Best Of
Re: Stop Shaming The Devs
EnglishInfidel wrote: »War Thunder, pfffff. Reducing mechanised warfare to rock/paper/scissors with arcade tank battles. GTFO.
I'm with you @Kouji_San.
If you like strategy games, you might want to check out Men of War: Assault Squad 2. The vanilla game is more realistic than 99% of games, but there are some REALLY realistic mods that make it freaking incredible. Real armor values, penetration, etc. The tank combat is a hundred times more realistic than anything I've seen in other games. Realism mods and multiplayer give days of fun.
Personally I prefer combined arms, this video gives a good idea of what I love to see;
But you can have big tank only battles, and you can directly control units, to get fun battles like this;
Eh the Rock Paper Scissors system doesn't really work out.
Sure a standard medium tank can take out a light tank. But then that medium tank can be killed by anti air platforms (they use artillery shells as ammo). And some anti air can take out heavy tanks, light tanks can out run a heavy tanks rotation speed and a air bomber can reck any type of tank.
It's more Rock, Paper, Scissors, screw you I got a premium tank, Russian bias, aeroplane.
Also arcade isn't the only play mode, there's realistic mode where plane's wings can snap off and you need to land to reload and then there's simulation where the entire game there is no hud and it's in first person, realistic best in my opinion as in arcade the place to aim is displayed and that's pretty much a death sentence in a German tank with side armour thiner then a holocaust survivor
NO BRAIN, NO.
Re: How to give the Ghost Leviathan a vanishing ability while not having to write a new AI.
I absolutely love this idea, but know that if the ghost leviathan gets ingame, it's very improbable that it has this ability to start with. However, it could be made a thing after some updates. Remember the crabsquid? It was added in the machinery update (may 2016) but the EMP blast was only out with the dangerous creatures update (september 2016).
Temporary invisibility would be amazing, the slime rancher devs did it with one of their slimes:

Temporary invisibility would be amazing, the slime rancher devs did it with one of their slimes:

Re: Hit reg, or, why I am sick of dying around a corner.
@Ryssk
I just wanted to demonstrate that not understanding the reasons behind the priorities and goals of the dev team is the source of your frustration and misunderstanding.
Do you honestly believe that if NS2 was able to have a sendrate of 60 tomorrow, that suddenly player retention would improve? That alllll the other complaints from those negative steam reviews would vanish, like imbalanced rounds or steep learning curve? Do you think that newer players would even recognize the improvement after months of our efforts? Would UWE practically see increased revenue from it?
This is the issue: It's a priority, but it's not the top priority, and that upsets you because you feel it's what is best for the product - and while I obviously fullheartedly agree that it's needed, it's an epic amount of work to implement, with potentially not much reward in a business sense, at least compared to the other top priorities. So this is the impasse that we are in, that stems from a lack of a development point of view. It's easy to say "fix it" without understanding the risks involved for a part time team - which btw the risk that you feel is so easy to dismiss is the risk of not having NS2 be developed further - so the risks need to be weighed very carefully by the team. But please don't assume the forums aren't read or the issues aren't thoroughly understood... If there's any failure involved on the development side it's clearly communicating the reasons behind the priorities, which I hope I've at least made a dent in, with my comments?
As for client side performance, it's continual.
The differences from launch to today are vast, with big steps like VMs to LuaJIT, to dozens of small wins with 10% here, 20% there throughout updates over the years.
I am going to receive flak for this, but the fact that Depara is complaining about only getting 150-200 fps makes me smile a bit... since the bar has obviously been raised over the years. It means that while clientside has improved, the expectations have shifted with it. Which is fine. I much rather that be the case than the dire post launch complaints of only getting 40-60 fps. His very familiar complaint of "i have 140 fps but it feels like 80" is being looked into as I write this.
So like I said, clientside performance is continual.. we're even testing out a 10% improvement on CPU costs this week internally, with even much more exciting stuff coming down the line later that I wish I could talk about. (I won't until its at least tested, so I don't create false hopes)
It's the server performance side that is far far more involved, sadly.
