Archive for May, 2015

Low health armor pickups in ut4

Reading this thread it seems most posters take issue with the belt protecting 100% because players with low health who pick it up get a large one hit survivability injection.. correct? More specifically in duel when a player picks it up on low health after avoiding death, typically fighting over the belt.

One thing to keep in mind that in order to use an entire jacket with current values a player needs around 30 health, granting ~130 health pool. Around 25% less health than the belt which offers ~180. While it does add more it is not a huge amount, especially taking bursty ut weaponry into account.

If the belt was lower – for example 100, players would require less than the minimum health value (~30) above to utilise the jacket in order for there to be any difference. This means a belt with 100% absorption only offers more stack for players with less than 30 health, and even then it is quite a small difference until the player gets even lower at which point the jacket becomes less useful.

Then we have the flip side where a player wins out on the belt and has full health still, walking away with 250+ health. However the general undertone of this thread is that “the belt should not have 100% absorption” and the only time that is relevant is for low health values, which makes this unlikely.

Personally? The belt has a somewhat psychological effect on other players. “Damn I just lost that fight and he just restacked all the health I took with the belt”. However the same occurs with the jacket to a similar degree anyway.

For duel at least tweaking armor 50 points here and there won’t fix the underlying broken system

Maybe someone could gather stats on how often players finish belt fights with less than the amount of health needed to get full benefit from the jacket.

UT4 Voice Announcements

Entropy Remember that the Announcers are about relaying important game feedback, not just filling your speakers with bass, so they need to be clear, concise, and inspiring. 🙂

Out of the samples posted here there is a single important piece of game feedback. Lead taken. Possibly denied but it depends how/what that is used for. Flag cap denied? There will probably already be flag dropped announcements and possibly flag returned? Quad denied? Meh. Not disagreeing that they should be clear, concise and (probably most importantly for the majority of voice overs) inspiring – just that they are not critical to the game.

Unless players think that displaying godlike as text and audio is super important. In fact it argued that spree rewards detract from important aspects of the game, especially in team games (play the objective) and cause players to concentrate on not dying rather than the flag.

Does the game itself become less if streak announcements were removed? Not really. Does it become less if streaks themselves are removed? Not really. They are essentially cosmetic but cause players to play differently, probably at the detriment of their team in team games.