Old Fade teleport

1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
<div class="IPBDescription">The one that actually teleported</div>I know that this is probably a closed discussion, but I am curious as to why it was removed. I for one loved it and thought it was awesome, my greatest regret was that it was too early in the beta and I could not properly enjoy it cause my comp couldn't run NS2 then. So, what were the devs reasons for changing it to a more NS1 like model?

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Because it was too slow and clunky as a game mechanic :)

    The current one still teleports from the external perspective, but has the proven mechanics from Natural Selection (ver2.0+)
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    It was just as disorienting for the fade as it was for the marine, which kind of negated the benefit somewhat.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited March 2012
    <!--quoteo(post=1909714:date=Mar 3 2012, 10:50 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Mar 3 2012, 10:50 PM) <a href="index.php?act=findpost&pid=1909714"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because it was too slow and clunky as a game mechanic :)

    The current one still teleports from the external perspective, but has the proven mechanics from Natural Selection (ver2.0+)<!--QuoteEnd--></div><!--QuoteEEnd-->


    Clunky maybe, but I do not see how it could be called slow. It was instant.
    Sure it would have taken a little getting used to, but after that. Oh boy.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1909720:date=Mar 4 2012, 04:57 AM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Mar 4 2012, 04:57 AM) <a href="index.php?act=findpost&pid=1909720"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It was instant.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Good reason why to change it.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=1909722:date=Mar 3 2012, 11:00 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Mar 3 2012, 11:00 PM) <a href="index.php?act=findpost&pid=1909722"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good reason why to change it.<!--QuoteEnd--></div><!--QuoteEEnd-->


    So balance? The fact that it takes the fade 0.2 of a sec rather then 0 sec to cross a distance is not what balances his tele.
  • ÒŗăNģёÒŗăNģё Join Date: 2012-02-09 Member: 144437Members, Constellation, Squad Five Blue
    What are you talking about, previous blink was amazing. The only problem was not being able to catch the jet packers, unless you blinked above them and dropped on them, which never really worked that well because they would of moved by then or the room was too small.

    I believe it was removed due to the overpowering feeling from marine perspective, blink in around 5 corners swipe and blink out back around the 5 corners. I think they could of solved this by adding a delay on the blink so it wasn't so instantaneous after coming out of the blink to be able to blink again immediately.
    There were a lot of players calling for a retained momentum after leaving blink state which is why I think you can only blink in the direction you are looking now, and other 2d plains reserved for shadow step.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=1909726:date=Mar 3 2012, 11:03 PM:name=ÒŗăNģё)--><div class='quotetop'>QUOTE (ÒŗăNģё @ Mar 3 2012, 11:03 PM) <a href="index.php?act=findpost&pid=1909726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What are you talking about, previous blink was amazing. The only problem was not being able to catch the jet packers, unless you blinked above them and dropped on them, which never really worked that well because they would of moved by then or the room was too small.

    I believe it was removed due to the overpowering feeling from marine perspective, blink in around 5 corners swipe and blink out back around the 5 corners. I think they could of solved this by adding a delay on the blink so it wasn't so instantaneous after coming out of the blink to be able to blink again immediately.
    There were a lot of players calling for a retained momentum after leaving blink state which is why I think you can only blink in the direction you are looking now, and other 2d plains reserved for shadow step.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Energy could have been used as a limit.
  • ÒŗăNģёÒŗăNģё Join Date: 2012-02-09 Member: 144437Members, Constellation, Squad Five Blue
    <!--quoteo(post=1909728:date=Mar 3 2012, 08:05 PM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Mar 3 2012, 08:05 PM) <a href="index.php?act=findpost&pid=1909728"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Energy could have been used as a limit.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What do you mean, it was limited by your energy which is why flamer played a key role in stopping fades harassment. if you blink in from far away you are down nearly half energy and then you need to spend a bit more for some swipes, while on fire, you weren't going to be doing much blinking away after that and a rifle could simply chase you down to finish the job, that is if the shotgunner hit their mark.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    <!--quoteo(post=1909726:date=Mar 3 2012, 08:03 PM:name=ÒŗăNģё)--><div class='quotetop'>QUOTE (ÒŗăNģё @ Mar 3 2012, 08:03 PM) <a href="index.php?act=findpost&pid=1909726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What are you talking about, previous blink was amazing. The only problem was not being able to catch the jet packers, unless you blinked above them and dropped on them, which never really worked that well because they would of moved by then or the room was too small.

