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blujay
Join Date: 2012-07-21 Member: 154277Members
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Has this community been slowly growing? I find it hard to imagine this game wouldn't be widely successful for a good duration. It's so unique. I played NS1 very briefly and Tremulous for a few years.
Does anyone know if the game is still on track for a 2012 date?
Does anyone know how much money I saved by beta testing (probably $25)?
Has this community been slowly growing? I find it hard to imagine this game wouldn't be widely successful for a good duration. It's so unique. I played NS1 very briefly and Tremulous for a few years.
Does anyone know if the game is still on track for a 2012 date?
Does anyone know how much money I saved by beta testing (probably $25)?
Comments
As for how much you saved: Probably nothing unless you went for the $20 standard edition back when it was first offered.
Has this community been slowly growing? I find it hard to imagine this game wouldn't be widely successful for a good duration. It's so unique. I played NS1 very briefly and Tremulous for a few years.
Does anyone know if the game is still on track for a 2012 date?
Does anyone know how much money I saved by beta testing (probably $25)?<!--QuoteEnd--></div><!--QuoteEEnd-->
It seems to be on track. I should hope the community has been growing. I showed NS2 to my friend last week. He absolutely loves the game and is going to buy it. I doubt that I am the only one who has had such an experience.
Why? because there is <i>nothing</i> that compares to it. If you have a problem with the price well you can<i> geeeet ouut.</i> Good luck finding another game like it.
Anyway first day of play impressions for the devs:
Disclaimer: I played Tremulous. It was terrible. Enough about that.
Biggest learning curve towards being a useful foot(claw?)-man(...thing?) isn't guns, aliens, buildings, resources. It's all fairly simple enough and we covered basically all of it in half a dozen games. What can <i>never</i> be covered in half a dozen games was the <i>map layouts</i>. While the labyrinthine design of the maps is very good for strategic play and the atmosphere or game as a whole, what this game needs more than anything is it's "Blood Gulch". (Excuse unforgivable reference. <i>Heresy!</i>) It needs a map that's balanced with each point having multiple entries but radially symmetrical such that it's very difficult to ever get completely "lost".
I found myself spending more time looking at the map than the game. The ability to manually set way-points that direct me would also help a lot, maybe just 1; and this has to be for both teams of course. That way new players who don't know the maps yet but are otherwise fundamentally skilled in combat can say "this area I want (we need) to protect at all time at all costs"; and in the event it is attacked they can rush back without futzing with the map every other fork.
Eventually, players would stop using it all together, but it's the easiest thing to implement short of a full-bore tutorial walk-through that would improve the absorption of the newbies. It's a crutch, and I don't think it would hurt the overall balance.
I think the map you're looking for is Summit. Symmetrical and very easy to learn and navigate. But if you think they current maps are labyrinths, you should check out some of the <a href="http://imageshack.us/photo/my-images/692/nsveil.jpg/" target="_blank">NS1 maps</a>. They've really toned that part down. :p
Tremulous does it. Although, as I said, terrible game.
<b>It might be "nauseating" to you, or confusing, but to me- turning the camera as my character does actually makes my orientation <i>easier</i>.</b> In order to stick to a surface you need to aim towards it a certain amount. On the ground, this obviously doesn't matter ;) but on a wall or ceiling I often find myself having difficulty judging just how far "down" (for the skulk in question) towards to "floor" (from his current perspective) I need to aim to stay stuck. It's confusing and difficult to scurry along the often-complex roofing without flinging myself off it, because my <i>upper</i> jaw is blocking my view of the land(ceiling)scape. As I approach a large obstacle I often can't really judge the 90 degree changes on it, and I just fall off. Walking helps, but I keep feeling that were the system intuitive I would be able to do much crazier stunts by being more "into the character" That and I have this <i>constant</i> cognitive dissonance trying to play because I am <i>up side down</i> so so should my view-port be, and I should be aiming <i>down</i> to stay attached. To any surface (because that's where my<b> legs are</b>).
End result, it's way harder to run ceilings. Often nary impossible, in my games tonight I saw very few Skulks playing the ceilings. I saw a lot of vaunting off walls, but even then for only brief moments.
I get the whole draconian EVERYONE DOES SAME THING OR A PROGRAMER DIDNT MAKE DECISION!!<i>!</i>!!
But this should be an option if it's at all possible, even if it's not 100% polished.
That, or widen the angle of error for surface-stick so getting over those mean cross beams can be achieved with slightly less accuracy.
Then again, I'll get good at it either way because it's crazy fun. I guess most players aren't as into the 18-inch butcher-blade-arm psycho-murdering-you-alien category of method-acting as I am.