Latest Developer Posts
(Quote) I was going to post your poll which asked players to determine the average round time where they can predict the outcome / winner but cannot find it? IIRC the average player answered around 5 minutes. So in my mind what you are advocating for is essentially "the first team to score a point wins the round", in spirit. What is wrong with going the opposite direction, and making NS2 engaging until the last second of a round? That seems far more enjoyable to me, and less of a binary experience. Simply making Tier 3 abilities stronger (or any abilities at any point) does not solve the core issue, it just pushes it to a different time. It doesn't matter if its a nuke in the alien commander's hands or the field players, marines will know what they are up against and simply concede still. Relevant post from one of your threads.
Following Kouji's derailing thought for a moment.. (Quote) Economy model differences between NS1 and NS2 shaping the design, mostly. But let's not pretend we didn't have turtles, devour or boring spectating waiting for that last marine in a vent to be found in NS1.. If you want to solve conceding you need to solve predictable outcomes / forgone conclusions. Even if the end game had less enjoyable mechanics to it, (like an Exo sitting in a hallway) you'd still be engaged and continue to play if there was a point. But there's not. When the scales get tipped, they often stay there, and this poignant reality is wholly demotivating to anyone who becomes aware of it. So it's best to just start a new round and try again. Making end game mechanics more fun won't impact the concede rates, either, even if it should be attempted anyways. But interestingly enough, if you solve predictable outcomes you may not need many of the necessary mechanics that are "unfun" like contamination.
WasabiOne Co-Lead NS2 CDT
(Quote) You're free buy & play the game, or to not buy or play the game. We wont stop you. But we hope you play the game and find something different and unique. Games are not created in a vacuum, they are created by people from all walks of life & political backgrounds. Subnautica was built from the start with the Sandy Hook shooting in our minds. As I'm sure you're aware, we built the company on shooting games with guns (NS1 & NS2) but after Sandy Hook, we wanted to make something which wasn't about killing or violence. More exploration & wonder. As for Simon, you can read the reasons & statement here: https://kotaku.com/subnautica-dev-fired-over-hateful-statements-1822746373 Thanks.
WasabiOne Co-Lead NS2 CDT
https://trello.com/c/ICMe1KK0/132-hive-team-skill you can follow this card for future details. we are hoping to include it with our anniversary update, but it really depends on time from a couple people who are both very busy with other items at this moment. We do very much want to get this running though.