3rd Party Mods on Steam

0x000001940x00000194 Join Date: 2007-09-04 Member: 62167Members
<div class="IPBDescription">But no NS...</div>I'd say this is HUGE news for the HL2 community: <a href="http://planethalflife.gamespy.com/fullstory.php?id=154043" target="_blank">http://planethalflife.gamespy.com/fullstory.php?id=154043</a>

Valve appears to be lending their own bandwidth to host and integrate 3rd party mods into the Steam platform. People may remember that NS was back in the day a forerunner for a project like this, but in the end it didn't make business sense for Valve to have their bandwidth eaten with no financial return.

I wonder why they changed their mind? Too bad it doesn't look like NS, or indeed any HL1 mod, is included.
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Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Like you said, I think it's only HL2 mods. They want to move things forward, not harken back to their older games. HL1 is over the hill, pretty much.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    then why did they just recently add steamworks to the original counter strike?

    ns is still a prime candidate for this, and there was even a thread regarding this very subject recently where flayra and max both discussed the idea and said that they were in talks with valve about this, and puzl even volunteered to do the work to make it happen.

    <a href="http://www.unknownworlds.com/forums/index.php?showtopic=104663&hl=" target="_blank">link</a>

    flayra had said that at one point valve had said "lets do it" but not much has happened since them that we know about.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    The difference is that there are people still playing the original Counter-Strike.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    My question is why these mods?

    Insurgency, Synergy, and ZPS I can see, but the others are coming out of nowhere.

    Why not items like Dysopia? Oh wait, no one plays that either anymore. Gotta wait for v1.2 to come out.

    Also, why did they remove the ability to see number of players playing mods?
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    Zombie Panic was spawned from these forums, wasn't it?
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I know they talked about adding NS to Steam some time ago, Flayra mentioned it did not pan out somewhere on the forums. So I don't expect any HL based mods being added, but I do know for a fact more Source based mods will be coming. Which and when though I am quite unsure of <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    <!--quoteo(post=1689138:date=Sep 30 2008, 03:05 PM:name=Psyke)--><div class='quotetop'>QUOTE(Psyke @ Sep 30 2008, 03:05 PM) <a href="index.php?act=findpost&pid=1689138"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Zombie Panic was spawned from these forums, wasn't it?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Quite a few of the first ZP playtesters were from these forums. But I wouldn't say it was spawned from here. I think... o_O
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1689147:date=Sep 30 2008, 10:11 AM:name=Retales)--><div class='quotetop'>QUOTE(Retales @ Sep 30 2008, 10:11 AM) <a href="index.php?act=findpost&pid=1689147"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Quite a few of the first ZP playtesters were from these forums. But I wouldn't say it was spawned from here. I think... o_O<!--QuoteEnd--></div><!--QuoteEEnd-->
    I thought it started here too. My memory is pretty fuzzy but I definitely had that impression.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1689148:date=Sep 30 2008, 11:21 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Sep 30 2008, 11:21 AM) <a href="index.php?act=findpost&pid=1689148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought it started here too. My memory is pretty fuzzy but I definitely had that impression.<!--QuoteEnd--></div><!--QuoteEEnd-->
    As did I.

    I definitely know a lot of us playtested it.
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    <!--quoteo(post=1689148:date=Sep 30 2008, 08:21 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Sep 30 2008, 08:21 AM) <a href="index.php?act=findpost&pid=1689148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought it started here too. My memory is pretty fuzzy but I definitely had that impression.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It did more or less start here. Prior to the post here looking for testers they had a testing team of 3, a development team of 2, no form of dedicated testing server and a website on geocities (or something like that)

    I find the new ZP team to be somewhat.. disappointing though. They list two "Mod Co-founders" on the team page that didn't even join the zp forums or the team until after the first HL release, and the original coder (one of the first 2 on the team) isn't even listed as helping to found the mod, he's just a generic 'contributor'
    that would be like calling Flayra, who singlehandedly coded the first release of NS, a mere 'contributor'
    admittedly, I haven't played the Source version, and this really has nothing to do with the quality of the mod, its just sad to see them not giving credit where its due.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1689161:date=Sep 30 2008, 08:38 PM:name=ANeM)--><div class='quotetop'>QUOTE(ANeM @ Sep 30 2008, 08:38 PM) <a href="index.php?act=findpost&pid=1689161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->admittedly, I haven't played the Source version, and this really has nothing to do with the quality of the mod, its just sad to see them not giving credit where its due.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, probably they feel justified that since they've taken the mod to a whole new system they should be the new head people who've kept it going.

