About Unchained Servers

AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
edited August 2004 in NS General Discussion
<div class="IPBDescription">(or rather the lack thereof)</div> Look, I know you consider it too overpowering for the aliens. While I partly want to argue that it isn't because of it being overpowered as much as the aliens actually being a desirable team for the more skilled people, now that you can play around more(Im talking about aliens getting stacked), my primary concern is that anyone cares that the aliens get slightly overpowered.

Everyone hates losing as aliens, right? Running around, getting shot by motiontracking marines who have no dice with you using silence. Or worse, the end-game "spawncamp" while the hive is being shredded by 30 HMGs that are really just pointing in it's general direction, because the skulks are much more fun to shoot.
Meanwhile, losing as marines can, and often <i>is</i> fun. In it's own masochistic(sp?) way. Countless times have I run down the ramp leading out of the base, screaming like tarzan in my mind, pretending to be rambo with my HMG(and promptly got devoured).


Now, unchaining doesn't make marines win like 30% of the time or less instead of 50-60%(I have no clue about the actual stats), but rather, 45% or so - depending on how many players are regulars. Or otherwise skillful.

Some server admins dislike the fact that marines are losing more than they are winning on unchained servers, so they don't want to install it on their own server(This is not counting the servers that don't use any plugins in any case). To them I say:
Who cares? Let marines lose a bit more than usual, nobody is going to commit suicide, and all other players are going to be happy for the suddenly less rigid game.
Besides, if you find that sensories are too spammable, you can get the plugin that makes them cost 15 res, and DCs 12. This is in the Asylum server, and not too long ago I saw aliens lose 3 times in a row regardless of unchained or not.

Sure, superduper-clan-style aliens with extreme organization capabilities might totally overpower any marine team, but seriously, that only happens in clan matches, and possibly PUGs. And if some random pubbers can get an equal or near-equal level of organization... Well, don't they deserve to have a bigger chance than if they were all just "Ill save for fade""Ill save for fade""Ill save for onos""someoen make DCs im saving for fade" like you usually encounter?

<b>Of course, if you think your server is just fine, without any stacking in the marine team at all, then sure, it's your server after all. This is just the facts. </b>
Aliens do not ever have fun losing, marines usually <u>do</u> have fun. Therefore, marines losing more often than aliens would be the logical way to let something unbalance the game.



Please, think of the players!
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Comments

  • WyzcrakWyzcrak Pot Pie Aficionado Join Date: 2002-12-04 Member: 10447Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue
    Server in sig is unchained.

    Good luck with your argument.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited August 2004
    Yes Wyzcrak, thats all nice and good, but the thing is, you're a drop in the ocean. I know of 5 unchained servers total, and only one is near enough for me to be willing to play on it. Meanwhile, there are aprox 450 NS servers out there.

    A more likely ratio of unchained servers would be 100 of these at any given time(counting the fact that around half of these servers are Combat mode at that time), rather than the current... 20? 25?
    It's just depressing. A plugin with the capacity to make the game fun, without being gimmicky, and less servers use it than the gimmicky plugins, because its "unbalanced".
  • WyzcrakWyzcrak Pot Pie Aficionado Join Date: 2002-12-04 Member: 10447Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue
    I understand. I can't wrap my head around the mindset that unchained is more harmful than helpful to gameplay.

    Anyway, my gesture was sincere: good luck.

    You're welcome to enjoy our server whenever there's a slot open.

    Be well.
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    Points to sig...

