Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->We have some big balance changes to alien spawning coming in 222. Going to release as a mod first to get your feedback. Details coming.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is a great idea. Using the mod system to test changes so they don't break the main game. I hope this is more than just a one-off occurrence, particularly after the release of 1.0.
Gives a great chance for the iterations to be worked out before being implemented fully into the game. +rep :D
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->We have some big balance changes to alien spawning coming in 222. Going to release as a mod first to get your feedback. Details coming.<!--QuoteEnd--></div><!--QuoteEEnd-->
Does this mean you fixed mods not working for people like me? If so it is a good idea, if not, a pretty terrible one.
<!--quoteo(post=1987564:date=Oct 5 2012, 02:55 PM:name={GGs} Chicken)--><div class='quotetop'>QUOTE ({GGs} Chicken @ Oct 5 2012, 02:55 PM) <a href="index.php?act=findpost&pid=1987564"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Even better twist: NS2 was just a joke to expand the playerbase and NS2c is the real game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hugh said in one of the latest interviews "we announce the release date, and that date is 7 days later". So release is on October 16th? Unless there is something else ONOS SIZED left to announce...
Yea I wouldn't be surprised if it was the release, with the game being in lockdown and all. (Surely they wouldn't withhold some major feature from us?) It's either that or a free weekend, which I don't think you can really consider 'ONOS sized'.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->So, when exactly is the Q&A? I doubt you'll randomly tune in for it from Europe, so some more specific schedule would be nice.<!--QuoteEnd--></div><!--QuoteEEnd--> It's at 6.30 pm GMT
<!--quoteo(post=1988564:date=Oct 8 2012, 08:00 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Oct 8 2012, 08:00 PM) <a href="index.php?act=findpost&pid=1988564"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, when exactly is the Q&A? I doubt you'll randomly tune in for it from Europe, so some more specific schedule would be nice.<!--QuoteEnd--></div><!--QuoteEEnd--> It is our weekly developer Q&A session, which happens every week at the same time...11:30 am UWE time.
fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Schimmel removed the marine jump slow-down if you land on different surfaces. Allows some trick-jumping up crates and railings.<!--QuoteEnd--></div><!--QuoteEEnd--> Awesome, look forward to testing this out.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->We are announcing something ONOS SIZED during the live developer Q&A tomorrow on <a href="http://twitch.tv/naturalselection2" target="_blank">http://twitch.tv/naturalselection2</a> …<!--QuoteEnd--></div><!--QuoteEEnd-->
I am guessing they will be announcing that the date has been set for the announcement date for the announcement of the release date.
ArgathorJoin Date: 2011-07-18Member: 110942Members, Squad Five Blue
<!--quoteo(post=1988617:date=Oct 9 2012, 12:54 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Oct 9 2012, 12:54 AM) <a href="index.php?act=findpost&pid=1988617"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Awesome, look forward to testing this out.<!--QuoteEnd--></div><!--QuoteEEnd--> I know it is bad to resent this, but all I see when reading this is marines out maneuvering skulks! :-P
Despite this it is a change in the right direction, looking forward to seeing more changes like this!
<!--quoteo(post=1988646:date=Oct 8 2012, 10:01 PM:name=serryandso)--><div class='quotetop'>QUOTE (serryandso @ Oct 8 2012, 10:01 PM) <a href="index.php?act=findpost&pid=1988646"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What would be the difference between NS2's bloom effect and say, HDR from DoD:Source?
I really like a good HDR implementation, as it adds a lot of immersion and fidelity into what you see.<!--QuoteEnd--></div><!--QuoteEEnd--> NS2 already has HDR and bloom on top of it. Infact, ns2s hdr is probably better than source's in terms of color complexity (requires dx9c instead of dx9b)
It just doe snot have eye adaption, which is not hdr
<!--quoteo(post=1988677:date=Oct 9 2012, 12:24 AM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Oct 9 2012, 12:24 AM) <a href="index.php?act=findpost&pid=1988677"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know it is bad to resent this, but all I see when reading this is marines out maneuvering skulks! :-P
Despite this it is a change in the right direction, looking forward to seeing more changes like this!<!--QuoteEnd--></div><!--QuoteEEnd-->
I see marines already easily out maneuvering skulks in every public game. The tweet suggests it'l be the same as it is now if youre jumping on the same surface level, i.e the ground, but no slow down when jumping onto higher surfaces.
