets: Wesley, Hessi and Freak (is making a nice map), you are also a part of FoF

    Mapcore also was the first place where I showed my maps, the five ones which composes this first release.

    All of you are invited to play, please feel free to let me know whatever thing you don't like. I'm sure this first release can be improved a lot, however right now is also very fun to play and with almost no bugs, at least not outstanding ones hehe.

    http://www.fistful-of-frags.com

  • Zeta
    • December 21, 2007 at 3:11 PM
    • #2

    Congratulations!

  • Cybbe
    • December 21, 2007 at 3:13 PM
    • #3

    Haven't looked much at it, but from what I've seen it reminds me of OUTLAWS

    Good job I'll check it out after christmas.

    (..God I loved that game...)

  • ⌐■_■
    • December 21, 2007 at 4:36 PM
    • #4

    AWESOME

    will check this out tonight

  • ⌐■_■
    • December 21, 2007 at 6:16 PM
    • #5

    i just checked it out! great gameplay, allthough it definitly needs some pollishing, it could be faster for instance (like some animations) but this mod rocks man!

    cool to finally have a wild west mod out there! thanks for your efforts!

  • R_Yell
    • December 21, 2007 at 7:01 PM
    • #6

    I'm glad you liked it killertomato Thanks for the suggestions. The internal testing stage was good to fix many bugs, however the real gameplay testing starts now.

    BTW, hope there will some dedicated servers up soon. This game deserves something better than home brew servers. Our one had some issues, seems 16 players were too many for it.

  • Minos
    • December 21, 2007 at 7:32 PM
    • #7

    Looks pretty solid from the screenshots, I'll check it out soon

  • -HP-
    • December 21, 2007 at 10:18 PM
    • #8

    Looks awesome man, gonna try it next week!

  • Sentura
    • December 28, 2007 at 3:21 AM
    • #9

    have to say, that's a darn fine piece of work there, boy. i went out with the boys for some shootin' and they were all impressed. them sixguns pack alotta power, ill say.

    first time i've had fun with a custom mod in a long, long time. good job!

  • KoKo5oVaR
    • December 28, 2007 at 3:37 AM
    • #10
    Quote from Sentura

    first time i've had fun with a custom mod in a long, long time.

    Dare notice the power of that compliment .

    I've download it and i'll give it a try tomorrow after some snooze.

  • R_Yell
    • December 28, 2007 at 9:34 AM
    • #11

    Thank you It seems many people enjoyed the first release, no one had high expectations, probably no expectations at all So they found a little game with much more fun than they expected.

    Now I want to polish gameplay with some adjustments, fix some stuff, and then go back to create new maps, game modes, weapons, etc.

  • ⌐■_■
    • December 28, 2007 at 12:58 PM
    • #12

    cool! looking forward to it.

    cheers!

  • hessi
    • December 28, 2007 at 2:41 PM
    • #13

    i played the game a couple of hours. overall i would call it decent.

    there is one big general flaw: it's too slow.

    punching someone with the fists takes forever. it's so damn slow. even if you want to make a left - right combo you have to pull your arms back completely to be able to hit em with the other fist. that doesn't make sense. to make things even worse punching costs a lot of stamina. in my eyes punching shouldn't cost stamina since punching maybe costs "arm stamina" and running is "foot stamina".

    the weapons are really slow. if i were a wild west redneck cowboy i'd reload a weapon much faster. you should speed up everything with like 50%

    another thing that annoys me is the time bar that counts down when you captured money. if the bar has nearly been through and you capture another piece of money you have to start all over again. that doesn't make sense. another thing that pisses me off is that you can open boxes even when you dont look at them. to make it worse: you can even shoot while opening it! players should be either opening or fighting. not both at the same time.

    this is just a few things that i would definitely change.

    still i think it is a decent mod and i actually felt like i have to play it again some time. btw the sharps rifle is awesome

  • R_Yell
    • December 28, 2007 at 3:39 PM
    • #14

    Thanks for the comments Hessi, however I have to disagree.

    The weapons may look slow but the pace of the game is really high most of the times. Why? Players can equip as many weapons as they want with their notoriety.

    Sure, I can make every weapon to reload and fire as fast as possible, but that would trash the entire gameplay. An important part of the game is selecting weapons and skills, so when a player is in a hurry it can use an alternative weapon to fight. Those alternatives make the gameplay rich and variate. That would be lost with the higher speed you suggest. Well, at least that's my point of view (and it isn't that slow ).

    Regarding fists, they aren't supposed to be a powerful weapon in first place. However I accept the suggestion of making them faster removing the time needed to wait before an animation ends. I'm not sure at all how will work that in the technical side, I guess the animation blending should work well but never tried. The stamina based fists fighting was needed to make them more interesting. The important part isn't when you use your stamina to hit other people, it's when you are punched, then your stamina lowers so you can't run or counter punch. Add to that the option to increase stamina.