    Come and join us...
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    We are currently deciding to put unchained chambers on the monkey den, altho most of the time we are playing sieges or 104 maps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Lord_ChambersLord_Chambers Join Date: 2002-11-03 Member: 6160Members
    Unchained chambers means what?
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited August 2004
    Unchained chambers as in any type of upgrade chamber can be built at any time, but you can only evolve 1 upgrade per hive that you have. Anyway I really feel that right now if marines have a commander that even sort of knows what he's doing, aliens lose. I've played so many more alien lose games then marine lose games its incredible, and I feel that this could help out.
  • ElderwyrmElderwyrm Join Date: 2003-04-07 Member: 15296Members
    Meaning there is no hive requirement to drop any types of chambers. Although you can still only get 1 upgrade per hive.
  • DoggDogg Join Date: 2003-03-31 Member: 15063Members
    edited August 2004
    The Unchained Chambers Plugin was installed on the Texas server (22 players) for a week to test. Most normal players LOVED the plugin. It gave options for the early skulk and prevented newbies from getting kicked/banned/ridiculed for dropping the "wrong" chamber and "ruining any chance of winning". The games were very balanced and even more importantly... more fun because they were less stale from the alien perspective.


    The effect on game wins was minimal, because by the time you have enough res for even two fully upgraded chambers (say, 3 sense and 3 DC), the marines had upgrades and possibly heavy weapons and the res could be better spent on a hive or fade. If you weren't getting many kills, you were wasting 2-4 res each life to use the upgrades.

    But othertimes, a couple skulks who were good with silence, celerity or cloaking could change the tide of the early game. This was the exception (even though many admins are afraid it would be the rule).

    The plugin was removed because the owner didn't like it. I played everyday and heard nothing but praise about the new plugin... but the owner, of course, had final say.

    *Edit: Also... If you've been with NS for a while, you'll know that the game is horribly unbalanced in the marine favor in Large servers (24+ players). I think this plugin would give aliens the edge they need in those larger games. Each skulk they encounter would have a different ability instead of the current "Oh, they have sensory? build an obs at our locked hive... gg".
  • ScribblesScribbles Join Date: 2003-11-05 Member: 22323Members
    Wouldn't the apropriate action be to find a way to balance it?
    Maybe make the marine upgrades a little stronger?

    Shouldn't that be easy to do with plugins?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    There is an unchained chambers plugin and noone uses it because it kills all the ns gameplay, makes it more like combat, less gorges drop rt or 3 chambers of the same kind what makes aliens loose a lot.

    Why use the unchain plugin when you can just play combat?
  • DoggDogg Join Date: 2003-03-31 Member: 15063Members
    I know NS was designed a certain way, and this plugin interferes with that... but I don't see how DC first, MV second, SC third every single game makes for better gameplay.

    Everything is the same as without the plugin, except you could drop a strategic SC in, say, the double reource area... or get one movement chamber and Mov Rush the locked down 2nd hive... allowing for some kind of comeback.

    It opens your strategic options when in a pinch, but if everything's going smoothly, it doesn't affect anything.

    If your gorges decide not to drop res, that doesn't have much to do with the plugin. You will lose until you learn to drop res. It's a good plugin anyhow. I know I wont change anyone's mind. I'm just trying to work up the capitol to start a large server with this plugin myself and stop trying to convince everyone else to install it.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    <!--QuoteBegin-Ollj+Aug 26 2004, 05:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Aug 26 2004, 05:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is an unchained chambers plugin and noone uses it because it kills all the ns gameplay...

    ...makes it more like combat

    Why use the unchain plugin when you can just play combat? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    How? Is it because skulks can actually use the upgrades most suited to them early game without being shunned? Because heaven forbid they can choose an upgrade that isn't redemption, regeneration or carapace.

    <!--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-->...less gorges drop rt or 3 chambers of the same kind what makes aliens loose a lot.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That's not the fault of the plugin. That's the fault of the players not being used to unchained gameplay; either that, or they're crap.
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Dogg+Aug 26 2004, 04:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dogg @ Aug 26 2004, 04:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I know NS was designed a certain way, and this plugin interferes with that... but I don't see how DC first, MV second, SC third every single game makes for better gameplay.

    Everything is the same as without the plugin, except you could drop a strategic SC in, say, the double reource area... or get one movement chamber and Mov Rush the locked down 2nd hive... allowing for some kind of comeback.

    It opens your strategic options when in a pinch, but if everything's going smoothly, it doesn't affect anything.

