There's Still An Excess Of Resources

NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
<div class="IPBDescription">Didn't they fix this?</div> Many servers (of the ones that are patched) are still giving out double and even triple the regular amount of resources, it's just less buggy.

Okay, correct me if I'm wrong, but aren't nodes supposed to give out 1 resource per tick (each tick is about 4 seconds). On different servers I'm seeing each tick giving +1, +2, and even +3 resources per node. You can see this for yourself by just watching one of you nodes for a few seconds. It's not a graphic bug, as the marines you can see your team resources going up the same amount the graphic tells you.

Now, I thought the devs locked the resource constants so server admins couldn't unbalance the economy. It might not even be the admins doing this, as when I asked the admins on some servers why this was happening and they said they hadn't changed anything.

You guys can go see this for yourself, just go join a bunch of random servers and I assure you you'll see varying resource levels. But if any of you forumites are too lazy to do this, I guess I could go get some screenies.
«1

Comments

  • KatsuroKatsuro Join Date: 2002-11-02 Member: 4809Members
    THats true, i saw that last night. Sometimes it was +2 sometimes +3.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Some servers have not updated to version 1.1, so they still run 1.0 with the unbal;anced resource system. We asked people to put 1.1 in their server name if they were running it. Look for that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • GnuGnu Join Date: 2002-11-01 Member: 2110Members
    Actually this happens on 1.01 servers too. Either this is a bug or its by design, as both aliens and marines get +2 or +3 resources per tick.

    Noobler
  • LarofeticusLarofeticus Join Date: 2002-10-30 Member: 1764Members
    umm ya know, nodes output resources relative to the number of people on your team

    (personally i don't think thats nessecary, additional people makes up for less money to distribute amung them, so more strategy/judgement is needed to best use what you have, but the way it is it's still the same old hmg/ha for all weeeee)
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
    <!--QuoteBegin--Comprox+Nov 10 2002, 02:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Comprox @ Nov 10 2002, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Some servers have not updated to version 1.1, so they still run 1.0 with the unbal;anced resource system. We asked people to put 1.1 in their server name if they were running it. Look for that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Comprox, I only play on servers with 1.01, and I did say that in the OP
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
    Bump, I'd like a dev or someone to see this, and not that silly fade comprox.
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    The resources scale to the number of players. The more players on your team, the more resources you'll get from each "tick" from a resource node. I would expect to see +2 from each node when there are 5-10 players, and +3 with more then 10 players. This is especially needed so aliens have options, but also so the commander has points to supply ammo, health and weapons.
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin--Flayra+Nov 11 2002, 12:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 11 2002, 12:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The resources scale to the number of players. The more players on your team, the more resources you'll get from each "tick" from a resource node. I would expect to see +2 from each node when there are 5-10 players, and +3 with more then 10 players. This is especially needed so aliens have options, but also so the commander has points to supply ammo, health and weapons.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Makes sense.
  • StueStue Join Date: 2002-11-03 Member: 6017Members
    The balancing problem here is that marines can PILE UP resources forever where aliens only have a certain capacity, thus a limit. That is if both sides get the same HUGE amount of resources per tick.

    If marines pile up huge amount of resources they are almost invincible. They can hand out HA and HMG forever, even if theyre beaten back to their last stand and only have one nozzle. They still have ALOT on their bank.

    Aliens cant do anything useful with their resources when they only have one hive. And they cant save them for bad times.
  • VitalMindVitalMind Join Date: 2002-11-01 Member: 2867Members
    well look at it this way...aliens dont have a commander..so if u add up a 10 on 10 server and look at the alien rp's ull see that altogether those 10 have alot and if they work together as they should thats alot they have to use too..marines just have alot more organization so things seem alot bigger in there case.
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
    edited November 2002
    Actually Stue, you're wrong there. Aliens <b>DO</b> have a stockpile, it's just it's an invisible one, so when all the aliens are unable to receive more resources the new resources go into a pool, when there's a space in an aliens capacity it's immediatly filled.

    Flayra, I do understand that additional resources are needed for larger games, and that you have tested this extensively, but I see many moments in game where the resources are just ridiculous. I play mainly on 20-30 person servers so I run into this feature often.

    Earlier tonight I was playing on marines on tanith on a 30 person server. We were really disorganized and had some idiot commander trouble, somehow we managed to secure the double-noded Reactor room, I guess the aliens were suffering from stupidy also. Anyways we fought back and forth over a few other nodes, most of the time we had a total of 4 nodes; that's 3 resources a second, 180 resources a minute. Even with an idiot commander who was dropping HA and expensive guns madly even when there weren't enough marines to carry them our resource level never really dipped below 150, and usually hovered around 300 or so. Eventually we lost the game due to our EXTREME incompetence, but with the equipment we had we could have turned the game around at any time with some effective leadership.

