Your ideal next ns2 build changelog
GhoulofGSG9
Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
I've seen this done in other gaming communities and enjoyed reading those threads a lot so here we go:
Imagine you would be put in charge of the current development team and could decide what we work on for the next 1-3 months. How would the next builds change log look like afterwards?
Try to keep it brief and realistic.
Edit: Also i would like to keep this thread focused on posting change logs. So if you want to discuss some changes posted in here either contact and talk to the given poster directly or make a new thread about it.
Please try to avoid referencing to mods and copy paste the changes you like because a mod can change at any moment.
Thanks to everybody who is willing to take the time to write down their ideal change log.
Imagine you would be put in charge of the current development team and could decide what we work on for the next 1-3 months. How would the next builds change log look like afterwards?
Try to keep it brief and realistic.
Edit: Also i would like to keep this thread focused on posting change logs. So if you want to discuss some changes posted in here either contact and talk to the given poster directly or make a new thread about it.
Please try to avoid referencing to mods and copy paste the changes you like because a mod can change at any moment.
Thanks to everybody who is willing to take the time to write down their ideal change log.
Comments
Fixed linux build (You could use gallium nine and use the D3D9 renderer for people running open source drivers; example: https://github.com/axeldavy/Xnine)
- Comp mod as vanilla
- Better and smoother FPS
- Removing ALL walls and ceiling and everything between from commander view from all maps
The FPS thing could be a bit unrealistic though. The rest is very easy to do with a big impact on gameplay.
Could you maybe list the changes of comp mod you like? In case you just want all current changes from comp mod applied to ns2 feel free to copy paste their change log. It's just better to do it this way as comp mod tends to change over time, so directly referencing to it or other mods does not work out as they could change drastically at any point.
@The_Welsh_Wizard +1 for walls, I'm dropping lots of meds on the ledges above the marines.
Apart from that a completed 64bit version would be awesome
P-Res rate for all players decreased to 0.1 from 0.125
Pregame damage only occurs when touching enemy chair/hive
Starting P-Res for Marines increased to 20 from 15
Machine Gun weight decreased to match grenade launcher
Machine Gun cost to 25 from 20
Machine Gun Damage to 6 from 8
Machine Gun Damage to type Puncture from -MachineGun
Mine damage increased to 140 from 125
Increased Mine health to 70 from 20 (mines have 5 armor)
Removed PowerSurge research.
PowerSurge now required a powered Robotics factory.
Reduced cost of PowerSurge from 5 to 3.
Removed secondary effects of PowerSurge (Damage and AttackSlow).
Gorge air friction, air control, and belly slide may be different than vanilla. Allows for "Gorge Bunnyhop" movement.
Gorges can now control which tunnel will be replaced when they place their third tunnel by crouching while placing it - for example, if you hold crouch when placing your third tunnel, you destroy your most recent dropped tunnel end. If you don't hold crouch when placing your third tunnel, you would destroy your 1st tunnel end
Lerk P-Res cost increased to 20 from 18
Moved Spores to biomass 7
Spore damage increased to 20 from 15
Fade hitbox changes reverted, hitbox is now smaller – the fade hitbox is the same as it was before the vanilla hitbox changes (would love that for all aliens)
Fade P-Res Cost changed to 35 from 37.
Advanced metabolize health regen changed to 10 from 15 (it is a start, even though Metabolize as a whole should be gone for good)
Starting P-Res for Aliens increased to 15 from 12
Aliens structures grow three times as slow without a drifter, instead of only twice as slow.
Removed the ability to drop lifeform eggs
Cyst max hp reduced to 180 – every cyst has the same health. (the optimal thing would be to introduce scalable HP values for PVE for different server sizes)
Cysts will be damaged while unconnected
Cyst maturation rate reduced to 10 from 45
Removed Focus
Silence moved to Shade Hive from Shift Hive.
Disabled Regeneration within 3 seconds of taking damage
Remove alien abilities if required biomass is lost from hive death – in vanilla, when a hive dies that puts you under the required biomass to have an ability, you still keep the ability until you die. In Comp Mod, you lose that ability when the hive dies.
Nutrient Mist no longer preserves structures off infestation
Nutrient Mist requires infestation to place
Bilebomb on contamination changed to 1 from 3 (again this is only a start, contamination should be removed completely)
There are some more changes to Comp Mod. If I haven't listed them it is because I don't like them or I am not sure if they are really an improvement / or fit to pub play.
- reduced direct damage of grenade launcher on alien lifeforms
- fixes to marine crack jumping or crouch-jump hitbox or whatever it is
- remove movement restrictions to fade when they use stab ( shud just work like a high damage swipe, keep the charging/delay tho)
- add changes to summit from that amazing summit_andabove version
Sounds good, except the auto upgrade thing. Skulks spawning with upgrades should just never be a thing. You should always have to evovle first.