    If your gorges decide not to drop res, that doesn't have much to do with the plugin. You will lose until you learn to drop res. It's a good plugin anyhow. I know I wont change anyone's mind. I'm just trying to work up the capitol to start a large server with this plugin myself and stop trying to convince everyone else to install it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The thing is- unchained chamber is a great idea.

    The problem is: Your dealing with human beings.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited August 2004
    <!--QuoteBegin-Ollj+Aug 26 2004, 06:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Aug 26 2004, 06:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is an unchained chambers plugin and noone uses it because it kills all the ns gameplay, makes it more like combat, less gorges drop rt or 3 chambers of the same kind what makes aliens loose a lot.

    Why use the unchain plugin when you can just play combat? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Would you like to participate in the argument, or just make generalizations? Unchained chambers doesn't make NS like Combat in the slightest. Not even close. The only similarity at all is the fact that you can actually choose your own upgrade if your team has the chambers for it. This combined with actually being able to use sensories only adds strategy and flexibility to the alien team, not to mention making them fun again.

    The reason gorges waste res on chambers and make the team lose is because they aren't used to the plugin. It's no different than gorges who are new to the game dropping sensories first, or saving for Onos, or whatever else. That problem goes away on servers that have been using the plugin for a while.
  • jumpingjodajumpingjoda Join Date: 2003-12-14 Member: 24367Members, Constellation, Reinforced - Shadow
    When i get my clan server i'll definatly test it!
    I actually played twice on an unchained server and it was far more fun then the regular "DMS or kick" order.

    But i think it should be pub only, clan play would get very imbalanced.
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    The fr31ns server has been using it for about 2 months but with the regular chamber prices (10 a peice) instead of the plugin defaults (D 12, M 10, S 15). I can tell it's not been used to its full potientail on our server, but it's an obvious alien advantage.

    Some have concluded that early sensory was really one of the biggest problem and aliens could dominate early game with 1 to 2 strategically placed sensory chambers . The counter (pack travel + scans) was really too slow a pace to expand. I also think most of the COMMS forgot how to counter sensory in the early part of the game because the aliens could always drop any chamber for higher life forms at any time.

    Others point out that focus fades at two hives really wreak havok. You have Hit&Run attacks with twice damage and you still don't lack movement chambers for defending hive locations.

    For the marines, it can be quite expensive. The COMM ends up buying an early OBS and later upgrades. Any TF / PG / Seige station pretty much requires an OBS. Sneak PG rushes, without careful scans are often much harder to make successful.

    We're at the point of discussion, on the server, of removing it completely or adjusting the chamber costs to help balance out early sensory. We'll likely try the cost change before removing it completely.

    My feelings are pretty much like everyone elses that "kinda" like unchained. One gorge can't ruin the game for others and it was fun to try. Without further restrictions (maybe more than just chamber costs), it's a bit too overpowering for an experienced alien team.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Hehe from what I hear, the unchained servers play rather well, but fiddle around with the balancing of the game. Unfortunately as my router is teh suxx0rz at ping management, I can't play anything online.

    @Ollj : I thought you were supportive of getting rid of the DMS build order? Or have they somehow brainwashed you?
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    I'm hearing plenty of praise here. If we drowned Ollj in a river, we'd be set.

    On a more serious note, rather than making the chambers of different hard-coded prices, perhaps the better method, which I have just devised on the spot, is to keep using the old Hive Chamberlock system, but rather than being prohibited from building unsupported chambers, they could simply cost more until they are supported? What I mean is, well, look at this example: Say the first chamber dropped is a Sensory. Henceforth, while the first Hive lives, Sensory Chambers cost 10 resources. Until a second Hive is dropped, the other chambers cost slightly more; say, 13. Then, when the second Hive finishes building, all of them will go back to 10 until a second Chamber is dropped - for the sake of the example, let's say Defence. Then, Defence and Sensory Chambers would cost 10 resources, while Movement, having been again denied a supporting Hive, would revert to costing 13. As it happens, the Marines haven't been thinking about these details, and have instead decided to concentrate on sieging the first Hive, which they do successfully. Thus, the Hive supporting Sensory Chambers would be destroyed, so they would again cost 13 resources.