    Admittedly, it's a pretty solid mod now on Source, although it's very much "do you know this map" dependent. I also am in pain from some of the ways they deal with rendering. One of my weaker computers lagged every time you opened a door. Then again, I'm not a mod coder, so maybe it's just a Source thing.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--quoteo(post=1689133:date=Sep 30 2008, 01:57 AM:name=spellman23)--><div class='quotetop'>QUOTE(spellman23 @ Sep 30 2008, 01:57 AM) <a href="index.php?act=findpost&pid=1689133"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, why did they remove the ability to see number of players playing mods?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I dunno, that really annoyed me too. I use this site now, but am unsure of how accurate it is: <a href="http://www.looki.de/esport/gameserver_mod.html?game=HL2" target="_blank">http://www.looki.de/esport/gameserver_mod.html?game=HL2</a>

    I can at least see why dystopia wasn't added (not popular) but I cannot see Age of Chiv over PvKII -- that makes no sense to me. Synergy seemed like an odd ball choice too, I would rather have seen Empires.
  • NeonSpyderNeonSpyder &quot;Das est NTLDR?&quot; Join Date: 2003-07-03 Member: 17913Members
    Is Empires any good yet? I keep trying that game out but it never feels enjoyable enough to keep playing.

    Dystopia though... I cannot understand why that mod is not more popular. It was one of the first mods released for Source and is in my opinion still the most highly polished of them, with excellent gameplay, balance and graphics. I just don't know why more people don't play it?

    Oh yeah, and does anybody know what ever happened to Hull-Breach..?

    And what about Nuclear Dawn? That one seemed to have potential, but at least it still looks like it is in development as opposed to Hull Breach.

    Ah well, time to go back to playing TF2? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited October 2008
    <!--quoteo(post=1689191:date=Oct 1 2008, 04:43 PM:name=NeonSpyder)--><div class='quotetop'>QUOTE(NeonSpyder @ Oct 1 2008, 04:43 PM) <a href="index.php?act=findpost&pid=1689191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is Empires any good yet? I keep trying that game out but it never feels enjoyable enough to keep playing.

    Dystopia though... I cannot understand why that mod is not more popular. It was one of the first mods released for Source and is in my opinion still the most highly polished of them, with excellent gameplay, balance and graphics. I just don't know why more people don't play it?

    Oh yeah, and does anybody know what ever happened to Hull-Breach..?

    And what about Nuclear Dawn? That one seemed to have potential, but at least it still looks like it is in development as opposed to Hull Breach.

    Ah well, time to go back to playing TF2? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I know the answers to all of those questions.

    1. Imo yes, but it relies on good players.
    2. It's polished but it's not balanced (classes are, maps aren't) and the gameplay is repetitive (again this is down to the map spawnpoints).
    3. Yes, but I can't say. It's still being worked on, though.
    4. It is still being worked on, just very slowly and by only 3 people. The game info is very out of date, though.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    I never enjoyed Dystopia at all. It's a good example, in my opinion, of something that does everything right except for making the game fun.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1689204:date=Oct 1 2008, 04:00 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Oct 1 2008, 04:00 PM) <a href="index.php?act=findpost&pid=1689204"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I never enjoyed Dystopia at all. It's a good example, in my opinion, of something that does everything right except for making the game fun.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That makes me curious to actually analyze it in my endless quest for what makes a game fun...
    What things do you think they did right, why isn't it fun, what could they have done to make it more fun?
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    For the brief time I played it (a few days when it came out and then a few days when they released a patch) the only fun I had was messing around in Cyberspace, and even that was due to the shiny graphics and the novelty value. Shooting people in Dystopia is like shooting people in Counterstrike, only you have to keep shooting for even longer to kill anyone and all the guns are lame. The rocket launcher felt like a camera with an ineffectual grenade launcher attached and the railgun wasn't any fun when the maps were almost all boring corridors. I'd say the map design was probably a big part of it; there wasn't any exciting back and forth or flanking or anything. It was mostly just running at each other and holding down the fire button.

