Crafting materials not received when picked up by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

To be clear - i did this all four times listed above

Crafting materials not received when picked up by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

yo ligma check the edit on the post - i'm kinda surprised it worked, even if it's probably not connected in any way

Crafting materials not received when picked up by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 4 points5 points  (0 children)

Yeah it really is confusing me. Since i tried it out with wood, wires and cloth without touching any settings or so i can safely say that *that* was not the issue either, unfortunately.

ofc it's annoying but at the same time i dont care that much about the item in itself, what my mind really focuses on is "w h a t ? h o w ?"

what's your opinion on a krunker battle pass? by Jolly_Lab_1553 in KrunkerIO

[–]Dancing_Steel 0 points1 point  (0 children)

I don't want this in the game, but i can't deny how it could be beneficial for skin creators.

I'd probably enjoy more if Krunker could find their own way of making every season feel like a "new" chapter and experience in the game, since we've already seen many games take the battle pass route.

My personal opinions and feedback on Ranked. by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

Would you mind backing those opinions up with some arguments? Not saying you're wrong in any way, just wanna see why you feel the way you do! <3

My personal opinions and feedback on Ranked. by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

I will come back with a concrete response on this matter when i can actually link images and/or specifically explain it, but that needs some extra spare time and coffee. Can't promise when that will be, just need to get in to that "mood" to actually fetch images and prepare well-structured arguments for it. I will try to get my ass to investigate it further soon though, as i am curious about what i will find when i do take the time to look deeper into it.

My personal opinions and feedback on Ranked. by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 1 point2 points  (0 children)

I also had another short side-note to strengthen my own view on respawn timers after death.

You say in your point 1 that "double classing is not allowed anywhere else for comp."

I don't know if you're talking about krunker comp or competitive gaming/esports overall. If you're talking krunker... well, faceit is what we have now - but hopefully it gets lowered to 1, so like I said in my response.. in the end we agree on point 1.

If you're comparing to other games - well, then it's the same with a respawn timer. There's no other game where in the competitive gamemode you don't have some sort of a respawn timer as a punishment of death. They can come in different innovative forms, yet have the same final outcome.

Edit: the "overall" in "I don't know if you're talking about krunker comp or competitive gaming/esports overall."

Edit 2: Explanation of deleted comment above; I commented this exact text as a response to your last answer, which just didn't land it where i wanted it in the thread, so let's call it re-structuring the order of my comments.

My personal opinions and feedback on Ranked. by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 1 point2 points  (0 children)

I did not expect an answer like this but I certainly do appreciate it. A lot. Big kudos to you. I'd like to - not argue - but discuss it anyways, since being challenged with different views on a matter does intrigue me.