    I should probably transfer that to the thread in Ideas and Suggestions or Public Beta Discussion, but my point of posting it here is that the balance issues raised are already minimal, and I believe that with easily devised and implemented changes like these, even those problems could be eradicated.

    Like all ideas, the theory of Unchained Chambers needs some time and testing to be balanced fully. To those who cry imbalanced I say: Give it a chance.
  • God_KillerGod_Killer Join Date: 2004-02-16 Member: 26592Members
    One big chance marines can have are ninjas, make lonely stealth marines make pgs-sieges-etc.

    With unchained, sof can be used anytime...

    I'm not crasy about unchained but...
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    edited August 2004
    Many people who support game altering plug ins fail to see the bigger picture of NS. So intent are they on fixing a perceived problem that they aren't looking at how their actions are affecting the game as a whole. <i>Never forget that when discussing balance, that the ultimate goal of NS is to reward the more skilled team with a victory.</i>

    The whole problem with the alien side of the game is that they must be limited by both hives and resources, while marines are limited solely by resources. When increasing or decreasing the importance hives vs resources one must think of the game as being on a spectrum, with hives being useless on one end, and hives being all important on the other. 1.0 will provide us with a good example of the hives being all important. There the game was decide almost totally by if the aliens could get a second hive before the marines could get a two hive lock down. An example of the other end of the spectrum is the unchained plug in, where hives add only spawn points, attacks, number of upgrades and armor. <i>(Yes, I know that it isn't anywhere as far out as 1.0 but it is an example)</i>

    The problem with reducing the importance on the hives, is that doing so fails to reward the marines. If the marines are skillful enough to take and hold two alien friendly rooms that are much closer to the alien spawn then their own I think they deserve a large advantage over the aliens. Just as I believe if the aliens are able to take and hold their two other hive rooms that they deserve to have a large advantage over the marines.

    <b>So, before you declare yourself in support or against the unchained plug in, first ask yourself "Do I think hives are too important right now?"</b>
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    <!--QuoteBegin-Machiavelli+Aug 29 2004, 02:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Aug 29 2004, 02:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Many people who support game altering plug ins fail to see the bigger picture of NS. So intent are they on fixing a perceived problem that they aren't looking at how their actions are affecting the game as a whole. <i>Never forget that when discussing balance, that the ultimate goal of NS is to reward the more skilled team with a victory.</i>

    The whole problem with the alien side of the game is that they must be limited by both hives and resources, while marines are limited solely by resources. When increasing or decreasing the importance hives vs resources one must think of the game as being on a spectrum, with hives being useless on one end, and hives being all important on the other. 1.0 will provide us with a good example of the hives being all important. There the game was decide almost totally by if the aliens could get a second hive before the marines could get a two hive lock down. An example of the other end of the spectrum is the unchained plug in, where hives add only spawn points, attacks, number of upgrades and armor.

    The problem with reducing the importance on the hives, is that doing so fails to reward the marines. If the marines are skillful enough to take and hold two alien friendly rooms that are much closer to the alien spawn then their own I think they deserve a large advantage over the aliens. Just as I believe if the aliens are able to take and hold their two other hive rooms that they deserve to have a large advantage over the marines.

    <b>So, before you declare yourself in support or against the unchained plug in, first ask yourself "Do I think hives are too important right now?"</b> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    1) Thank you for informing me that I'm short-sighted for disagreeing with you.

    2) <b><i>Only</i></b> another spawn point, a Movement Chamber teleport location, an extra ability, an extra upgrade slot, <i>and</i> an armour buff? <b><i><u>Only?!</u></i></b>

    3) Actually, as the Hive would retain most of its benefits, it'd still be very rewarding for the Marines indeed.