    Actually when I said they did everything right except make it fun, I should have also mentioned I don't like how they did cyberpunk. When I think "cyberpunk" I don't think "two nearly identical teams rush at each other through corridors firing miniguns at each other."
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    <!--quoteo(post=1689161:date=Sep 30 2008, 04:38 PM:name=ANeM)--><div class='quotetop'>QUOTE(ANeM @ Sep 30 2008, 04:38 PM) <a href="index.php?act=findpost&pid=1689161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It did more or less start here. Prior to the post here looking for testers they had a testing team of 3, a development team of 2, no form of dedicated testing server and a website on geocities (or something like that)

    I find the new ZP team to be somewhat.. disappointing though. They list two "Mod Co-founders" on the team page that didn't even join the zp forums or the team until after the first HL release, and the original coder (one of the first 2 on the team) isn't even listed as helping to found the mod, he's just a generic 'contributor'
    that would be like calling Flayra, who singlehandedly coded the first release of NS, a mere 'contributor'
    admittedly, I haven't played the Source version, and this really has nothing to do with the quality of the mod, its just sad to see them not giving credit where its due.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yep, most of the zp team started from the NS Customization forum
  • Sub_zer0Sub_zer0 Join Date: 2004-05-09 Member: 28569Members
    ZP source isn't really very good to be honest.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--quoteo(post=1689251:date=Oct 2 2008, 09:18 AM:name=Sub_zer0)--><div class='quotetop'>QUOTE(Sub_zer0 @ Oct 2 2008, 09:18 AM) <a href="index.php?act=findpost&pid=1689251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ZP source isn't really very good to be honest.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, ZP:S is pretty much trash. Slow and boring. I have no clue how people play that.

    I could harp on Dystopia, but Crispy pretty much covered it all. I would rather nail my ###### to the wall than try to actually play for the objectives in a public server of Dys.

    As for the map design, I'd agree with Tycho. When the linear style of the maps meet with the inherent stalemate inducing gameplay the two combine to create frustration and boredom. However, I would disagree with Tycho about the weapons. I think it's all how you play. Every class had a gun that required some form of skill and if mastered the player could easily top the kill list. For the light class it was the sniper rifle and boltgun, for medium it was the semi-automatic rifle, and for the heavy it was the ion cannon. Each of these weapons required twitch skill and good aim. If you chose the 'spammy' weapon every time you can't really complain about how the bullets didn't do any damage. If anything, it's cool that the dev's included weapons of every type (spam / pinpont accurate / a mix inbetween) for every class
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    The ridiculous overabundance of cloakers made thermal vision (or whatever the implant that allowed you to see in infrared was called) practically mandatory, severely limiting implant selection for mediums and heavies. Then they nerfed thermal by introducing the "cold suit." What. The. ######.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--quoteo(post=1689213:date=Oct 1 2008, 11:00 PM:name=Psyke)--><div class='quotetop'>QUOTE(Psyke @ Oct 1 2008, 11:00 PM) <a href="index.php?act=findpost&pid=1689213"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That makes me curious to actually analyze it in my endless quest for what makes a game fun...
    What things do you think they did right, why isn't it fun, what could they have done to make it more fun?<!--QuoteEnd--></div><!--QuoteEEnd-->From a review I wrote about Dystopia:
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Really the most disappointing bit about Dystopia is that the depth provided by the upgrades and cyberspace hasn't been translated into enthralling two-way map battles that are easy to pick up and provide long-lasting playability. Almost all of the maps stick a bit too closely to the attacker vs. defender scenario resulting in a sense of deja vu as you travel the same linear paths to fight the same repetitive battles over the same map locations. A couple of levels have made an effort to break away from this style with multiple objectives that must all be held to win the round, but unfortunately these maps currently lack a cohesive and easily navigable layout.