    I believe it was removed due to the overpowering feeling from marine perspective, blink in around 5 corners swipe and blink out back around the 5 corners. I think they could of solved this by adding a delay on the blink so it wasn't so instantaneous after coming out of the blink to be able to blink again immediately.
    There were a lot of players calling for a retained momentum after leaving blink state which is why I think you can only blink in the direction you are looking now, and other 2d plains reserved for shadow step.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think he is referring the blink model pre-build 178, where you right clicked and instantly teleported in the direction you were looking, facing the nearest enemy. There were no jetpacks back then, it was just Fades against the early version of the flame thrower (the so called Death Ray). It was scrapped because it was hard to use effectively, and made Fades a nuisance to use and not a big threat to marine players.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=1909731:date=Mar 3 2012, 11:10 PM:name=ÒŗăNģё)--><div class='quotetop'>QUOTE (ÒŗăNģё @ Mar 3 2012, 11:10 PM) <a href="index.php?act=findpost&pid=1909731"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What do you mean, it was limited by your energy which is why flamer played a key role in stopping fades harassment. if you blink in from far away you are down nearly half energy and then you need to spend a bit more for some swipes, while on fire, you weren't going to be doing much blinking away after that and a rifle could simply chase you down to finish the job, that is if the shotgunner hit their mark.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is what I meant.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2012
    It was slow because you had to double click to activate it and place/position a model at some location to teleport to. Add to this the fact that this game is about tracking your enemy, the current version is gradually becoming the best version. You can track the Fade and predict his movement to some extend.

    Not to mention you couldn't place the fade in mid air to fight jetpacks, that weren't available back then.

    Balance > cinematics each and every time, besides it should look like teleporting from the marine perspective mostly. And all the version back to alpha Fade actually look like that...
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    I thought it was removed because fades would often get stuck in walls, escape the map etc. At least thats why they brought in the ghost prediction model.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1909737:date=Mar 4 2012, 04:22 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Mar 4 2012, 04:22 AM) <a href="index.php?act=findpost&pid=1909737"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought it was removed because fades would often get stuck in walls, escape the map etc. At least thats why they brought in the ghost prediction model.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That was one of the things, among the things I mentioned ;)
  • ÒŗăNģёÒŗăNģё Join Date: 2012-02-09 Member: 144437Members, Constellation, Squad Five Blue
    Ahh, the teleport fade interesting idea, didn't work to well in realtime combat and was incredibly predictable I'm glad it was replaced.
    Also I think you were able to start a stab and then teleport to marines, was kinda funny :P
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    Mainly it was changed because it was extremely disorienting for the Fade players. Instant teleporting meant you would come out face first in a wall, or the auto turn to face marine aspect which would suddenly turn your view to face a completely different direction then you were facing when blinking.

    The current way was a good compromise, to preserve the instant teleport look from the marine perspective, but make it much easier to use and controllable, for the Fade.

    --Cory
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Besides the blinking into map geometry/outside of the map bugs, it was pretty difficult to use. Trying to get the fade blink model just right such that you could blink right next to a marine was difficult. Additionally, the reorientation they implemented so that you were actually facing the marine (rather then showing him your backside) when coming out of blink was thoroughly disorienting. While it was nice to see some experimentation with blink, I think this is a case where the NS1 solution was the best option.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=1909742:date=Mar 3 2012, 11:54 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Mar 3 2012, 11:54 PM) <a href="index.php?act=findpost&pid=1909742"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mainly it was changed because it was extremely disorienting for the Fade players. Instant teleporting meant you would come out face first in a wall, or the auto turn to face marine aspect which would suddenly turn your view to face a completely different direction then you were facing when blinking.

    The current way was a good compromise, to preserve the instant teleport look from the marine perspective, but make it much easier to use and controllable, for the Fade.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->


    Thanks for the reply! Fair enough, it shall remain a relic of the past, but an awesome one.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    Oh god the old fade teleport was terrribbbleeee. Please never talk about that thing again, it was disgusting, disorienting, and constantly got you stuck.

    The new fade movement is close to perfect.
  • fallout1333fallout1333 Join Date: 2012-03-01 Member: 147884Members
    It required skill to use so it was removed due to massive forum whining. Just like bunnyhopping needs skill, so they won't put it in. NS2 is watered down compared to NS1. If it requires you to do more than point and click do not expect it in the game.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    it didn't require skill, it relied on the marines not being skilled.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1910062:date=Mar 5 2012, 03:03 AM:name=fallout1333)--><div class='quotetop'>QUOTE (fallout1333 @ Mar 5 2012, 03:03 AM) <a href="index.php?act=findpost&pid=1910062"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It required skill to use so it was removed due to massive forum whining. Just like bunnyhopping needs skill, so they won't put it in. NS2 is watered down compared to NS1. If it requires you to do more than point and click do not expect it in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Fail troll, we're not talking about the NS blink. We're talking about the NS2 alpha blink, which was so bad and clunky that it indeed did rely on marines not being able to aim during those low FPS days as Wheeee said :)
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Watch <a href="http://www.youtube.com/watch?v=5wz8bNXGfoM" target="_blank">NS2HD[44] Fade Tutorial</a> if you haven't seen how the alpha version of blink worked.
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