<!--quoteo(post=1988741:date=Oct 9 2012, 12:18 PM:name=Reeke)--><div class='quotetop'>QUOTE (Reeke @ Oct 9 2012, 12:18 PM) <a href="index.php?act=findpost&pid=1988741"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see marines already easily out maneuvering skulks in every public game. The tweet suggests it'l be the same as it is now if youre jumping on the same surface level, i.e the ground, but no slow down when jumping onto higher surfaces.<!--QuoteEnd--></div><!--QuoteEEnd-->
My heart sank when I read this tweet. The Marines are already jumping around like idiots during any combat and this will just make it worse. Its a cheap way to stop Marines being hit by Aliens and as far as I'm concerned it looks like the vocal minority have had an influence on the devs. I really don't want to see any sort of bhop/spam jump in this game as it takes something away from the depth and immersion it promises.
The vanilla game needs to be fun and accessible, easy to learn but hard to master and this sort of mechanic should have been left to NS2c and modded/competitive match servers. Another blow against depth and strategy and another step towards the sci-fi trampoline simulator it appears to be heading towards to keep the old NS1 competitive players happy.
Fixing players being teleported up and down and through each other should be a priority.
Rifle marine vs skulk is the most basic thing in the game and it is a mess.
Letting marines jump higher (they already jump higher than skulks from standing position) will mask the underlying problems.
Examples
Marine gets teleported high up in close combat <img src="http://i.imgur.com/9d7iQ.jpg" border="0" class="linked-image" />
The jump animation and height is bizarre. The trailers give a completely wrong impression of how marines play. You'd think theyre slow, powerful vs nimble aliens. A lot of the time it's the other way around :( <img src="http://i.imgur.com/96RS5.jpg" border="0" class="linked-image" />
5 skulks struggle to take down one marine (nano shield was not always on). You can see a skulk has gone through the marines body. With a 10 res jet pack its easy to escape aliens. <img src="http://i.imgur.com/Y3eSn.jpg" border="0" class="linked-image" />
That might be a problem being that steam is currently <a href="http://forums.steampowered.com/forums/showpost.php?p=33052832&postcount=522" target="_blank">down</a>.
<!--quoteo(post=1988841:date=Oct 9 2012, 08:10 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 9 2012, 08:10 PM) <a href="index.php?act=findpost&pid=1988841"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Letting marines jump higher (they already jump higher than skulks from standing position) will mask the underlying problems.<!--QuoteEnd--></div><!--QuoteEEnd--> Skulk gets a jump and movement boost in 222. Also you have to realize that a marine with a jetpack is supposed to be nimble. Thirdly, the skulk jumps higher if you jump from a wall instead of jumping from the ground. You get a boost to the direction you're looking to, which makes you able to do pretty great leaps.
Skulk movement will be looked at again after 1.0, but it is pretty easy and clumsy at the moment.
<!--quoteo(post=1989087:date=Oct 10 2012, 01:03 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Oct 10 2012, 01:03 PM) <a href="index.php?act=findpost&pid=1989087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You get a boost to the direction you're looking to, which makes you able to do pretty great leaps.
Skulk movement will be looked at again after 1.0, but it is pretty easy and clumsy at the moment.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1989087:date=Oct 10 2012, 02:03 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Oct 10 2012, 02:03 PM) <a href="index.php?act=findpost&pid=1989087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulk gets a jump and movement boost in 222. Also you have to realize that a marine with a jetpack is supposed to be nimble. Thirdly, the skulk jumps higher if you jump from a wall instead of jumping from the ground. You get a boost to the direction you're looking to, which makes you able to do pretty great leaps.
Skulk movement will be looked at again after 1.0, but it is pretty easy and clumsy at the moment.<!--QuoteEnd--></div><!--QuoteEEnd--> Any word on the 'air friction' or whatever it is that is preventing speed preservation even from leaping into straight 'bhop'?