    Another let down is just how confusing the mod can be to newcomers. Much to the relief of newbies and veteran players alike, the team behind the mod have thankfully bundled in a tutorial level (available from the menu screen) that teaches you the basics of this crucial element of the game. But there are much more fundamental issues that only serve to annoy, irritate and disorientate the initiate. The fact that the two teams will both spawn in the same room at different points in the round can really throw you off.

    Oh, and if this handover happens while you're in the spawn room, not only will members of the enemy team start spawning around you, but the turrets in the room that previously protected you from the evil act of spawncamping will lock its sights on you because their ownership has changed hands!

    If that wasn't confusing enough, the same will happen again but in reverse at the end of the round when the teams get swapped and the defenders become the attackers. So this time when you respawn you'll need to take a left turn instead of a right or you'll end up trying to figure out why the door you came through only moments ago is now mysteriously locked.

    ...

    Pros:
    - 'Cyberspace' feature unique and well worked
    - Very accomplished visual style and setting
    - Well balanced classes, weapons and upgrade system
    - Plenty of scope for individual customisation and advanced teamplay

    Cons:
    - Unintuitive level design
    - Gameplay can get repetitive (due largely to linear level design)
    - Long respawn times (up to 25 seconds)<!--QuoteEnd--></div><!--QuoteEEnd-->It's worth noting that I have a lot of praise for the mod in the rest of the review, but the way the maps are designed and the gameplay worked into the maps is what really pulls the mod down. The maps look good and cyberspace often works well, but the chokepoints in most maps aren't fun the second or the third time round because they play out more or less identically. Plus map navigation is very tough for newbies.

    Also bear in mind this is for version 1 and I haven't played it massively since then.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    edited October 2008
    Cyberspace could be a bit of an issue. There were a few players who'd stick to it almost exclusively, but they were rare. Far more common were the players who would flat out refuse to enter cyberspace ever. If your team had only one guy who was willing to enter cyberspace while the other team had two or more, and your guy wasn't above average in skill, then cyberspace belonged to the enemy players and all he could do while waiting for his energy was to beg and grovel for a teammate to please lend him some assistance. And considering how important cyberspace was on some map, this could easily lend to surefire defeat.

    But cyberspace was certainly an acquired taste. The combat was floaty. I developed a liking for it, but I saw a lot of players who (perhaps grudgingly) entered cyberspace and made complete asses of themselves. They simply couldn't get a hang of it at all. I think a lot of players shunned cyberspace for this reason, and I wouldn't want to force people like that to suffer through it. It wouldn't be fun for them. And they were hardly any help.

    Then there was the fun of enemies attacking your hackers (clarification: in meatspace). If the attacking team's hacker(s) were critical to their success, the enemy team could gain a decisive advantage simply by disrupting them. A hacker is helpless, and easy prey for an enemy infiltrator. So somebody (from the team that was supposed to be attacking) would have to stand guard over the hackers. This didn't take into account lights doing suicide runs with emp grenades, which would disrupt the enemy hackers very handily and which could usually not be stopped by the defenders (if there even were any).


    In summary, I think cyberspace was at least part of the issue. It was a novel idea, and the integration of cyberspace and meatspace gameplay into one unit was great, but it wasn't popular enough, and probably not easy enough to pick up. Easily the most complex part of the game, which was an issue for something so essential.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited October 2008
    I think that this again is down to map design. The feature itself was great and combat/hacking really wasn't too tricky to pick up.

    The weakness was that it was vital in many maps to use cyberspace, and when you consider that CS is a physical part of a level that many players do not know exist, that's an issue. But the thing is you OWN CS if your hackers outnumber the other team's. I have played as that lone hacker against 2 or more very good enemy hackers and it's not fun in the slightest.

    The only improvements they could make with this in mind would be to change the maps so that, instead of being an absolute neccessity, decking gives improved or denied entropy to the attacking team depending on who controls cyberspace. I.e. decking can open up a 2nd or 3rd route instead of opening up the only route for progression in a level. Think more Deus Ex, and give teams strategic options on how they customise their team members and which routes they attack.

