4 Betas And...

EEKEEK Join Date: 2004-02-25 Member: 26898Banned
edited April 2004 in NS General Discussion
<div class="IPBDescription">Combat?</div> So far, I'm going to say that beta 1 combat was the best. The games weren't short, but the combat was furious, frenzied, and incredibly fun. Every beta it gets stupider and stupider. Drop this stupid idea that combat games are supposed to be short, it's not gonna happen if you keep fade and onos the same in both CO and NS.Combat games should be like they were in beta 1: No tactical worrying about resources, just massive bloodbath fun.

Every single beta ruins combat a little more, because Flayra has this entirely unrealistic idea that people are going to like playing 10 minute games. The only thing I can say is that beta 2 and beta 1 spawning systems SHOULD have been combined. There is absolutely no reason why this hasn't been tested yet.

Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    But Combat games ARE suppose to be short. Ever since it was announced, Flayra's said co_ games are supposed to last no longer than 10-15 minutes. I do think he has completely the wrong approach towards fixing this, but it needs to be done somehow.
  • Los_Angeles_DodgersLos_Angeles_Dodgers Join Date: 2004-02-28 Member: 26943Members
    I like long combat games, they are very fun. games that last like 5-10 minutes are not. So I think the creater should just drop the idea of trying to make combat games shorter...
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited April 2004
    <!--QuoteBegin-Zek+Apr 25 2004, 01:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Apr 25 2004, 01:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But Combat games ARE suppose to be short. Ever since it was announced, Flayra's said co_ games are supposed to last no longer than 10-15 minutes. I do think he has completely the wrong approach towards fixing this, but it needs to be done somehow. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Having played short combat games, and having played long combat games.

    Short games are ****. They're not fun. You'll be running around, having fun, and then just when it's getting exciting, you get to spend the rest of the game in the spawn queue because the other team is obliterating everyone. That's not fun. Short multiplayer games, in ANY computer game, are not fun. Counter-strike even has long matches. You finish one round, but you're still playing the same match, instead of starting over from scratch, and you benefit from it.

    Even a simple game with simple gameplay, Tribes was most popular with hour-long matches because they'd get VERY frenzied, and VERY intense. No one really liked the servers with 20 minute game timers. You'll be getting pumped up, dodging spinfusor blasts, you jet over a swooping bomber, and plant and disk of your own on the nose, it'd smash into a hillside, then you'd pivot, bring the 'fusor to bear on the ene- ROUND OVER - DIAMOND SWORD WINS! PSht

    The only possible way to make combat games short 10 minute games is to:

    1) Makes jetpacks, fades, onos work differently in combat.

    2) Make the game complete **** to play, and not fun.

    And Flay doesn't want to do number 1.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    EEK, short games aren't fun when the spawn system has been nerfed such that the losing team spends the second half of the game in the queue. I know that. That's why Flayra's method of nerfing spawning in order to shorten games only makes them slower-paced and more boring. What we need to be doing is changing the game itself to make base attacking easier, but allowing people to spawn in very quickly(possibly even return to the system where everyone in the queue respawns at an interval).

    Remove Gorges and stop welders from healing the CC. That way every attack actually has a lasting effect, and games will end much sooner without stalemates, without spawnkilling and without long queues.
  • XirConXirCon Join Date: 2004-01-31 Member: 25865Members
    Actually if you want to make the games shorter and without the spawn camping simply separate the target from the spawn. It's a pretty simple solution though, of course, it would require map changes.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Right now if the marines let the alines tech up they are screwed. The only way I see this not being a problem is if the aliens had a harder time defending thier hive then they currently do. I think seperating spawn locations from target locations is a brilliant idea, it would shorten the games without spawn camping being very effective.
  • paranoid1paranoid1 Join Date: 2003-06-07 Member: 17072Members
    The spawn system ruins the game.

    If i wanted to watch other people play while i was dead i would play CS.

    Combat was supposed to be fun but with the spawn rates now i will not play combat at all.

    Take away being able to weld the CC and remove the hive self healing and give them both 20,000 HP and then bring back the spawn wave or a 5 second spawn.

    Even now i still play TFC and the reason I still play is because it is a constant game....spawn, kill, die and respawn straight away, you don't have to sit there and wait.


    makes the games more fun to play
  • DerangedDeranged Join Date: 2004-04-07 Member: 27774Members
    <!--QuoteBegin-EEK+Apr 25 2004, 01:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EEK @ Apr 25 2004, 01:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [QUOTE=Zek,Apr 25 2004, 01:15 PM]

    Even a simple game with simple gameplay, Tribes was most popular with hour-long matches because they'd get VERY frenzied, and VERY intense. No one really liked the servers with 20 minute game timers. You'll be getting pumped up, dodging spinfusor blasts, you jet over a swooping bomber, and plant and disk of your own on the nose, it'd smash into a hillside, then you'd pivot, bring the 'fusor to bear on the ene- ROUND OVER - DIAMOND SWORD WINS! PSht <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    that brought a tear to my eye and reminded me of all the good times playing tribes and tribes 2 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    2 hour match = great times! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • FreagaZFreagaZ Join Date: 2002-11-09 Member: 7894Members, Constellation
    Heh, I agree that b3.1 was the BEST combat so far... Also the scoring system was very nice <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Anyways it seems that there is more to this fix-to-nothing beta than what an Average Joe can see... I wonder what's this hassle with Big Unannounced System anyway. I also wonder if the PT's actually play those pub combat games (not just private betas consisting of ppl who dont just try any cheap trick to get those frags <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)

    Also I'm amazed by this supposed need of teamplay for CO. Isn't CNS supposed to be the teamplay MOD where CO is just an addition with more individual oriented DM style play? It seems like the guy mentioning "identity crisis" was right.
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Actually if you want to make the games shorter and without the spawn camping simply separate the target from the spawn. It's a pretty simple solution though, of course, it would require map changes. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Agreed. The spawn system and maps could be modified so that marines spawn simultaneously in an airlock or something, and have to move into the room with the comm chair. Maybe something similar could be done for aliens.

