Best Of
Re: Who was the 'genius' behind Concede?!
When there was no concede , people would just F4 and go to the ready room.... really concede is better than people F4'ing to the ready room.
Re: Who was the 'genius' behind Concede?!
It's a vote, so if you didn't want to end the game and concede, you were in a minority in your team. No need to wind up because of that.
In many games and sports, giving up against unbeatable odds is good sportsmanship. Prolonging just for the sake of prolonging, on the other hand, is terrible sportsmanship. NS2 is one of these games.
edit: Also, without conceding, the only option to vote with your feet would be to go to the ready room, which is a terrible alternative. Not only does it prevent you from playing, it will most likely destroy your team's capability of making a comeback at all (not taking into account auto-team balance, which in itself is a terrible idea, since a player rage quitting is punishing the opposite team, which doesn't make sense). Better to make your voice heard through vote concede and continue playing. If a majority of your team agrees, then good, the game is over. If not, you've just voiced your opinion without ruining everyone else's game.
In many games and sports, giving up against unbeatable odds is good sportsmanship. Prolonging just for the sake of prolonging, on the other hand, is terrible sportsmanship. NS2 is one of these games.
edit: Also, without conceding, the only option to vote with your feet would be to go to the ready room, which is a terrible alternative. Not only does it prevent you from playing, it will most likely destroy your team's capability of making a comeback at all (not taking into account auto-team balance, which in itself is a terrible idea, since a player rage quitting is punishing the opposite team, which doesn't make sense). Better to make your voice heard through vote concede and continue playing. If a majority of your team agrees, then good, the game is over. If not, you've just voiced your opinion without ruining everyone else's game.
Re: State of the Game: March 2013 - Natural Selection 2
Smug_Lobster wrote: »Squeal_Like_A_Pig wrote: »it just never really made sense to devote a lot of these resources to create a female marine model. It would have meant a tradeoff of adding new features that added to the game depth, versus adding what was essentially just a cosmetic addition.
im glad ya'll managed to find time to develop the male marine model instead. devoting time to females never really made any sense to me, either.
Development of the female model is in progress as we speak, so you'll get your chance to pretend to care about stickin' it to the patriarchy soon enough.
Re: Armory and Armor
one thing you forgot about this discussion is that there are people out there who love to play support roles. When i play pub games (balance mod or vanilla ns2) im all the time surprised how many people are using welders, and you see in general a lot of gorges who arguably lose quite some combat effectiveness. i dont have any statistics here now, but when in your team are about 20% players who like support roles, then that armory change wont do much to gameplay, and so far this theory got confirmed by the games i was playing. im saying theory since i dont have any facts on this, probably better to call it a feeling.
[Video] Dancing with Whips, them critters are creepy!
Re: State of the Game: March 2013 - Natural Selection 2
Male and female versions of the marines were planned for 1.0 of NS2, and we actually started with the female model, not the male. However, when working on the male marine model, we decided a large armor design revision was necessary, so the male model went through those revisions. Between the revisions and the much higher quality level of the male marine, the female marine just was not able to be used anymore.Smug_Lobster wrote: »Why can't I play as a female marine yet? Why are men always the default, whilst womyn are placed on the backburner. This is an injustice that many are blind to, but the patriarchy hurts EVERYONE - not just men!
Given our very tight resources, of both time and money on most of the development of NS2, it just never really made sense to devote a lot of these resources to create a female marine model, and all the time consuming animations that would go along with it. It would have meant a tradeoff of adding new features that added to the game depth, versus adding what was essentially just a cosmetic addition.
That is not to say that we don't think representing females in NS2 is not extremely important, but we wanted to wait until we had both the time and resources to add them, and do it properly. We are at that point, and have actually started development on female marines. It is going to be months of work, but we are hoping our next large content update will include them.
--Cory
Should Alien vision outline range be increased?
From a flavor perspective it would be fitting for aliens to have an innate awareness of their allies because of their hivemind nature. However, as it is you can really only see outlines of your allies/marked marines if they are in the same room as you.
Increasing the range for outlines for friend and foe would foster cooperation on the alien side because you would have a greater sense as to where your teammates are without having to refer to the map (which breaks immersion) and could be helpful to new alien players who could then just follow the outlines of their allies if they get lost.
This would not create any imbalancing issues because if you are playing as an alien, you can already see parasited marines on the minimap. Increasing outline range would only be conveying information which is already freely available in a more digestible way.
Of course while there are probably a variety of technical limitations, like the draw distance and possible performance issues I think greater outline range would streamline gameplay significantly, helping aliens find fights more easily without having to hold down c almost constantly as well as make playing aliens feel more "hivemind" like.
Increasing the range for outlines for friend and foe would foster cooperation on the alien side because you would have a greater sense as to where your teammates are without having to refer to the map (which breaks immersion) and could be helpful to new alien players who could then just follow the outlines of their allies if they get lost.
This would not create any imbalancing issues because if you are playing as an alien, you can already see parasited marines on the minimap. Increasing outline range would only be conveying information which is already freely available in a more digestible way.