Eh, I am torn on this. I do enjoy the less fuss as you spawn. But the slight delay that you skip is a large benefit to the skulk spawning. There's a middlegroun however where you can pick upgrades before you spawn, and then autoupgrade with the added delay. Thus removing the clicking, but still preventing skulks from spawning at your feet with full upgrades without seeing them.
EDIT: There are tons of QoL changes that could be made however, I cba to actually put down everything. But for example the ability to pick and switch your gorgetunnels and giving you 100% control over them is something that should have been around for ages, not made by modders.
EDIT2: To further explain the tunnel, the first version in compmod allowed you to place 2 different tunnels, entrance and end which made it possible to replace the one you wanted to change the location of your tunnels. The second version that steelcap made(iirc) you now hold crouch to switch between the tunnels.
- Removed riflebash and made welders a right click ability for marines, reduced the effectiveness of welders against non flammable targets
- Increased the swingspeed of the axe
- Gave Fades a ranged ability via acid rockets, replaced stab
- Significantly reduced the weight of the machine gun, renamed it heavy machine gun
- Removed sprint as it was too good in the early game and it contributed to game's overall lightning pace issue, replaced with a walk slowly button so marines can slowly walk up to something without having to crouch
- Marines that are building are slowed to walking speed to emphasize teamwork
- Swapped spikes and spores, to reduce the effectiveness of lerks in the early game and make it easier to use or fight against for newer players
- Added an armor customization system to allow interchangeable armor pieces with swappable colors and camos from existing dlc
- Revamped the scoreboard to use less resources and gave it a new look
- Finally implemented translucency into the engine to flesh out the appearance of alien structures to be closer to the initial renders
- Added a Biomass Counter for the marines to emphasize the role of biomass prevention as a marine player, biomass counter is updated via the last spotted alien ability and hive kills
- Changed Xenocide to require the skulk to fully charge before exploding to prevent accidental deaths as a new player
- Made all instances of ground play to be in first person view, respawning, evolving, and spectating.
- Added a new spawn selection menu to give players more control as to where they want to respawn
I would love this.
- Improved ambient occlusion.
- Implement this card - https://trello.com/c/qKdFTBqU/122-remove-alien-weapon-switching.
- Implemented Killcam.
- Reduced fade claw hitbox.
- Implemented Matchmaking.
- Integrated 64-bit.
Maps
- Released Jambi as an official map (with graphical overhaul of course).
- Released Hera (trololololololololol)
SDK
- Increased effectiveness of Occlusion Geometry.
- Occlusion Geometry can now be built automatically, all geometry (not including those in transparency layers) and props will automatically generate occlusion when you refresh reflection probes.
- Added a button to automatically detect and apply commander invisibility to appropriate props and geometry.
- implemented this card - https://trello.com/c/fcrvtHrb/8-entity-events
- Exo changes, railgun – Seems strong, not fun for lerks. Also think it would be better if exo's were more effective when moving so it discourages camping with exo's.
- Machine gun unlocked on advanced armory – let's actually see the weapon used and go from there.
- More specific player damange feedback on when you are getting hit. Hurt sounds/visual feedback immediately on amount of damage received.
- Add a more distinct medpack effect to marines so aliens can clearly see when a marine is receiving meds or just did. Perhaps the marine would turn another color.
- Add lifeform player numbers to hud so you can quickly see what lifeforms your team is playing.
- New server Browser menu – make it cool like the new play menu.
- Implement Translucency to alien structures like IeptBarakat mentioned. I think it would give the game a great look.
- Player Stats – tracking of weapon kills. Counters for things done during a round that would be fun to keep track of. Make the game feel like even in a bad round, at least you added stats to something you can track.
- Bot Positional and Rotational tweening added to prevent bots snapping to firing positions
- Implimented BotSkill s_var to adjust bot perception, reaction time, and aim adjustment precision
- NAVMESH replaced with newly implimented NAVVOX Navigation Voxels in the style of AAS to allow smoother dynamic routing for all bot lifeforms
- Isolated bots in psuedo client VM to limit bot logic cpu load on servers
- Refactored existing netvars to slim down packet density by over 60% (Thanks Ghoul)
- Launched 3 new Official (non-rookie only) 20 player (9v9 +2 spectator) servers
- Fixed Whips
-Get 64 Bit ready and tweak performance!
I run a 6900k @ 4400 Mhz with 1080ti sli and still dip down to 50fps on heavy hive pushes......
With this machine i should never run below 144 fps imo.
I remember times with older builds that did run smoother than todays builds.
Second:
-With 64bit get more skins and customization dlcs. for example: pistol skins, armors, new models.
This will increase the income to pay your checks and keep the game in developement.
Third:
-Implement compmod changes like home said. Compmod is created and updated by people who know this game better than anyone else. you should listen more to the comp scene in terms of balance.
And last:
Get this one ready:
https://trello.com/c/s4KUmsnx/328-end-game-summary-ui-future-work
i fcking love this screen.
And this even makes mapvote easier. currently a lot of new players dont get it when there is a map vote going and how its done.