    Quote

    another thing that annoys me is the time bar that counts down when you captured money

    That's an important part of the game mode. Hunting down money carriers is pretty fun, making the time needed to retrieve money shorter is out of question for me.

    Quote

    you can open boxes even when you dont look at them

    That might look silly but there is a reason. If you can't shoot in that situation then you would stop when an enemy is on sight. Result: no options. Instead that, you could try to defend yourself while opening the crate, or just stop and run away. Result: 2 options. Again is pretty funny when someone is in that situation and tries to open and shoot at the same time, most times dying in the attempt

    Well Hessi, I don't know what's your background in game design, but your suggestions tend to make the game simpler, and that's not good most of the times because there is nothing casual in FoF.

  • Sentura
    • December 28, 2007 at 3:53 PM
    • #15

    one thing that really nagged me is how powerful melee weapons are when thrown. once you have alot of notoriety you can just keep buying into axes and knives and insta-kill almost everyone who comes close. i'd put a limit on the amount of melee weapon one can carry (no cowboy would be able to carry 10+ axes).

    i also partly agree one the reload time with hessi, rifles need less reload time as do single six shooters, but double sixguns seems like a good reload pace. keep in mind that the rifles they used in the wild west actually had semi automatic fire already, since that was a leftover from the civil war.

  • Sindwiller
    • December 28, 2007 at 4:29 PM
    • #16
    Quote

    i also partly agree one the reload time with hessi, rifles need less reload time as do single six shooters, but double sixguns seems like a good reload pace. keep in mind that the rifles they used in the wild west actually had semi automatic fire already, since that was a leftover from the civil war.

    I agree with that. Especially the bow takes way too long to reload.

  • R_Yell
    • December 28, 2007 at 6:01 PM
    • #17

    Well, I could consider making faster some reload sequences, but never up to 50%. The problem was we weren't sure about weapon efficiency during the internal beta. It isn't the same playing with 7-8 persons than 16 or more. Bow was very effective in those conditions, now seems not fast enough, I understand that.

    However the only weapon that seems to be underused is Sharps, this was supposed to be a sharpshooter weapon but cheaper rifles do the same job so Sharps isn't much needed. This will be fixed.

  • Chunks
    • January 3, 2008 at 12:17 AM
    • #18

    I played it for about an hour today, it was pretty damn fun. Gun speed could be sped up a bit but I don't see it as that big of a problem and I didn't hear anyone complaining about it.

    My only gripe is the whole loot thing. Everyone I played with didn't seem to care or know what to do and were to busy killing each other to bother with it. I didn't really grasp it that well myself.

    I think a cool way to do it would be more of an attack/defend style or even something like where the bandits have to steal something from point A and take it to point B and have the vigilantes trying to stop them. Bottom line is the main gametype needs some major adjusting or tweeking.

    Also you guys should really add more gunsmoke, like tons of it. These were the days before smokeless powder afterall.

  • R_Yell
    • January 3, 2008 at 12:33 PM
    • #19

    Thanks for the feedback Chunks. Yes I agree, you mentioned most of the issues that will be fixed in the first update (which we are about to test). Increasing information is priority, objectives will be highlighted in the player view so we'll ensure everybody knows what to do and where to go. That's the main problem concerning the actual game mode. There also will be another change, the icon over money carriers will be seen even when the carrier is hiding, up to a certain distance. So hunting carriers will be easier, and protecting them will be highly rewarded. There will be other tweaks to remove those low spots in our gameplay. The basic weapons also will be a bit faster.

    There also will be another game mode, soon I hope, which will take place in the larger maps. Bounty (temporal name ) is about asymmetric teams, objectives and weaponry. Much the opposite than the actual game mode.

    Extra gun smoke will be added as a client option, other people asked for it

  • m8nkey
    • January 9, 2008 at 3:23 PM
    • #20

    Well done R_Yell. I read this post before checking out FoF and it went beyond my expectations. Obviously improvements could be made and it's only a beta but I'd go so far as to say it's spotlight worthy. All the maps are of a high standard though El Paso in particular is beautiful.

    I'd have to aggree with many posts that most the character animation sequences should be faster. For example you could retain the same mechanics for the punches but increase the speed of the fist animation. Some reload times seem excessive too.

    Another thing I noticed is that I couldn't run and straff at the same time. I was playing with a friend and he couldn't either. Is this deliberate?

    I like the fact you can shoot and look around but not move while looting, I think this enhances gameplay.

    I also have some CC for El Paso.

    The saloon style doors throughout the map are very cumbersome. I'd suggest using an invisable trigger to open the doors when the player is in the vacinity without having to physically push them.

    I also found the lighting in the Desperado spawn point made it difficult to know where to exit the spawn point at first. One round when I was on the Vigilantes the entire Desperado team (6 players) couldn't work out how to exit the spawn point.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/fof.jpg]

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