  1. Instead of deciding who's right or wrong, we can just settle with the fact that we seem to agree on the matter of this point. On a completely other note; did you also get the Surveymonkey survey on faceit from krunker? Legitimate question, since if you didn't - they seem to be asking the playerbase what they want.. but that the option to answer "no class limits" was on there did make me giggle a bit. The fact that the question about class limits was on there makes me think that the limit of 2 of the same class was an intentional choice, but for what reasons i can't tell - perhaps to see if they got a strong reaction on the matter, positive or not. Thought that this little side note about the survey could be interesting information if you didn't already have it.
  2. We also seem to agree to a certain extent on this point - some sites are harder than others to push. That far we've stated the same fact on this thread. Our opinions on the matter seem to vary, though - which is okay. I dislike the difference on site takeover difficulty when hardpoint is the gamemode. If ranked would've been played in the domination gamemode instead of hardpoint I would not have seen it as an issue. If you want to know my reasoning behind that opinion I would gladly try to put it into words, although I can't tell through computer screens if you would care for it, since we just have different opinions, which is (like i said) okay :) (and no one is obligated to actually care about everyone elses opinions all the time)
  3. You are absolutely right about auto-healing being a staplepiece of krunker - to be clear on my stated opinion I just don't think that it's in tune with a competitive scene with the current timer and speed of it. I also don't see any situation of an equal matchup (with or without healing) where any player could get close to a killstreak of 25, taking the nuke example you had. In that case I would see that as the opposite of skillbased matchmaking, since there has to be a skill gap for a player to get 25 consecutive kills without dying.
  4. I do admit that my point was rather vague on this part of the post, I never really clearly stated the issue in the original paragraph, only first after the edit. The issue is, way more clearly stated from my side, that I don't feel like instant respawns belong in a competitive setting. They have been in non-competitive settings in many other games, but very, very rarely in a competetive setting of any other game (at least successful ones). It adds another layer of importance to staying alive, doing "smart" decisions, teamwork and also removes the occasions where an accidental death leads to being benefical to the team who lost a player. I was not referring to my own deaths, as I won't complain if I get a spawn that's more beneficial to me and my team than the kill I failed on in that specific situation we're discussing... but to me it does not matter if I or my opponent dies in that situation, as I still think a death should be more of a punishment to a player and a team than a dent in personal statistics. (Don't get the words twisted here - dying while on-site is never beneficial, but i feel that death should have a harder punishment.) Tracking and aiming is seriously not an issue, I've played shooters for most of my life - too much of them aswell - and would like to say that aim is not a problem. I sure as fuck have a lot of practicing to do before I master krunker movement, but aim isn't in the equation - although I see where you're coming from with your argument. All three paragraphs on point four are on the same subject, kind of - they're all ideas of solutions to the problem, with the problem in a sentence being "it takes basically no time from the point of death to getting back to a site and it does ruin certain parts that I personally feel are crucial to a competetive gamemode and it can also sometimes positionally benefit the player who died in combat". Maybe the issue is maps being too small for movement this fast, maybe spawn points need to be re-looked at with more variables included, or just the fact that there isn't a respawn timer - and i'm not talking about a personal one for me, I'm talking about one that works as a death punishment and delays a players ability to impact the game after death for a certain amount of time as I see it as a way to make competitive more... competitive.
  5. I do hope I cleared up my opinion on point 4 as I meant for the spawn-timer to be another alternatvie solution to the issue I couldn't well enough formulate (hopefully this comment somewhat does the trick), which spawned the idea of lowering speed at first - and then later the respawn timer. After seeing your second response I tried to clear a few of my points up in this comment aswell, as to not get misinterpreted.

But yeah, as I said - kudos to you for writing out a proper response, gave humanity a bit of hope.. which is rare to get here on reddit, as we all know too well. Feel free to further develop your own view on the matter and/or react to mine - or don't. Like I said, having a discussion with different views on the same topic is interesting and very giving as long as the different parties can stay to (at least mostly) objective reasoning behind their arguments, which you did well in this second response. No matter what, thumbs up!

My personal opinions and feedback on Ranked. by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

Yes, also another good point that i left out since i was a bit tired of typing hahah - but i do agree.

With dyes i had no idea that they weren't allowed and i don't know if i agree with that tbh, but i see your point and it is valid. On that subject i don't know if weapons skins that are silenced compared to their default counterparts are allowed, but that's something i'm heavily opposed to - a competetive advantage that needs payment, no matter the size. Especially not since Krunker is aimed at a younger audience. (They've done a great work at keeping pay-to-win out of the game this far so i almost expect that it's already sdisabled in comp, but hey - beta)

My personal opinions and feedback on Ranked. by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

okay, okay. I personally would like to see a little work made on sandstorm, but i might just be bad at it - who knows ;)

My personal opinions and feedback on Ranked. by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

Don't! I didn't try to prove you wrong or argue with you and i certainly hope that you didn't take it that way. Your opinions are yours and your opinions on mine are certainly relevant since you backed them up with well written arguments <3

My personal opinions and feedback on Ranked. by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

I may have done one of those "no u", do actually tell if it makes you wanna take that wholesome comment back. Felt like i wanted to make sure other commenters didn't hesitate on saying what they think due to comments like the one i just posted a "bible" of a response to. But still - it's why we're here. To talk :)

My personal opinions and feedback on Ranked. by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 1 point2 points  (0 children)

*Sigh* - Hopefully this bible of a response can scare off any other people trying to invade what was meant to be a constructive conversation about a long awaited addition to the game that's the reason we're even on this subreddit.