    4) Thank you again for telling me that I can't see my own point, because it isn't the point with which you agree. After all, your opinion is indeed worth so much more than everyone else's.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    As long as Leap, Meta and BB remain that second Hive will remain the game maker/breaker. Unchained mostly boosts 1 Hive Aliens midgame (not much earlygame for a lack of ressources - a 3 SC earlygame strat is still extremely risky), with a mild boost by the 1 SC they can afford within the first 4 minutes without gimping themselves.

    And if for some reason you think midgame 1 Hive aliens are overpowered atm, you might want to stop pointing the business end of the LMG at yourself and use it the way it was meant to.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Machiavelli+Aug 28 2004, 12:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Aug 28 2004, 12:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> An example of the other end of the spectrum is the unchained plug in, where hives add only spawn points, attacks, number of upgrades and armor. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    In other words, hives still retain almost all of their original importance and hive 2 is still crucial to the aliens for all the same reasons. I hardly consider that "the other end of the spectrum." Have you played on an unchained server? Aliens are still highly dependent on reaching hive 2, for all the reasons you were kind enough to list for us. You know, trivial stuff like Leap, Bile Bomb, Umbra, Metabolize and Stomp.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    Unchained servers are fine balanced.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Machiavelli+Aug 28 2004, 11:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Aug 28 2004, 11:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> An example of the other end of the spectrum is the unchained plug in, where hives add only spawn points, attacks, number of upgrades and armor.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, because we all know these abilities are useless, and not worth getting... <img src='http://www.stateofchaos.net/forums/images/smiles/no.gif' border='0' alt='user posted image' />
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    edited August 2004
    Not to mention increased armor absorption.

    Let's face it. With the unchained plugin, the aliens have a better chance at surviving with just one hive, because they don't need to 2nd and 3rd hive, not to mention Leap, Bilebomb, Umbra and Metabolize, right?

    I think you need to think out your post clearly next time Mach. The aliens still need the 2nd and 3rd hives because without them, they're pretty much screwed when the heavy weapons roll in. Heck, I doubt a 1 hive Onos would be able to stand up against a Lvl 0 HMG relying solely on Regen withput Celerity, or not having Stomp.
  • LegatLegat Join Date: 2003-07-02 Member: 17868Members
    edited August 2004
    I played a lot on unchained servers lately. (mostly on tactical gamers)
    In fact, I almost exclusively play unchained nowadays. I experienced no real imbalance or tendencies towards aliens winning more games than marines, as long as there were players which are familiar with the plugin.
    The game balances itself pretty good as soon as the players adapt to the new circumstances.

    It is, however considerably more fun both as aliens and as marine.
    Thats true. I love playing marine on unchained servers, because its more thrilling. You simply cannot predict what happens to you.

    Also, it definately cuts down on marine ninjas and sneaky phasegaterushes because of early sensories, which is a good thing IMHO.

    As aliens, it adds whole new levels of tactical possibilities, and it's especially big fun for gorges, which are more likely to be involved in the teams progress.
    The gorges responsibilities tend to be more than just capping res and build dcs in the first 2 minutes, then save for hive.

    I also experienced more comunication between the team and the gorges(may depend on the server however) as the team more actively uses the chambers that are available.

    I recommend you to play it for some time and get used to it. We need more unchained servers, so if you are running an NS server, please, I beg you, give it a shot!
    And don't listen to rambo rines leaving the server crying "OMG teh imballance! suxxors!11"

    They are usually cry because they got eaten by cloakers repetedly. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    edited August 2004
    <!--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-->The thing is- unchained chamber is a great idea.

    The problem is: Your dealing with human beings. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <span style='font-size:8pt;line-height:100%'>One of these sentences invalidates the other! Also, arbitrary judgement calls are funny.


    Oh yeah. Umm. Unchained chamber servers are another sign that the gamers think they can make a better game than the devs. Awesome job.</span>
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    Why can't people just play NS the way it was programed?
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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