We had some discussions / decisions to make. Ultimately it feels unfair as not everyone gets to play with it. On one hand this was great to see and it had more people playing! On the other hand it was dividing the community and complicating the user experience with the requirement of special builds and servers.
Reflex arena early access plus#
What's happened recently is the experimental plus build was obtained by quite a few people and they started tweaking the game as they desired. We kept it to this group only as the games presentation means a lot to us, we want to be seen & experienced in the best and most consistent way. So we limited the "experimental plus" builds to a small group of players who were giving the most gameplay feedback. At the same time however, we were concerned people might break the game doing silly things. Allowing the community to try/test rulesets was fantastic, it was near-instant turn-around, and different groups could try different settings as they pleased. This idea of "experimental plus" was to allow the community to modify the games "experimental plus" ruleset themselves. We needed another solution.įrom here, we went to "experimental plus". And while we were going through this, people wanted quicker turn-arounds, and different groups of people wanted to try different options.
Reflex arena early access full#
We only had a very small team, and it was easy to be spend a full day or more balancing / testing things. This worked rather well, but it took up a lot of time. So what we added here was an "experimental" ruleset which we could change more quickly without affecting things, and it would allow us to iterate faster with the community. We didn't want to just change the "competitive" ruleset around often for two reasons: it was used for competitions, and we wanted a standard known Reflex. This allowed us to have a "casual" version for new/casual players while keeping the high end play wrapped up in the "competitive" mode.Īfter some time with this setup we wanted to try out different balancing options. After a while we split Reflex into two rulesets, "casual" and "competitive". We started with just one "Reflex" and modified the game accordingly. This has been both exciting to see and also a very fine line to walk as everyone has a different perspective. Over the years people have given great passionate feedback about their balancing concerns. We'll be going in to beta for this one to ensure things are stable as a lot of things have changed under-the-hood. So the long-lasting 1.2 is finally upon us! Quite a few changes have occurred!
![reflex arena early access reflex arena early access](https://i.ytimg.com/vi/87aiuk8zER0/mqdefault.jpg)
Custom ruleset are now always "based on" competitive.Fixed issues switching between two custom rulesets.Fixed Crash in “map” with “sv_startruleset” used.Fixed issue where gconst_stake_enabled (and others) wern't properly reset when returning from a custom ruleset.
Reflex arena early access mod#
![reflex arena early access reflex arena early access](https://static1.thegamerimages.com/wordpress/wp-content/uploads/2020/07/SECRET-SERVICE-HEADER.jpeg)
Gib explode directions should now be more consistent when playing back replays continously.Old replays using rulesets removed from game (experimental, experimental_plus, experimental_stake) should now playback as desired.Main menu forge/map editor buttons now ensure sv_allowedit 1 is set.
![reflex arena early access reflex arena early access](https://www.giantbomb.com/a/uploads/scale_super/34/345815/2929914-ashur.jpg)