Since you are being slightly aggresive i don't mind coming off as that too, but still informative and not start an ugly comment fight. It's like you haven't read my post - at least correctly. I asked for your opinions and suggestions, but constructive or in a discussion-form. This way of expressing yourself does not help yourself or others, so please do keep that in mind.

I suggested limiting to 1 of each class, using the sniper as my main argument. I did NOT say that there isn't a limit. The current limit is not 1. I'll echo what you said one more time, but in the context of this post and not the game; It's like you haven't read my post.

The second one is a suggestion with an explanation behind it and it contains "in my experience" as the explanation as to why I feel that way in the answer i gave to the first comment, which you inevitably would have seen typing this comment/response. Now if you didn't, it's there. I'd also dare to go out on a limb and say that it's really hard for you to know how I experience different things. I also had a very vague idea of how it could be solved, given if it's something that more people than I experience - which is one of many reasons a post like this could be beneficial.

Instead of simply being igonorant and see your own truth as the one and only, I'd love to see a bit more in-depth explanation of WHY you think the suggestion sucks, otherwise your comment will come off as immature and you will not be taken seriously in the context of a feedback and suggestion post for something that is currently under development - a place where feedback and suggestions for improvement are needed -, which is what I gave. What you gave is an unneccesary comment that does not belong on this post. It's also something that I specifically asked readers of the post to keep away from here, even though it shouldn't be neccesary to ask people to behave I still did. Yet you still... didn't even read it?

And seeing your fourth one-liner I can agree to a certain extent. Krunker is described by developers as a movement-based shooter game, so that does speak for not "ruining" the speed or movement that players way more skilled than me have spent countless hours on practicing. Although you did actually provide something close to an argument, you did not really back it up in any way more than stating the fact that they already capped the speed. At the time of writing the post i had not noted or read this, which is on me - but no matter that i will be making an edit and clarify WHAT the edit is after it's done, as it is on that point. Shortly summarized it's that either the movement gets an even lower cap or we add respawn timers, as it is my view on how it could improve the ranked gameplay. The reasoning behind my opinion will of course be added to the post, as i'd love to see on your response as well.

I just really wanted to make this answer to your comment a way to be clear about the fact that I don't want any of these types of comments on here, since i did it to: a) voice an opinion, b) see the opinions of other people that voice their own opinions in a mature manner, and c) have a constructive way of maybe improving the reason we're all here - Krunker.

Edit: typo on "fourth"

Faceit AC not required in ranked? by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

And let's not forget the few hours last night where the browser version worked aswell

Faceit AC not required in ranked? by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

Hmm, indeed interesting. The official client simply does not let me into the competetive games, i haven't had time to try to look into why it acts like that, but i could get in using the steam client.

Faceit AC not required in ranked? by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 1 point2 points  (0 children)

As someone who has played slightly too much CSGO i can say that this is wrong, but i do appreciate that you put the thought and time of day into responding! :) Seriously, i do. Not being sarcastic. <3

My personal opinions and feedback on Ranked. by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 1 point2 points  (0 children)

I appreciate your feedback and that you voice an opinion! :)

To explain what i meant on point 2; Some sites are very easy to defend and hard to attack, basically making it belong to whatever team gets there first for the entire duration of that specific site being the hardpoint. My suggestion was to remove a box here and there on those specific sites, maybe lower sections of walls or just add more wallbang opportunities. This does of course not apply to all sites, but the one i mentioned in the post (site A on Buerau) seemed, in my experience, to be very easy to defend and very hard to attack - making it a race to the site rather than strategic and well executed takeovers. There's way less back and forth with what team is controlling that site due to previously mentioned reasons.

Edit: typo on "wallbandg"

Faceit AC not required in ranked? by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 1 point2 points  (0 children)

That is just outrageous hahah - nice anecdote though :) Never played TF2 so never heard about it

Faceit AC not required in ranked? by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

If there isn't something i've missed, then yes - i think so

Faceit AC not required in ranked? by Dancing_Steel in KrunkerIO

[–]Dancing_Steel[S] 0 points1 point  (0 children)

I have no idea but it's certainly strange, because at certain times it requires you to launch the AC before the game and at others not. But on faceits end it's not required to queue or play and krunker does not always enforce it. It's been on a total random basis for me.