Of course while there are probably a variety of technical limitations, like the draw distance and possible performance issues I think greater outline range would streamline gameplay significantly, helping aliens find fights more easily without having to hold down c almost constantly as well as make playing aliens feel more "hivemind" like.
Re: Armory and Armor
Marines get absolutely fucking crushed in the Balance Mod, I have no idea why anyone would wade through 14 pages of the same stupid argument about MUH TEAM WORK when it becomes obvious to anyone with a brain lerks are borderline OP and old fades would be disgustingly OP, new fade in balance mod is just straight up hilarious.
Granted I've only played on merican BT servers on early hours and most the games aliens already had 2 hives but mid game I don't see what marines have up their sleeves to compete with alien tech now.
Accel was halved and 'that bug' allowed people to gain speed on same surfaces again which was taken out again in 241, something most comp players absolutely fucking hate as walljumping is reduced back to floor wall floor wall floor object floor wall, instead of floor wall wall wall object wall wall floor wall wall.
You didn't establish shit 5 pages ago except you managed to play 2k hours on some random server that had no self weld mod, no F4 and you were an admin on, sometime in 04/05 onwards when NS 1 was already dead in most countries outside of Europe. Everyone else with NS 1 time has already posted the blindingly obvious fact it was a horrible aspect of NS 1 and nearly every AMX server (all of NS1 servers) were using multiple 'self weld' or 'weld your own armour welding others' kind of plug in, I already pointed out nearly every server in ausns used the mod which you chose to ignore as it shattered your stupid argument of forced team work = good game play, or passive game play = good game play.
No one is doubting that in this small as fuck, comp player/wanna be comp player biased sample set playing bt servers that this isn't a problem, most of these people are well versed in buying welders once shotguns are out and relying on welding and welder swapping to sustain themselves in pushes backed up by comms who med. The people this will most effect is average joe random who gets bit twice defending the natural expansion, comes back to base, stands around 30 more seconds trying to figure out why his armour won't come back and how he can get other people to weld him before he ventures back out into the real world to be of use to the marine team.
People suiciding/binding kill in console/F4 was done in NS 1, it's a shame you never left the cocoon of 1 server to see it a lot in 1.04/2.0/3.0. In current builds now almost no comp player will stop to weld an RT, it's simply easier to let it die and re build it later much faster, mechanics/game culture are already in place that don't support this "everyone will enjoy this new level of team work by having to stop and weld each other in base 24/7", pubs struggle enough to weld obs/power/pg, why would introducing a more punishing approach to armour make everyone 180 and become completely competent in welding.
Seriously defies common fucking sense, it's like hearing about nano shield being OP, if it was so fucking OP then why doesn't even comp game rush a 2nd CC and drop nano and win every early engagement/game? Oh it's not OP at all, it's OP when a 3/3 SG JP marine goes through a phase with 10 med packs around it on. Same deal with armouries and armour, marines lose plenty enough pushes and bases with armouries in current patch in comp and pub games, how in the fuck is this supposed to add to a game by taking away and who the fuck seriously wants to spend more time building/repairing in a FPS, you know who builds/repairs shit in RTS, the peons, minions,no bodies, people don't want to accurately replicate the feeling of being a peon in a FPS. The one sole example about an armoury helping a comp player win an engagement vs multiple aliens was debunked by the player himself in the forums, no one else with video evidence of how hard done by an alien team was by an evil armour giving armoury have been presented since.
Skulk movement got dropped on its arse and it has been nothing but tears on the forums, now you want to make the marine basic game play equally as harsh to the average player after seeing how well it went down for aliens?
edit: for some extra mad, you know why counter strike beat quake as the #1 comp FPS? Sure as shit wasn't because CS had a higher skill ceiling was it, it was more accessible and less punishing on new/inexperienced players, know why CoD/BF enjoy hundreds of thousands of more players than NS or any source mod game ever has? Sure as shit isn't the incredible game play depth offered by CoD, I'm not saying casualing everything is great but adding in unintuitive, boring, passive game play elements is doing 0 favours to a game struggling to attract or keep the player base it has.
Granted I've only played on merican BT servers on early hours and most the games aliens already had 2 hives but mid game I don't see what marines have up their sleeves to compete with alien tech now.
halfofaheaven wrote: »c) ignoring the fact that the part people were by far most upset about in 240 was a bug that was never intended to be in the game.
Also, like I have said several times throughout this thread, if a majority of "Joe pubbers" doesn't like the change and it fucks up the game with no one ever being welded, I'm sure everyone will be happy to revert. Not gonna happen though, as we have established about 5 pages ago that absolutely nothing backs your disastrous predictions and random people as well as established players alike mostly like the change.
Accel was halved and 'that bug' allowed people to gain speed on same surfaces again which was taken out again in 241, something most comp players absolutely fucking hate as walljumping is reduced back to floor wall floor wall floor object floor wall, instead of floor wall wall wall object wall wall floor wall wall.
