Best Of
Re: Factions
Recently i was working on a new inventory system, which i didnt announce yet because i wanted to ensure most of it is bug free (thanks again to everyone who play tested it with me on sunday!).
I felt the class based system was a bit too limiting, so I made a big overhaul of the whole inventory code and UI to give players as many options as possible so they would be able to chose the play style they like:
The new inventory has a space of 12. Each weapon requires X (0 - 6) amount of space. That means, you can chose any of the ~60 weapons and mix and match them as you like. Passive stats can be altered by changing your body armor (this is not fully implemented yet). There is a head, chest, arms and leg slot, and each armor piece has a set of attributes assigned to them (think of MMORPGs like wow, just simpler).
This means, you can create for example a stealth healer hybrid class now. Or a heavy armored engineer, a recon with a minigun as secondary weapon etc.
As I wrote before, the body armor part is not done yet, but you can already check out the new inventory system, which is currently live on the servers.
I felt the class based system was a bit too limiting, so I made a big overhaul of the whole inventory code and UI to give players as many options as possible so they would be able to chose the play style they like:
The new inventory has a space of 12. Each weapon requires X (0 - 6) amount of space. That means, you can chose any of the ~60 weapons and mix and match them as you like. Passive stats can be altered by changing your body armor (this is not fully implemented yet). There is a head, chest, arms and leg slot, and each armor piece has a set of attributes assigned to them (think of MMORPGs like wow, just simpler).
This means, you can create for example a stealth healer hybrid class now. Or a heavy armored engineer, a recon with a minigun as secondary weapon etc.
As I wrote before, the body armor part is not done yet, but you can already check out the new inventory system, which is currently live on the servers.
Re: What's the most badass way you've gone out in NS2?
Pre-250. I went fade on top of Lava Falls.... then accidentally shadow stepped into the lava.
I then left the server to bask in my victory.
I then left the server to bask in my victory.
HAPPY EASTER NS2 !
Just wanted to say happy Easter to the lovely NS2 community, and may your baskets be full of colourful Gorge Eggs.
<:-P
<:-P
Re: HAPPY EASTER NS2 !
sebastianoswell wrote: »
The idea is that Jesus died on Friday, and then respawned on Sunday. This marks the longest respawn time in history.
The bunny and the chocolate eggs thing is a drunk german prank gone horribly wrong.
Players name on minimap
I have tested the mod which does print the player name on the minimap ( Cf http://steamcommunity.com/sharedfiles/filedetails/?id=246195029). I cannot state how unvaluable it is for commanders to quickly give orders from the minimap without having to hover over marines to check their names.
Can we please get this mod integrated into the official game or at least white list the LUA file ( MapBlipMixin.lua iirc ) so that the mod is not systematically blocked?
Can we please get this mod integrated into the official game or at least white list the LUA file ( MapBlipMixin.lua iirc ) so that the mod is not systematically blocked?
Re: NS2 Competitive Mod - Balance Mod Part II
I am not one who believes balance is hard, nor that a complex game like NS2 needs many of the tradeoffs currently incorporated. That being said, true balance is not something that a single person can comment on, declare as complete, or even realistically begin to describe. Balancing a game, to me, is less about statistics and more about vision, gameplay and utility. To 'balance' a game, I think you must first figure out what you want from the game, and its gameplay. Without a reasonable idea of where you want to end up, its hard to start moving towards anything. From there, I think the next and arguably most important step is creating interesting, fun, rewarding and engaging gameplay. This would be the stage we are currently at with the mod, in my eyes. We already have the vision for the game that was provided by UWE, and that is something that we can bend slightly in places as needed, but need to largely stick too. We need to try to improve aspects of the game to make it more enjoyable, from a myriad of perspectives. I posted this a while back on the ENSL forums, but I think its still relevant here:
For me it would be more helpful to see not what balance issues people see in small things like drifters abilities or lifeforms or weapons, but more how they 'envision' the game. From that its relatively simple to design changes that drive gameplay in that direction.
We are trying to make the balance mod not violate the current balance horribly, so we are weighting utility while attempting to improve gameplay currently, a balancing act that may not always work out perfectly. However those utility issues are extremely easy to resolve imo, something that we can keep an eye on always while moving forwards.
I know I have scared some people with comments in the past about how the changes made by this mod are quite small, however that is my opinion based on looking at balance in this fashion. We're not changing the overall vision for the game, and as such while some of these changes individually may prove too strong/weak initially, fixing that is minor to fixing the gameplay.
TLDR gameplay > statistical balance.
For me it would be more helpful to see not what balance issues people see in small things like drifters abilities or lifeforms or weapons, but more how they 'envision' the game. From that its relatively simple to design changes that drive gameplay in that direction.
We are trying to make the balance mod not violate the current balance horribly, so we are weighting utility while attempting to improve gameplay currently, a balancing act that may not always work out perfectly. However those utility issues are extremely easy to resolve imo, something that we can keep an eye on always while moving forwards.
I know I have scared some people with comments in the past about how the changes made by this mod are quite small, however that is my opinion based on looking at balance in this fashion. We're not changing the overall vision for the game, and as such while some of these changes individually may prove too strong/weak initially, fixing that is minor to fixing the gameplay.
TLDR gameplay > statistical balance.
Re: NS2+ (The mod previously known as Custom HUD)
Yes, it's very simple, first we achieve world peace, then everything else falls into place.
PS: It was a joke :<
Re: 27 Days Later
SamusDroid wrote: »Has nothing to do with a MAC port
So what you're telling us is that NS2 is being ported to the 3DS?
Re: The biggest victory egg.
my god that should be its own lifeform. all it can do is run and jump, crushing stuff when it lands.