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View Full Version : My Feedback [VIDEO]


Psy-UK
31 Aug 2010, 22:10
So here's my feedback about the game. For some of the points I've made a video demonstrating some of the problems which can be viewed HERE (http://www.youtube.com/watch?v=c1whOob4_2Y).

Overall, I'd say this game is a huge step backwards from WA. I was under the impression that this game would be a natural progression of the 2D series but instead I feel shorthanded as it lacks even the simplest of things that made the older worms games such memorable and fun experiences. I truly hope that you continue to update the game and bring it up to same standard as WA, otherwise this game really brings nothing new to the series aside from a few weapons.

Roping

The bouncyness has been nerfed (whether intentionally or otherwise) which makes navigating around maps incredibly difficult and tedious making popular roping modes barely playable. It also makes the majority of the tricks here (http://rrkit.worms2d.info/tricks.php) impossible.
The parachute cannot be equipped when roping which means that you cannot be automatically saved by a deployed parachute when you accidentally hit a wall and start to fall.
Weapon equipping. Other weapons cannot be equipped whilst roping that were equipable in WA such as the homing missile.


UI

The weapons menu is gigantic and takes up the entire screen. There is also a lack of f-key grouping which makes selecting weapons quickly impossible as you always have to bring up the huge sea of icons. This is particularly problematic in a gamemode such as Hysteria (worms2d.info/Hysteria) which requires you to make your move in 1 second as selecting your weapon within that time is pratically impossible.
Redo the menu interface. The menu interface is simply awful and clearly hasn't been designed for the PC. WA had an interface designed for 4:3 resolutions yet it managed to give you a vast array of options all in one screen. However with WR you have to scroll through several menus and items which would otherwise quite easily fit on the screen. The main menu is so narrow and only takes up a third of the screen so there's all this extra screen real-estate which goes unused. Use it!
The chat box takes up most of the screen whereas with WA it takes up 20%~ of the screen and pushes everything down instead of covering it up. It also allowed you to pin the chat box so you could still see it without having it activated to capture your keypresses. There is also the obvious flaw of being unable to use the chat box between turns.
Team rankings. Show the UI element which displays the team rankings at all times but also change it so the ranking is displayed vertically from top to bottom instead of from left to right. This would make it easier to read and it's always nice to know where the enemy teams are ranked so you can make the right move.
The 'number of swings' shown for ninja rope redraws too slowly.


Missing/Dropped Features

Lack of jumps. There are only 2 jumps in WR. Why? In WA there were 5 which all had their purpose. There was the forward jump, backjump, standing jump, backflip and the short backflip.
Inability to toggle grenade bounce. The grenade bounce can no longer be toggled between minimum/maximum bounce.
Lack of low gravity utility. The lack of a low gravity utility removes more depth from the game. You can no longer perform some seemingly impossible feats due inability to affect gravity.
Lack of manual placement. The inability to manually place worms hinders competitive play. Yes, you can place worms using the map editor but that's the same. The only way around this so far is to delay every weapon in a scheme apart from the teleporter.
Cannot view your own weapons when it's not your turn. How come? It allows you to plan ahead for your next turn.
Cannot do anything during hotseat time apart from moving your worm. In WA you could move the camera and view your weapons without it eating into your turn time.
Landscape editor has less options. For the landscape editor you can only select: 0, 1, 5 and 10 objects; 0, 3, 5, 8 mines; and 0, 2, 4, 6 oil drums. Allow us to choose any number between 0 - 10. Not some arbitrary set of numbers.
Allow the lobby host to select a map before the match starts like in WA. One time I sat through 5 minutes of the host simply generating maps. It's very annoying.
OH GOD WHY DID YOU USE TGAS? WA used PNGs so this is a huge step backwards. For instance, a map that is 33kb as a PNG becomes 1.27mb as TGA. This is astoundingly stupid especially when a lot of people still suffer from slow upload and download speeds.