I don't see a thread devoted to the Twitch TV Q&A Sessions so I thought I'd post a couple of thoughts here.
1) Hats for NS2. Please, no. I always thought you guys were joking the couple of times it came up in the past but now Charlie sounds like he is starting to take that idea seriously. That would totally break the immersion of the game and, frankly, it's just stupid. Be original and don't do something just because Valve did it. If you're going to implement something like that, how about having different alien and marine skins so they look slightly different.
2) I know you guys have to be getting annoyed at the same questions being asked over and over every week - I know I'm tired of hearing them being asked. I can see all of the devs getting burned out on doing the Q&A's when the same questions are being churned out. It might be a good idea to keep a FAQ somewhere with the Q&A questions with the devs answers. That way you can just ignore the "repeat-questions" and only do the fresh, relevant stuff. Maybe at the end of the show you can remind everyone to check the FAQ if their question was not answered. I'd be happy to volunteer and do a Q&A FAQ post if you'll keep it stickied or something. I would gladly go back and watch the previous Q&A's and put it together.
<!--quoteo(post=1989133:date=Oct 10 2012, 08:45 AM:name=Warmonger)--><div class='quotetop'>QUOTE (Warmonger @ Oct 10 2012, 08:45 AM) <a href="index.php?act=findpost&pid=1989133"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) Hats for NS2. Please, no. I always thought you guys were joking the couple of times it came up in the past but now Charlie sounds like he is starting to take that idea seriously. That would totally break the immersion of the game and, frankly, it's just stupid. Be original and don't do something just because Valve did it. If you're going to implement something like that, how about having different alien and marine skins so they look slightly different.<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't worry. There has been talk of placing NS2-style hats in TF2 as a promotion. There has not been AFAIK any talk of having "funny" hats clutter up NS2 itself!
<!--quoteo(post=1989136:date=Oct 10 2012, 03:52 PM:name=Squirreli_)--><div class='quotetop'>QUOTE (Squirreli_ @ Oct 10 2012, 03:52 PM) <a href="index.php?act=findpost&pid=1989136"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't worry. There has been talk of placing NS2-style hats in TF2 as a promotion. There has not been AFAIK any talk of having "funny" hats clutter up NS2 itself!<!--QuoteEnd--></div><!--QuoteEEnd--> <!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->Yeah, immersion is one of the key aspects of NS2. A marine running around wearing an actual skulk hat would kind of kill the atmosphere. I know UWE wouldn't do that.<!--colorc--></span><!--/colorc-->
Comments
This is a great idea. Using the mod system to test changes so they don't break the main game. I hope this is more than just a one-off occurrence, particularly after the release of 1.0.
Gives a great chance for the iterations to be worked out before being implemented fully into the game. +rep :D
Does this mean you fixed mods not working for people like me? If so it is a good idea, if not, a pretty terrible one.
I loled
Unless there is something else ONOS SIZED left to announce...
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->So, when exactly is the Q&A? I doubt you'll randomly tune in for it from Europe, so some more specific schedule would be nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's at 6.30 pm GMT
It is our weekly developer Q&A session, which happens every week at the same time...11:30 am UWE time.
--Cory
Thank you :)
Awesome, look forward to testing this out.
This excited me too!!!!! Going to be very different from ns1 though with no bhop
<i>*dreams of life-sized gorge plushy to cuddle up to*</i>
Argh, suspense is killing me!<!--colorc--></span><!--/colorc-->
I am guessing they will be announcing that the date has been set for the announcement date for the announcement of the release date.
At least, that's the impression the facebook page gives...
I know it is bad to resent this, but all I see when reading this is marines out maneuvering skulks! :-P
Despite this it is a change in the right direction, looking forward to seeing more changes like this!