- Show what loadout a player has visually with icons including welder, mines, grenades, gun type (SG, MG, GL), jetpacks, exos, tunnels, alien upgrades, and even lifeforms. This would replace the text in the scoreboard.
Here are some examples.Mines Icon
Cluster Grenade Icon
Gas Grenade Icon
Pulse Grenade Icon
Open Tunnel Icon
Closed Tunnel Icon
In this picture you see a skulk who has a closed tunnel. Marines killed the end that was placed in falls on biodome. This is useful information because he could go gorge again, and place a tunnel somewhere when the opportunity arises.
In this picture you can see some marines have a lot of equipment.
In this picture a lot of marine had bought grenades to kill a tunnel in falls on biodome.
- Bring back Shadow Step (Fade).
- Stronger DPS/HP Babblers (Gorge).
- Cycle between new and old spores mechanic (Lerk).
- Bring back claw exo with dual research (without second CC).
- More Jetpack fuel and give it a overheat mechanic (Marines).
- 64 Bit
- Stronger and cheaper Macs\Drifters so the commander has more control when it comes to building (Commander).
- Special hotkeys for med packs/ammo packs/beacon without having to get to the sub tab (Commander).
- Progression system for unlocking skins ranks.
- Make Flametrower drain energy faster (Marines).
Will update once my hamster starts running again.
- Gorge belly bounce
Fixed strange oddities that happen due to animation updates, mostly those due to jumping and running with weapons.
Added skinning and material swapping into engine.
Reworked the customization menu to work how originally intended
Ran a pass on art and swapped texture atlasing with material swapping
Fixed all female Marine view models using the deluxe edition mesh
And most importantly, gave the editor some much needed
- Fixed the quickswitch system (ever quickswitched after getting xenocide or logging out of the hive?)
- Properly networked tech info to spectators. This will retroactively populate the insight graphs for specs who join late, and fixes research bars resetting when switching cameras. It will also allow specs to display the teams' techmaps
- NS2+ implemented in vanilla game
- ENSL Gather implemented inside game
- 64bit modding madness
- Hugh Head Trophy collectible
-removing health bar
-rework useless abilities like fade's stab
What I propose:
-rework whip (it is ridiculous in comparison with sentries imo)
-removing the weapon picking cooldown full reset when marine pick a weapon and drop it(temporizing) allowing their mates to pick it back when respawning:
the "weapon on the floor Lifetime" should not be fully restore when quickly picked just to be instanly dropped after. It feels just way too unfair
when alien trade kills. Instead, this weap lifetime should restore as it lasts in marine hands.
-allowing mouse button in control option (even though you can currently use auto-hotkey to get around the problem, it can discourage new player especially for commanding)
-grenade launcher does friendly fire(less damage to mates than the user) no matter what (con: grief anxiety)
Increase lerk bite cone
Fix railguns, in one of the ways discussed in the railguns thread
Allow us to see team res when dead
Decrease gl pdamage
Customizable com hotkeys, or at least make it harder to accidentally hit beacon
Improve gorge tunnels, as mentioned above
Either allow marine to use both axe and welder, or make welder a straight upgrade to axe
Add additional balance tweaks based on player count (eg hive health)
Reduce alien hitboxes, but not a straight revert (old hitboxes had holes iirc)
Revert hitbox changes (and the subsequent hp buffs), patch up the few holes.
Remove dual railguns, have singles, and buff single railies a bit.
Nerf GL pdmg.
Put silence back in shade (possibly reintegrate with camo? it isn't broken imo), remove camos LS, remove crush, remove focus.
Rework commander hotkeys to be used more globally and so they dont conflict with each other.
Fix sound occlusion, it's awful.
Put shadowstep back in and tweak blink in response, though some shadowstep rebalancing would be in order.
Remove metab, possibly add researchable passive? Or buff fade regen in some way?
Replace stab with acid rocket or some kind of cc, to allow for ranged kiting/harassing fades.
Nerf FT ammo a bit, buff energy sap a bit.
ADD TRANSLUCENCY DAMN IT.
Allow Gorge tunnels to be placed almost anywhere, except in vents.
Return silence to shade tree.
Allow camouflage to fully cloak non-moving aliens at 3 veil, blurry images only on moving aliens and veil 1 & 2 (moving or stationary).
Increase Skulk left & right floor strafe speed.
Increase Skulk sneaking speed.
Increase Skulk vertical jump height.
Allow for leap research on hive 1.
Extend xenocide damage radius.
Rework Fade stab into some feasible or remove it from the game entirely.
Provide temporary parasite on Marines standing on infestation, remove it as soon as they step off of it.
Add a map entity that allows holes in glass and vent openings to glow when alien vision is on.
Work on Kodiak, Derelict and Eclipse' s map layout / flow to increase their play-ability.
Remake combat mod exactly the way it was originally, reintegrate it as an official game mode and rename it to something else to avoid problems / confusion with standalone combat.
What.