    Also there were a few maps where the uplinks in the spawnpoints were not safe, so you could be attacked within cyberspace and within meatspace, but your meatspace body had no way of looking out for enemies while in CS. There's an argument that your team should protect you, but it only takes 1 cloaker/cold suit to get past the automated defences and kill anywhere between 1 and 3 helpless hackers. Fine for competitive play but on pubs it's not really strong design.
  • SpetsnazSpetsnaz Join Date: 2003-12-26 Member: 24761Members, Constellation
    Dystopia was a decent game but it was one of those games you play to kill time if you've got it to spare. Its the same with DIPRIP thats a really fun game, reminds me of carmageddon but again it somewhat lacks. Call me old school here but HL2 mods dont feel "epic" as HL1 mods i used to play, it might be that i was that age of 13+ when i started getting into the whole MOD scene and discovered NS in a pc gamer mag and havent stopped playing since. Ns has that "wanting to play it to death" factor which most mods these HL2 mods dont seem to have.

    Again its the same with DoD, I love DoD 1.3 for the HL engine but DoD:S I honestly cant stand because its basically CS. However I still enjoy a crazy game of CSS on a surf or aim map but i wont play normal CSS due to the fact that it gets boring very quickly. To be honest I think that is the downfall of current mods of today (looking at HL2 mods that is) theres no "epic" factors to them, the only thing thats really going for them is shiney models and shiney maps, it looks nice but just doesnt keep the masses of people playing it constantly.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    one of the things that bothers me about source mods, and i dont know why this is general across most all source mods, is that the weapons dont feel right at all. theres lag in animations, or the animations stutter, or the sounds dont match up, but generally all of these are true. it doesnt change the gameplay at all, but it completely destroys the feel of the game.
    I cant stand playing a game where my actions are misrepresented on screen, its the biggest way to lose emmersion. if I click my mouse, i expect to fire my gun, not fire a water pistol, or jerk my gun like a spaz, or fire it half a second later.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited October 2008
    If it means anything to you, on the Source circuit animators are the second hardest team member to recruit after (good) programmers.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    i can believe that, but it doesnt always seem like its bad animations, but it usually seems like theres some sort of lag between the shooting and the animations, and also the animations repeat oddly. i think it was hidden that had this the worst, but ive noticed it in empires and other mods too.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Dystopia was just bad. It's a perfect example of "Hey, I bet cyberpunk would be an awesome mod!" is not game design.

    They designed the game extremely poorly in the initial stages, and by the time they corrected any of the plethora of design errors they had lost the interest of the player community.

    In the first versions of the game, the weapons were all extremely poor, non responsive, and not very fun to use. They had awkward recoil and spray patterns, they imposed arbitrary and often times crippling restrictions on the players using them, and none of them were incredibly creative. The rocket launcher was just bad. The movement was also very non responsive and difficult to manage, the game didn't allow for a fraction of the motion control compared to HL2 DM or NS. You might recall how incredibly unintuitive and difficult it was to ledge grab, and it always seemed like the character would ledge grab when you didn't want him to, very frustrating. Many many players were put off by the poor basic interface.

    Cyberspace was very very poorly executed in the game early on. It was an unnecessary side tracking from the real gameplay. Interestingly enough, it was a very cool game mechanic, and not because of the changing physics, more than anything just because, in theory, your hacking players and your playing players need to be on communication and play very parrel to each other to achieve success. But hacking time combat just BLEW, it was infinitely worse than the weapon and movement systems that existed in the standard game. Hacking was unintuitive, and very poorly documented to new players. The hacking activity systems were so mind numbingly simple and poorly expounded, there was no difficulty or intelligence to it, and it was incredibly unintuitive, the little lock icon and the hacking traps that were available, it was just bad.

    Dystopia was either a game that surrounded themselfs with yes men in betatesting, or they just didn't think at all about what was actually happening with the gameplay of that project. I'd call that mod "very unprofessional", but realistically, I don't really expect professionalism from mod teams... more accurately, they just failed to bring to the table what a mod team really needs to to be a success, that that is a really solid game play concept.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    @Swiftspear, what about now? You talk a lot about early development, what about the more recent build?

    I personally think the biggest weaknesses in Dystopia is 1) you play the map, not the game, so you have to learn each and every map to be useful and 2) team coordination is king, which doesn't always happen. Also, I could rant about poor map designs, but that kinda falls into complain 1.
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