You didn't establish shit 5 pages ago except you managed to play 2k hours on some random server that had no self weld mod, no F4 and you were an admin on, sometime in 04/05 onwards when NS 1 was already dead in most countries outside of Europe. Everyone else with NS 1 time has already posted the blindingly obvious fact it was a horrible aspect of NS 1 and nearly every AMX server (all of NS1 servers) were using multiple 'self weld' or 'weld your own armour welding others' kind of plug in, I already pointed out nearly every server in ausns used the mod which you chose to ignore as it shattered your stupid argument of forced team work = good game play, or passive game play = good game play.
No one is doubting that in this small as fuck, comp player/wanna be comp player biased sample set playing bt servers that this isn't a problem, most of these people are well versed in buying welders once shotguns are out and relying on welding and welder swapping to sustain themselves in pushes backed up by comms who med. The people this will most effect is average joe random who gets bit twice defending the natural expansion, comes back to base, stands around 30 more seconds trying to figure out why his armour won't come back and how he can get other people to weld him before he ventures back out into the real world to be of use to the marine team.
People suiciding/binding kill in console/F4 was done in NS 1, it's a shame you never left the cocoon of 1 server to see it a lot in 1.04/2.0/3.0. In current builds now almost no comp player will stop to weld an RT, it's simply easier to let it die and re build it later much faster, mechanics/game culture are already in place that don't support this "everyone will enjoy this new level of team work by having to stop and weld each other in base 24/7", pubs struggle enough to weld obs/power/pg, why would introducing a more punishing approach to armour make everyone 180 and become completely competent in welding.
Seriously defies common fucking sense, it's like hearing about nano shield being OP, if it was so fucking OP then why doesn't even comp game rush a 2nd CC and drop nano and win every early engagement/game? Oh it's not OP at all, it's OP when a 3/3 SG JP marine goes through a phase with 10 med packs around it on. Same deal with armouries and armour, marines lose plenty enough pushes and bases with armouries in current patch in comp and pub games, how in the fuck is this supposed to add to a game by taking away and who the fuck seriously wants to spend more time building/repairing in a FPS, you know who builds/repairs shit in RTS, the peons, minions,no bodies, people don't want to accurately replicate the feeling of being a peon in a FPS. The one sole example about an armoury helping a comp player win an engagement vs multiple aliens was debunked by the player himself in the forums, no one else with video evidence of how hard done by an alien team was by an evil armour giving armoury have been presented since.
Skulk movement got dropped on its arse and it has been nothing but tears on the forums, now you want to make the marine basic game play equally as harsh to the average player after seeing how well it went down for aliens?
edit: for some extra mad, you know why counter strike beat quake as the #1 comp FPS? Sure as shit wasn't because CS had a higher skill ceiling was it, it was more accessible and less punishing on new/inexperienced players, know why CoD/BF enjoy hundreds of thousands of more players than NS or any source mod game ever has? Sure as shit isn't the incredible game play depth offered by CoD, I'm not saying casualing everything is great but adding in unintuitive, boring, passive game play elements is doing 0 favours to a game struggling to attract or keep the player base it has.
Re: Build 242 Beta Open - Natural Selection 2
Some of you are really kind of missing the point here. The purpose of releasing this beta build is not to get detailed feedback about if players think Babblers play better or not, or even if people are getting better FPS (though if you are it is good to report it). It is to look for script errors and crashes and game breaking bugs, which don't require you to know what has been changed. Did a babbler jump at you and suddenly you couldn't move anymore? Did your FPS get cut in half for some reason? Do you not see infestation at all or something? These are the sort of things we really want to make sure are sorted out BEFORE we release the patch, and what we are focused on at this point, not getting into a balance discussion regarding Babblers. So, really, the more people playing this beta build and testing it out and reporting issues, the less likely there will be some surprise nasty bugs that spring up in the patch, requiring a hotfix.What good would it be to have someone with high framerates beta test performance optimization? Or spending hours playing maps that haven't been touched and never getting to the map at the end of the mapcycle that have been remapped extensively?Strayan (NS2HD) wrote: »
And, as Asraniel said, the infestation not showing up on the alien map is a temporary measure. Hopefully we can get some kind of fix in before the patch goes live, but if not, I'm sure there will be something soon after. We are really focused on performance, since that seems to be what everyone has been asking for, and in order to make some of these big increases it may involve breaking some things, at least temporarily.
Re: What do you think about disabled power and darkness at the beginning of the round?
As noted, when you add darkness with alien vision you end up with alien wins - LOTS of them.
What I would love to see is lighting/power and alien vision tied to map control. If a room has power, alien vision doesn't work. (too bright) This makes power nodes important to BOTH sides, instead of just to the marines. Game would start with all power nodes socketed and with the power node disabled (as if it had been attacked) in the alien hive and in one or two adjacent rooms. (depending on map layout) With each power node destroyed, aliens gain more map control in a meaningful way.
It would be nice if there was some down side for aliens with respect to power nodes.
What I would love to see is lighting/power and alien vision tied to map control. If a room has power, alien vision doesn't work. (too bright) This makes power nodes important to BOTH sides, instead of just to the marines. Game would start with all power nodes socketed and with the power node disabled (as if it had been attacked) in the alien hive and in one or two adjacent rooms. (depending on map layout) With each power node destroyed, aliens gain more map control in a meaningful way.
It would be nice if there was some down side for aliens with respect to power nodes.