What about meta mechanics and cvars etc
Durzo
Join Date: 2009-06-06 Member: 67720Members
How much do you intend to support league play and the habit of players effecting the meta game.
Bunnyhopping for example. It was for the best taking it away from marines in that ns1 patch but I think it still took some persuasion from the community to convince you to keep it active for aliens which saved a large skill curve from being removed especially for the skulk.
Cvars, a big disappointment for clanners nerf wise when you locked things like r_drawviewmodel and the muzzleflashes. Despite these being an option for everyone and also being known by everyone who cared a whit about playing competitively you decided it was unfair if even a minority players (who by extension cared the least) out of thousands were unaware of cvars so you took them away from everyone to spare a few green people the possibility of playing in ignorance rather than letting them learn the in's and out's of common first person shooter config'ing like most people do in most other games. (Am I still bitter after all these years? :/)
New things that are discovered that arent obviously broken or blatantly exploitative. When new quirks and tricks are discovered there's always a segment that believes its wrong for various misguided reasons (not part of the developers vision is a tired classic) or they simply haven't learnt how to do it yet and therefore campaign to get it nerfed or removed.
Bunnyhopping for example. It was for the best taking it away from marines in that ns1 patch but I think it still took some persuasion from the community to convince you to keep it active for aliens which saved a large skill curve from being removed especially for the skulk.
Cvars, a big disappointment for clanners nerf wise when you locked things like r_drawviewmodel and the muzzleflashes. Despite these being an option for everyone and also being known by everyone who cared a whit about playing competitively you decided it was unfair if even a minority players (who by extension cared the least) out of thousands were unaware of cvars so you took them away from everyone to spare a few green people the possibility of playing in ignorance rather than letting them learn the in's and out's of common first person shooter config'ing like most people do in most other games. (Am I still bitter after all these years? :/)
New things that are discovered that arent obviously broken or blatantly exploitative. When new quirks and tricks are discovered there's always a segment that believes its wrong for various misguided reasons (not part of the developers vision is a tired classic) or they simply haven't learnt how to do it yet and therefore campaign to get it nerfed or removed.
Comments
Cvars, a big disappointment for clanners nerf wise when you locked things like r_drawviewmodel and the muzzleflashes. Despite these being an option for everyone and also being known by everyone who cared a whit about playing competitively you decided it was unfair if even a minority players (who by extension cared the least) out of thousands were unaware of cvars so you took them away from everyone to spare a few green people the possibility of playing in ignorance rather than letting them learn the in's and out's of common first person shooter config'ing like most people do in most other games. (Am I still bitter after all these years? :/)
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That's kind of arrogant.
You write that almost as if configuring the game like that is the only right way to play the game.
Bunnyhopping for example. It was for the best taking it away from marines in that ns1 patch but I think it still took some persuasion from the community to convince you to keep it active for aliens which saved a large skill curve from being removed especially for the skulk.
Cvars, a big disappointment for clanners nerf wise when you locked things like r_drawviewmodel and the muzzleflashes. Despite these being an option for everyone and also being known by everyone who cared a whit about playing competitively you decided it was unfair if even a minority players (who by extension cared the least) out of thousands were unaware of cvars so you took them away from everyone to spare a few green people the possibility of playing in ignorance rather than letting them learn the in's and out's of common first person shooter config'ing like most people do in most other games. (Am I still bitter after all these years? :/)
New things that are discovered that arent obviously broken or blatantly exploitative. When new quirks and tricks are discovered there's always a segment that believes its wrong for various misguided reasons (not part of the developers vision is a tired classic) or they simply haven't learnt how to do it yet and therefore campaign to get it nerfed or removed.<!--QuoteEnd--></div><!--QuoteEEnd-->
First, I am not an active developer, I am not working on NS2 or part of that team, so I am speaking from my own sole viewpoint now: A competitive game should have everything you need to compete presented in the game itself, without the need of customization to gain advantages.
Competitive gaming in most games is largely about NOT allowing people to costumize their game to the extent you apparently was quite used to in NS1. The game every player play should be more or less the same, save for some sane costumizations such as keyboard layout and so on. You may note that game leagues do not allow any alteration of the games or heavy modification to the visuals of the games played.
If heavy modification should be a part of the competitive scene, then I believe NS2 would separate from the "esports" trend.
You write that almost as if configuring the game like that is the only right way to play the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Knowledge of the game = arrogance?, how do you figure that.
You utterly missed the point of my post. The only way to play?, it was about choice. You could choose to play with the effects on if they did not bother you or you could choose to turn them off. There was or is no 'correct' way to play there was a simply a choice which was subsequently taken away.
Do you like your sensitivity setting high or low?. What if the sensitivity option wasn't in the GUI but it was a cvar, some people might not be aware of it in that case so how you would consider locking sensitivity to a fixed value for everyone?. Not the best analogy but its get the point across.
It's actually a horrible analogy. Also, I like how you tell him that he missed the point, yet you don't really make any points. You just ramble.
A single player removing effects from his game does give him an advantage over the other players. That's obvious. You're upset because they forced this effect upon you. The reality of the situation is the developers had not intended for a player to remove his muzzle flash and therefor considered it an exploit so they corrected the problem.
If you're as good as you are arrogant, you shouldn't have had any problems adapting to a little flash on your screen. Apparently you aren't though, because you're still crying about it years later.
Explain to me how making your weapon invisible (that's what r_drawviewmodel 0 does, isn't it?) is purely visual and not gameplay altering.
It gives you an advantage: you can see a larger area than other players.
Look at Quake 2 for example; If you have seen how most people, today, play populated Q2 rail servers, they have stripped the client down to the 3d equivalent of Pong. Brightly opaque player models against dull flat world textures with an open client side scripting environment. Clearly, it is not Quake 2 deathmatch at its' purest.
I guess the question is really up to Charlie and Company; how do they want us to play the game, and would they want us to have any room to push the envelope? These quake series engines had many many open customization options that just carried over to one game to another; one mod to another resulting in some outcomes that did not match with the end product.