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Obraxis Subnautica Animator, NS2 Person
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The spark crafter collective, is a community of level designers, artists and coders from the Natural Selection 2 community. We test each other's work, provide feedback and just have fun. As the number of maps and mods grow we need the help of the wider NS2 community to test the map/mods, provide feedback and further improve the work of the NS2 community mappers/modders. Whether you're interested in getting into level design, modding, a hard-core competitive player or just a casual all are welcome. Join our public discord server to get in touch with us and be up to date about upcoming tests and events. Currently we offer two play tests every week: All play tests take place at the Spark Crafter Collective Server (18.104.22.168:27015) * Maptest: * Date: Every Sunday @ 9 pm CEST * Currently tested maps: ns2_fusion, ns2_origin and ns2_unearthed * Modtest: * Date: Every Friday @ 9pm CEST * Currently tested mods: Combat++, Last Stand, Skulks with Shotgun and Combat
First of all I would like to thank all of you for your constructive and very valuable feedback. I agree that spawning aliens with upgrades makes it a lot harder to successfully push a hive at lower player count environment. So far I just couldn't back up that opinion with the feedback and data I gathered via my balance mod. But due to this thread and the PTs feedback there will be a delay before the respawn-upgrades take effect. We are still trying to sort out how that delay should work, so keep your feedback coming. Generally nothing you see at our trello boards is set in stone and we are thankful for any feedback we receive. The reason I prototyped this change was to test the water of allowing aliens to spawn with upgrades via a re-spawn evolve menu. Implementing such a re-spawn menu is a lot more work than a simple tweak to the spawn mechanism due to how the first person spectator works. So I wanted to make sure we have the balance aspect of such a change figured out before I start implementing a re-spawn menu. However the feedback I got after pushing this change via my balance mod was rather surprising. Many players liked the change not for balance reasons but just for the convenience of not having to reapply/confirm their upgrades after every death. Many even started calling it a quality of life change. So that's how the prototype intended to test the balance impact of a re-spawn evolve menu ended up as a feature.