Hope that at least provides some answers and transparency for you, even if you disagree with the decisions.
@BloodyIron
Again.. I don't think you mean Hitreg.. I think you mean the scenario of dying around a corner, which is due to sendrate + interpolation server settings.
IF you did mean hitreg, that is the upmost importance to us, so please collect some video of it using @Nordic 's thorough How To Objectively Test Hitreg method.
No, it's not only you.. clearly.When you say this aswell is what concerns me, clearly you havent read the forums at all, or any of the devs over at UWE " It means your personal opinion of what should be the top priority right now is not in line with what UWE needs to justify continued development"
For several years, the people have been bashing on the performance, rubberbanding ... But somehow you manage to say it's only me? From what i've seen, it's been the biggest topic for last 5 years.
I just wanted to demonstrate that not understanding the reasons behind the priorities and goals of the dev team is the source of your frustration and misunderstanding.
Do you honestly believe that if NS2 was able to have a sendrate of 60 tomorrow, that suddenly player retention would improve? That alllll the other complaints from those negative steam reviews would vanish, like imbalanced rounds or steep learning curve? Do you think that newer players would even recognize the improvement after months of our efforts? Would UWE practically see increased revenue from it?
This is the issue: It's a priority, but it's not the top priority, and that upsets you because you feel it's what is best for the product - and while I obviously fullheartedly agree that it's needed, it's an epic amount of work to implement, with potentially not much reward in a business sense, at least compared to the other top priorities. So this is the impasse that we are in, that stems from a lack of a development point of view. It's easy to say "fix it" without understanding the risks involved for a part time team - which btw the risk that you feel is so easy to dismiss is the risk of not having NS2 be developed further - so the risks need to be weighed very carefully by the team. But please don't assume the forums aren't read or the issues aren't thoroughly understood... If there's any failure involved on the development side it's clearly communicating the reasons behind the priorities, which I hope I've at least made a dent in, with my comments?
As for client side performance, it's continual.
The differences from launch to today are vast, with big steps like VMs to LuaJIT, to dozens of small wins with 10% here, 20% there throughout updates over the years.
I am going to receive flak for this, but the fact that Depara is complaining about only getting 150-200 fps makes me smile a bit... since the bar has obviously been raised over the years. It means that while clientside has improved, the expectations have shifted with it. Which is fine. I much rather that be the case than the dire post launch complaints of only getting 40-60 fps. His very familiar complaint of "i have 140 fps but it feels like 80" is being looked into as I write this.
So like I said, clientside performance is continual.. we're even testing out a 10% improvement on CPU costs this week internally, with even much more exciting stuff coming down the line later that I wish I could talk about. (I won't until its at least tested, so I don't create false hopes)
It's the server performance side that is far far more involved, sadly.
Hope that at least provides some answers and transparency for you, even if you disagree with the decisions.
@BloodyIron
Again.. I don't think you mean Hitreg.. I think you mean the scenario of dying around a corner, which is due to sendrate + interpolation server settings.
IF you did mean hitreg, that is the upmost importance to us, so please collect some video of it using @Nordic 's thorough How To Objectively Test Hitreg method.
Re: Beginner Questions
To add to the above: cured food doesn't rot (it's preserved with salt). Disinfected water (common coral sample + salt = bleach, which chlorinates the water enough to make it safe to drink) has more water than filtered water.
Re: Beginner Questions
Most important tip of all: If you ever receive a message about something blowing up and telling you to get at least 1,000 meters away or you will die... You are already far enough away. You don't need to swim 1,000 meters away form the Life Pod. 
Re: Beginner Questions
Scan everything, it's almost always useful.
2 Oxygen tanks should be good for general exploration.
And the deeper and darker it is, the more you'll want to explore it. Be brave! (But be wary.)
2 Oxygen tanks should be good for general exploration.
And the deeper and darker it is, the more you'll want to explore it. Be brave! (But be wary.)