    I can't think of any other solution, but watching teammates spawning in one at a time to get owned is pretty boring. On a server with 10 a side, it feels like CS all over again...

    If I wanted to watch people play I would spectate.
  • paranoid1paranoid1 Join Date: 2003-06-07 Member: 17072Members
    <!--QuoteBegin-XirCon+Apr 25 2004, 05:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XirCon @ Apr 25 2004, 05:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually if you want to make the games shorter and without the spawn camping simply separate the target from the spawn. It's a pretty simple solution though, of course, it would require map changes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I can't remeber the name of the CO map but when it came out in the beta testing before 3 was released...the spawn was in another room from the CC and guess what?

    The spawn room was camped and spawn killed while a lone skulk chomped the chair....it became a choice...defend the spawners or defend the chair.

    The map and spawn points were changed.
  • XirConXirCon Join Date: 2004-01-31 Member: 25865Members
    edited April 2004
    Of course that would happen if the aliens were allowed into the spawn. It's very easy to make it to where you are telefragged if you try to enter spawn. The only question would be how you design the doorways to reflect the fact that if you try to go through you'll die, yet still fit in atmospherically (such as huge indestructible turret farm in rine spawn, mines around the doorway that "blow up" but don't go away, etc).

    To prevent alien spawn camping several vent exits + a couple main exits for bigger lifeforms would work fairly well as long as the same protection is in place to prevent the rines from walking into the alien spawn. Then to prevent rines shooting in you could do another things such as walls, alien invulnerability while they are in the room or for a couple seconds to allow them to flee to a safer area, constant umbra (though wouldn't protect from nades), etc.

    There are many ways to fix such a problem.
  • oOgAoOgA Join Date: 2004-01-29 Member: 25715Members
    B1 combat was fun ..kindda agree with that too only if the fades and onos hav new hp and armors. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    simple, take out the welder and the gorge
  • G8ToRG8ToR Join Date: 2003-12-28 Member: 24826Members
    edited April 2004
    ok... not to be baggin on the NS team... but beta 4 spawn system sucks... combat was suppose to be fast and furious, but it ended up very very fast and cheesy... to tell the truth, i enjoyed a lot many of the long 40 min games (i also noticed that the server was never empty during this fierce games so i might not be alone with this)... my point is that the spawning system in beta 1 was ok because it was based on your level (maybe a bit shortened was better) but i really liked beta 2... sure games were a tad long but they were <b><u>fun</u></b>!(which i think weighs the most)
  • Axel_StoneAxel_Stone Join Date: 2003-08-05 Member: 18993Members, Constellation
    I agree, 10-15 min games arent fun that often, especially with the current spawn system. The endgame is what REALLY makes it suck, I always feel craptastic afterwards on the loosing team, its never a "gg" anymore if you loose. Its **** spawn camping on the loosing team now. CO maps I thought were supposed to be overall fun. I lurve NS maps, but CO was a refreshing change... till recently. Oh well, more NS map playing now. Its what made NS what it is. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I remeber in combat B1, once in a blue moon you would hear someone complain that they wish they could be a Combat Gorge. Seems now you can't go a round without at least two people mentioning that the "new spawn system sucks" in B4. If the price to pay is simply longer games I would rather see the B1 or B2 spawn system restored, I honestly think that there are other better ways to shorten the game then the current spawn system.

    To say it flat out, getting killed every 20 seconds before you can swing your gun around just isn't fun anyway you cut it. People need to be able to move before they die.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    <!--QuoteBegin-XirCon+Apr 25 2004, 10:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XirCon @ Apr 25 2004, 10:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Of course that would happen if the aliens were allowed into the spawn. It's very easy to make it to where you are telefragged if you try to enter spawn. The only question would be how you design the doorways to reflect the fact that if you try to go through you'll die, yet still fit in atmospherically (such as huge indestructible turret farm in rine spawn, mines around the doorway that "blow up" but don't go away, etc).

    To prevent alien spawn camping several vent exits + a couple main exits for bigger lifeforms would work fairly well as long as the same protection is in place to prevent the rines from walking into the alien spawn. Then to prevent rines shooting in you could do another things such as walls, alien invulnerability while they are in the room or for a couple seconds to allow them to flee to a safer area, constant umbra (though wouldn't protect from nades), etc.

    There are many ways to fix such a problem. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Maybe a big "phase" effect in the marine spawn room, so if a PG would frag a alien so would a room full of it. I don't know it just seems like a fitting way to stuff it into the story.
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    edited April 2004
    Beta 1 was fun because that was the first release publically (I myself was getting sick of combat playtesting <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) and everyone was first learning the game. Now, everyone is so hot headed about GL's/Xenocide/Being Devoured (yawn)/Focus/Web's. Combat hasn't been changed much, except the spawn system, item point change's, gorge, and the player's.
  • G8ToRG8ToR Join Date: 2003-12-28 Member: 24826Members
    i really thought beta 2 spawn system was almost up there... b1 kinda sucked because it took like 30 seconds to spawn at times... maybe a good spawn system calculates x number of enemies at a base and spawns x number of guys and there should be like a ±y variable in spawning... this is just me...
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