A few suggestions/observations
Steinhauer
Join Date: 2010-07-17 Member: 72493Members
My friend and I played some intense NS2 last night, and there were a few minor things we noticed that had a larger effect than their intended significance:
<ol type='1'><li><b><u>Shotgun animation</u></b>- When the player is just walking around sometimes the shotgun pops up in the screen to give kind of a human feel to the player. I like this, but there's one major flaw: often times a skulk would come around the corner at about the time my shotgun comes up. Either I wouldn't see the skulk and I'd get mauled or I wouldnt be able to shoot him because I just lost track of him, and usually get mauled. The animation could be redone in more of a Halo fashion (and I truly cringe at suggesting making the game more like Halo but in this case it fits), to where it still looks like he's looking at the weapon, but it doesn't obstruct the player's vision very much.</li><li><b><u>Damage indication</u></b>- We agreed that sometimes you don't notice you're taking damage and that can make the difference between pressing on and pulling back. I know the screen shakes a bit but when you're focused, you don't always notice it until your screen is red and then it's too late. We came to the conclusion that a simple damage noise (like a thud noise with a little bit of squish) would fix this problem enough. Beyond that, it's just a video game.</li><li><b><u>Armory resupply</u></b>- I spent a lot of time sprinting back to the armory to heal and refuel my flamethrower (a lot of lerks and fades on rockdown!) and noticed that it's a little too difficult to get ammo from the armory. It seems like you have to be in just the right place and looking at the armory, possibly even walking into it just to get the ammo. With the flamethrower it's even worse, because you can't even tell if you're getting the ammo or not. The healing isn't nearly as bad but it is a little frustrating that I have to be looking at the armory to heal, not being able to see if a fade's about to swipe me.</li></ol>
Despite that we had a great time. This game is going to be great when it's done!
<ol type='1'><li><b><u>Shotgun animation</u></b>- When the player is just walking around sometimes the shotgun pops up in the screen to give kind of a human feel to the player. I like this, but there's one major flaw: often times a skulk would come around the corner at about the time my shotgun comes up. Either I wouldn't see the skulk and I'd get mauled or I wouldnt be able to shoot him because I just lost track of him, and usually get mauled. The animation could be redone in more of a Halo fashion (and I truly cringe at suggesting making the game more like Halo but in this case it fits), to where it still looks like he's looking at the weapon, but it doesn't obstruct the player's vision very much.</li><li><b><u>Damage indication</u></b>- We agreed that sometimes you don't notice you're taking damage and that can make the difference between pressing on and pulling back. I know the screen shakes a bit but when you're focused, you don't always notice it until your screen is red and then it's too late. We came to the conclusion that a simple damage noise (like a thud noise with a little bit of squish) would fix this problem enough. Beyond that, it's just a video game.</li><li><b><u>Armory resupply</u></b>- I spent a lot of time sprinting back to the armory to heal and refuel my flamethrower (a lot of lerks and fades on rockdown!) and noticed that it's a little too difficult to get ammo from the armory. It seems like you have to be in just the right place and looking at the armory, possibly even walking into it just to get the ammo. With the flamethrower it's even worse, because you can't even tell if you're getting the ammo or not. The healing isn't nearly as bad but it is a little frustrating that I have to be looking at the armory to heal, not being able to see if a fade's about to swipe me.</li></ol>
Despite that we had a great time. This game is going to be great when it's done!
Comments
2) I haven't played as aliens much so I can't really speak from experience as to whether this is a problem. But if it is this seems like a minor change that shouldn't be too hard to implement.
3) I think the reason you have to be facing the armory in specific ways to get health/ammo is so people don't camp armories during attacks. I could easily just keep my back to the armory and keep firing while receiving health and ammo every time I reload. It wouldn't be fair for attacking aliens. Furthermore, it's already difficult to break into marine start if they've put sentries everywhere. A common tactic could end up being dropping armories and having marines just sit next to em.
Yeah I mean I can understand that, but I'd like to be able to turn my head or something. Maybe lower the weapon while healing or something, and when the player tries to fire the healing stops. I'm not really sure. The ammo resupply was my real issue though
Even so, we did feel that the gun obscures too much of the screen and the time it is in that position is too long, in that idle animation, so it has been reworked to be shorter and less obstructive. The revised animation should be in the next patch.
--Cory
Which is very annoying might I add.
That's a pleasant surprise lol.
<!--QuoteBegin-'Wilson'+--><div class='quotetop'>QUOTE ('Wilson')</div><div class='quotemain'><!--QuoteEBegin-->You need to be fully healed before the armoury will start to refill your ammo.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was thinking that might be it, and yeah that does kinda seem silly to me. Sometimes I want the ammo more than the health honestly.
Can you fix it so it also dispenses Gorge Plushies as well <img src="http://members.home.nl/m.borgman/ns-forum/smileys/sad.gif" border="0" class="linked-image" />
Yeh one of the first things i noticed when i played alien was the lack of a sound when you take dmg, its a little awkward having to glance down to check how much dmg you're taking.
The other thing i noticed being that the lerk flight is a little bit clunky, it seemed to be somewhere inbetween pre NS 3.0 and 3.2 mechanics and led to me hitting the ceiling quite often trying to escape as trying it glide would quite often just make me flap up again. Though this may just be the result of laggy performance delaying the jump timing. I guess i'm just trying to get used to the new alien movement, pressing forward to go forward just feels wrong :D Which reminds me it'd be quite nice to be able to bind something other than weapon switch to mwheel, like jump ;)
Holy crap, this is like fast food but even tastier! Thanks dev team!
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