Re: Beginner Questions
Most important advice I think I ever saw was that you can have more air tanks than just the one in the "paperdoll" to the right. If you wanted, you could load up your inventory with ONLY air tanks and have a massive amount of air. That's definitely overkill. But carrying two more in your inventory besides the one on the "paperdoll" is definitely a nice amount of air.
The second most important advice: Build lots and lots of Beacons. Unless you have an insane sense of direction and a photographic memory, eventually you will come upon some great resources you don't have inventory space to gather right then. Beacons are awesome tools for finding your way back to that location later on. It is probably a good idea to always carry at least a couple of beacons so you can "save your place" and come back later if you want.
The second most important advice: Build lots and lots of Beacons. Unless you have an insane sense of direction and a photographic memory, eventually you will come upon some great resources you don't have inventory space to gather right then. Beacons are awesome tools for finding your way back to that location later on. It is probably a good idea to always carry at least a couple of beacons so you can "save your place" and come back later if you want.
Re: Beginner Questions
That's weird,I have almost exact build as you do but haven't experienced any major problems with the game whatsoever.Those were just gpu and cpu,what about the other sys. specs?
Re: Beginner Questions
Most Important...
Take Your Time...,
Enjoy all the Incredible Views in the assorted Biomes.
And as said above... scan, Scan, SCAN... everything you can.

And remember that the more messages you actually read from the Communication Device, the farther along you get in the storyline.
So, if you want to make the game last longer without getting killed by the Carar Disease, don't touch the Terminal in the Gun Emplacement on the Mountain Island when prompted to do so.
(at least until you WANT to finish the story)
It advances the storyline and forces you to go to another place in the ocean to be cured.

Take Your Time...,
Enjoy all the Incredible Views in the assorted Biomes.
And as said above... scan, Scan, SCAN... everything you can.
And remember that the more messages you actually read from the Communication Device, the farther along you get in the storyline.
So, if you want to make the game last longer without getting killed by the Carar Disease, don't touch the Terminal in the Gun Emplacement on the Mountain Island when prompted to do so.
(at least until you WANT to finish the story)
It advances the storyline and forces you to go to another place in the ocean to be cured.
Re: Hit reg, or, why I am sick of dying around a corner.
This kind of blew beyond the original intent I had for this thread, yikes.
I just felt like the hit reg needed some lovin and wanted to bring attention to it so UWE could start planning around addressing it. I myself don't want UWE to turn on a dime here, because there's a lot about NS2 I do enjoy.
Also, I can't really say about the "drop" in performance people have been observing, but let me tell you something I myself have observed, for the better. And that is, playability on Linux has DRASTICALLY improved compared to when NS2 "shipped" (as in release).
If memory servers me right, NS2 shipped without Linux support, and UWE said "we'll do it, please bear with us", or something to that effect. A bunch of months later they rolled out Linux support for the client and at some point the server (I think the server came later? I can't recall for sure). My experience with the Linux client was rather bad. I would get into the game, and just a black screen, and never be able to actually interact with anything because all I see is black, not even a mouse pointer.
So I let it sit, checked back a few months later, same thing. Checked a few months later, oh, I can see stuff now, get into game, my frame rate is pretty unplayable, like seriously. So I let it sit some more.
A while later, like a year or two, I try again, and my framerate is quite a bit better, now playable, but loading times sucked.
This went on for a bit, checking in every now and then...
Recently I loaded NS2 back up, and it's like... worlds better than it's ever been for me on Linux. Not only does the game start in a good amount of time, loading maps is a good pace (it would be nice to be faster, but I'm okay with how it is now). But the big thing that I noticed recently, was the way it handled texture streaming. I load into a game, get low res textures, and the higher res ones stream in as I keep playing.
This one texture streaming function alone has made my enjoyment of the game worlds better. I get into each map/game way faster, and my framerate is good before and after the textures load, so I can just start playing. There's a few weird bugs that I can't quite explain just yet that I get in erratic ways, but they are so few and far between that I just let it slide (until I can get enough info to report/reproduce them).