I really like a good HDR implementation, as it adds a lot of immersion and fidelity into what you see.<!--QuoteEnd--></div><!--QuoteEEnd-->
NS2 already has HDR and bloom on top of it. Infact, ns2s hdr is probably better than source's in terms of color complexity (requires dx9c instead of dx9b)
It just doe snot have eye adaption, which is not hdr
Despite this it is a change in the right direction, looking forward to seeing more changes like this!<!--QuoteEnd--></div><!--QuoteEEnd-->
I see marines already easily out maneuvering skulks in every public game. The tweet suggests it'l be the same as it is now if youre jumping on the same surface level, i.e the ground, but no slow down when jumping onto higher surfaces.
My heart sank when I read this tweet. The Marines are already jumping around like idiots during any combat and this will just make it worse. Its a cheap way to stop Marines being hit by Aliens and as far as I'm concerned it looks like the vocal minority have had an influence on the devs. I really don't want to see any sort of bhop/spam jump in this game as it takes something away from the depth and immersion it promises.
The vanilla game needs to be fun and accessible, easy to learn but hard to master and this sort of mechanic should have been left to NS2c and modded/competitive match servers. Another blow against depth and strategy and another step towards the sci-fi trampoline simulator it appears to be heading towards to keep the old NS1 competitive players happy.
Rifle marine vs skulk is the most basic thing in the game and it is a mess.
Letting marines jump higher (they already jump higher than skulks from standing position) will mask the underlying problems.
Examples
Marine gets teleported high up in close combat
<img src="http://i.imgur.com/9d7iQ.jpg" border="0" class="linked-image" />
The jump animation and height is bizarre. The trailers give a completely wrong impression of how marines play. You'd think theyre slow, powerful vs nimble aliens. A lot of the time it's the other way around :(
<img src="http://i.imgur.com/96RS5.jpg" border="0" class="linked-image" />
5 skulks struggle to take down one marine (nano shield was not always on). You can see a skulk has gone through the marines body. With a 10 res jet pack its easy to escape aliens.
<img src="http://i.imgur.com/Y3eSn.jpg" border="0" class="linked-image" />
People are freaking out a little.
That might be a problem being that steam is currently <a href="http://forums.steampowered.com/forums/showpost.php?p=33052832&postcount=522" target="_blank">down</a>.
EDIT: looks like it is finally back up.
Skulk gets a jump and movement boost in 222. Also you have to realize that a marine with a jetpack is supposed to be nimble. Thirdly, the skulk jumps higher if you jump from a wall instead of jumping from the ground. You get a boost to the direction you're looking to, which makes you able to do pretty great leaps.
Skulk movement will be looked at again after 1.0, but it is pretty easy and clumsy at the moment.
Skulk movement will be looked at again after 1.0, but it is pretty easy and clumsy at the moment.<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope this means a revert to 216 style walljump
Skulk movement will be looked at again after 1.0, but it is pretty easy and clumsy at the moment.<!--QuoteEnd--></div><!--QuoteEEnd-->
Any word on the 'air friction' or whatever it is that is preventing speed preservation even from leaping into straight 'bhop'?
1) Hats for NS2. Please, no. I always thought you guys were joking the couple of times it came up in the past but now Charlie sounds like he is starting to take that idea seriously. That would totally break the immersion of the game and, frankly, it's just stupid. Be original and don't do something just because Valve did it. If you're going to implement something like that, how about having different alien and marine skins so they look slightly different.
2) I know you guys have to be getting annoyed at the same questions being asked over and over every week - I know I'm tired of hearing them being asked. I can see all of the devs getting burned out on doing the Q&A's when the same questions are being churned out. It might be a good idea to keep a FAQ somewhere with the Q&A questions with the devs answers. That way you can just ignore the "repeat-questions" and only do the fresh, relevant stuff. Maybe at the end of the show you can remind everyone to check the FAQ if their question was not answered. I'd be happy to volunteer and do a Q&A FAQ post if you'll keep it stickied or something. I would gladly go back and watch the previous Q&A's and put it together.
Don't worry. There has been talk of placing NS2-style hats in TF2 as a promotion. There has not been AFAIK any talk of having "funny" hats clutter up NS2 itself!
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->Yeah, immersion is one of the key aspects of NS2. A marine running around wearing an actual skulk hat would kind of kill the atmosphere. I know UWE wouldn't do that.<!--colorc--></span><!--/colorc-->