General Issues

The worms seem too heavy. They don't slide around or fly through the air as much as they used too which makes it a lot more difficult to send worms sliding down a slope into the water or flying into a conveniently placed mine. Essentially opportunites that would open up and become a possibility to be exploited in WA simply cannot be performed in WR due to the physics.
The petrol bomb. The fire from the petrol bomb is tiny in comparison to the fire of WA. It's so miniscule that I'd go so far as saying it's underpowered as you can no longer cover as much ground with it.
Option to toggle the background. Players should be able to toggle the background in-game with the options of 3D/2D/None.
The camera is bugged. If you move the camera so your worm is just at the edge of your screen and you begin to move your worm the camera will not center back onto the worm.

NAiL
1 Sep 2010, 07:08
good vid mate, some good points well explained

bonz
1 Sep 2010, 08:22
Roping
The parachute cannot be equipped when roping which means that you cannot be automatically saved by a deployed parachute when you accidentally hit a wall and start to fall.
This has been removed in one of the last builds during the beta.
Before that, the parachute could be equipped by F8 as well as clicking on the icon, although the icon was greyed out.
I have reported whether this was a mistake or not, but didn't get any replies.
Weapon equipping. Other weapons cannot be equipped whilst roping that were equipable in WA such as the homing missile.
By design.
The weapons menu is gigantic and takes up the entire screen. There is also a lack of f-key grouping which makes selecting weapons quickly impossible as you always have to bring up the huge sea of icons.
Reported during beta.
The classic F-keys are available for all the classic weapons, but IMO they are useless until new F-key bindings have been added for each and every new weapon, which they then said won't be done prior to release.
The 'number of swings' shown for ninja rope redraws too slowly.
Ah, good point.
The same previously happened for all weapon names that are shown when you switch between weapons.
Lack of jumps. There are only 2 jumps in WR. Why? In WA there were 5 which all had their purpose. There was the forward jump, backjump, standing jump, backflip and the short backflip.
Yes, this was one of the first things reported.
And indeed, I had several occasions where I wasted my turn because I had to try multiple times to get somewhere with the high backflip, when I could easily have gotten there with the regular backjump.

Funnily enough, the additional jump 2 key was never intended for an actual different jump, but AFAIK, simply as additional mapping option for gamepads. Stupid consolitis...

BTW, WA technically only had 4 distinct jumps, as the short backflip had only a different sprite animation, but actually the same hitbox as the backjump.
Inability to toggle grenade bounce. The grenade bounce can no longer be toggled between minimum/maximum bounce.
Reported by me during the beta and dismissed as "no change required".
Cannot view your own weapons when it's not your turn. How come? It allows you to plan ahead for your next turn.
Reported by me during the beta and dismissed as "no change required".
The worms seem too heavy. They don't slide around or fly through the air as much as they used too which makes it a lot more difficult to send worms sliding down a slope into the water or flying into a conveniently placed mine. Essentially opportunites that would open up and become a possibility to be exploited in WA simply cannot be performed in WR due to the physics.
It seems that they only slide at certain angles and velocities. If they do tough, they do it much faster than in WA.
Option to toggle the background. Players should be able to toggle the background in-game with the options of 3D/2D/None.
Good point.
Could help increase performance for low-spec systems, as disabling blur isn't always enough for some people.
The camera is bugged. If you move the camera so your worm is just at the edge of your screen and you begin to move your worm the camera will not center back onto the worm.
Several camera and focussing issues have been reported during the beta.


Gotta agree with the rest of your suggestions.

Skeeter
1 Sep 2010, 10:56
Agreed with OP and the vid is great, well done.

yakuza
1 Sep 2010, 11:39
I never understood the design behind the weapon panel, I can find no logic behind the position of each weapon, whereas in WA/W2/WWP each row had weapons that had something to do with each other to an extent.

boby112
1 Sep 2010, 11:55
I never understood the design behind the weapon panel, I can find no logic behind the position of each weapon, whereas in WA/W2/WWP each row had weapons that had something to do with each other to an extent.

Well i think it was clear. This worms version has been made for games console so that's why you have big buttons (menu), big pictures (weapons) and other horrible things.

I hope team17 will change that and turn this new version to a pc side. or maybe mod team if its possible to change something in the game files.

Your feedback is great and video too.

shaunj66
1 Sep 2010, 12:26
I agree with every point the OP made. Very good list! I can't think of anything you didn't cover.

What annoys me the most, as you pointed out, is the heaviness of the Worms. Using grenades, dynamite or even a fire punch to launch an enemy worm is just pretty much impossible.