As it stands, for me, the hit reg I would like to see improved. But I greatly appreciate so many of the other improvements that have come along the way. Many other dev teams would have scrapped Linux support forever and a half ago. But UWE has stuck by it, and I for one, really appreciate it! I've dumped a bunch of seed money (check my icon) at various points of the dev cycle, and I'm glad it has not gone to waste. The way match making works now, is really awesome, and I'm seriously considering spinning up a server in my area to help foster bringing people back into the game.
I think what would be worthwhile, is to continue the discussion of hit reg, but maybe we should do our best to keep it objective. Clearly, hit reg is an important element to people of the FPS' genre, so having productive feedback between players and the UWE crew, I hope that can turn into positive results. But these things take time, and I feel both camps aren't quite taking each other's interests to heart. I know UWE cares, but some of the things said here has made me feel like the value in hit reg isn't quite received by the UWE peeps. But at the same time, there's some people in this thread that are taking it a bit too far. UWE didn't kill your cat, so maybe we should just change the way things are presented hey?
Now I feel like I'm rambling, sorry about that.
I just felt like the hit reg needed some lovin and wanted to bring attention to it so UWE could start planning around addressing it. I myself don't want UWE to turn on a dime here, because there's a lot about NS2 I do enjoy.
Also, I can't really say about the "drop" in performance people have been observing, but let me tell you something I myself have observed, for the better. And that is, playability on Linux has DRASTICALLY improved compared to when NS2 "shipped" (as in release).
If memory servers me right, NS2 shipped without Linux support, and UWE said "we'll do it, please bear with us", or something to that effect. A bunch of months later they rolled out Linux support for the client and at some point the server (I think the server came later? I can't recall for sure). My experience with the Linux client was rather bad. I would get into the game, and just a black screen, and never be able to actually interact with anything because all I see is black, not even a mouse pointer.
So I let it sit, checked back a few months later, same thing. Checked a few months later, oh, I can see stuff now, get into game, my frame rate is pretty unplayable, like seriously. So I let it sit some more.
A while later, like a year or two, I try again, and my framerate is quite a bit better, now playable, but loading times sucked.
This went on for a bit, checking in every now and then...
Recently I loaded NS2 back up, and it's like... worlds better than it's ever been for me on Linux. Not only does the game start in a good amount of time, loading maps is a good pace (it would be nice to be faster, but I'm okay with how it is now). But the big thing that I noticed recently, was the way it handled texture streaming. I load into a game, get low res textures, and the higher res ones stream in as I keep playing.
This one texture streaming function alone has made my enjoyment of the game worlds better. I get into each map/game way faster, and my framerate is good before and after the textures load, so I can just start playing. There's a few weird bugs that I can't quite explain just yet that I get in erratic ways, but they are so few and far between that I just let it slide (until I can get enough info to report/reproduce them).
As it stands, for me, the hit reg I would like to see improved. But I greatly appreciate so many of the other improvements that have come along the way. Many other dev teams would have scrapped Linux support forever and a half ago. But UWE has stuck by it, and I for one, really appreciate it! I've dumped a bunch of seed money (check my icon) at various points of the dev cycle, and I'm glad it has not gone to waste. The way match making works now, is really awesome, and I'm seriously considering spinning up a server in my area to help foster bringing people back into the game.
I think what would be worthwhile, is to continue the discussion of hit reg, but maybe we should do our best to keep it objective. Clearly, hit reg is an important element to people of the FPS' genre, so having productive feedback between players and the UWE crew, I hope that can turn into positive results. But these things take time, and I feel both camps aren't quite taking each other's interests to heart. I know UWE cares, but some of the things said here has made me feel like the value in hit reg isn't quite received by the UWE peeps. But at the same time, there's some people in this thread that are taking it a bit too far. UWE didn't kill your cat, so maybe we should just change the way things are presented hey?
Now I feel like I'm rambling, sorry about that.