    I think it's a great feature but I think it's too strong right now. Think about it, at least half of the resources a team spends is spent on buildings and foundations. Think of all those resources; for the marines there's turrets, armories, research, portals, and all those other buildings. For aliens there's Hives and chambers. Aliens are still building only 3 hives, and marines only need so many buildings. These spendings DON'T increase with the amount of people that are in. So think about this example, say marines normally have 2 resources when player count is low, they spend 1 on buildings and 1 on weapons. Later more people join, now they get resources faster, they still only need to spend 1 on buildings, but now they get to spend <b>3</b> on weapons. Later even more people join, still, the marines only need 1 point for buildings, and now they get <b>5</b> points for weapons. So say a small game was 10 people, medium 20, and large 30. The resource speed scales that way, 10 is 1x, 20 is 2x, and 30 is 3x. My example shows that the budget for weapons goes like this: 10 is 1x, 20 is 3x, and 30 is 5x.

    Anways I guess it's not too big of a problem since Insane marine resources can be countered by competent chamber spamming gorges(which solves MANY problems <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->). But it is a little annoying to see a bunch of HA marines with HMG's pop out of the marine base when I've been keeping them from expanding with the most diligent of skulkery.
  • GibbyGibby Join Date: 2002-04-26 Member: 518Members
    <!--QuoteBegin--Nimbus+Nov 10 2002, 09:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nimbus @ Nov 10 2002, 09:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Comprox+Nov 10 2002, 02:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Comprox @ Nov 10 2002, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Some servers have not updated to version 1.1, so they still run 1.0 with the unbal;anced resource system. We asked people to put 1.1 in their server name if they were running it. Look for that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Comprox, I only play on servers with 1.01, and I did say that in the OP<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, same here. As marine commander last night I had 295 resources at the end of the game, everyone had HA and HMGs. This was a 1.01 game, and I verified that because I was aliens earlier on the same server, and Fades had 125 default armor. Which was in the 1.01 patch. There's still some stuff going on.
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    It would be nice to see a marine resource cap... perhaps twice the amount it would take to equip everyone with everything... ie, 400...

    I saw a server today with over 1400 marine resources, thats just silly...
  • BigrickBigrick Join Date: 2002-11-01 Member: 3750Members
    i think the resource curve should be exponention, i find at the start you never have enough money, i mean you build 2xspawn, TF, Ammo and about 3 turrets and your broke, then you have to sit around waiting for enough to build a resource and then you have to guard until you have enough for turrets and so on, however late in the game you have too much as other people have mentioned.
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
  • HojoHojo Join Date: 2002-11-01 Member: 2558Members
    It's just like any RTS game. In the beginning, you build like a mofo and try to get your infrastructure going. By the end, you've either got hundreds stockpiled or you're broke depending on how the game is going.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--Flayra+Nov 11 2002, 09:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 11 2002, 09:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The resources scale to the number of players. The more players on your team, the more resources you'll get from each "tick" from a resource node. I would expect to see +2 from each node when there are 5-10 players, and +3 with more then 10 players. This is especially needed so aliens have options, but also so the commander has points to supply ammo, health and weapons.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    the MAN has spoken!

    and the only reason the marines have 600 res in store is because the aliens aren't doing their job, of keeping the marines off as many nodes as possible. That or they haven't baught anything.
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
    edited November 2002
    <!--QuoteBegin--Hojo+Nov 11 2002, 03:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hojo @ Nov 11 2002, 03:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's just like any RTS game. In the beginning, you build like a mofo and try to get your infrastructure going. By the end, you've either got hundreds stockpiled or you're broke depending on how the game is going.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That may be true, but that's not the issue here. The issue is that when player count is low, and nodes are giving +1, there isn't usually a large stockpile unless the players are especially thrifty. When player count is high though, and nodes are giving +2 or +3, it's very common to end up with a very large stockpile, even with heavy spending.

    And this is why you get large stockpiles with large games:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think it's a great feature but I think it's too strong right now. Think about it, at least half of the resources a team spends is spent on buildings and foundations. Think of all those resources; for the marines there's turrets, armories, research, portals, and all those other buildings. For aliens there's Hives and chambers. Aliens are still building only 3 hives, and marines only need so many buildings. These spendings DON'T increase with the amount of people that are in. So think about this example, say marines normally have 2 resources when player count is low, they spend 1 on buildings and 1 on weapons. Later more people join, now they get resources faster, they still only need to spend 1 on buildings, but now they get to spend 3 on weapons. Later even more people join, still, the marines only need 1 point for buildings, and now they get 5 points for weapons. So say a small game was 10 people, medium 20, and large 30. The resource speed scales that way, 10 is 1x, 20 is 2x, and 30 is 3x. My example shows that the budget for weapons goes like this: 10 is 1x, 20 is 3x, and 30 is 5x.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
    come on, I won't bite, well, maybe just a little.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    the resource points can also be controled by the mapper, i can tell my nodes to output as much or little as i want, with diffrent intervals, as well as The node can have only soo much in it (its defualt 200).
  • ChronChron Join Date: 2002-11-03 Member: 6185Members
    dudez0r, your playing in a 30 person game. of course RS are going to be way up. maybe if your commander was building the right things and giving out health and ammo to everyone, you'd have less.

    I only play as aliens for the most part, and aside from the beginning of the game, as a gorge, I have NEVER been short on RS to evolve into whatever I want. Which is quite nice compared to when I've played marine. 3 people yelling "Can I have HA and HMG plz?" while we have 30 RS.
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
    Is anyone even reading my posts?

    Respond to <b>THIS</b>:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think it's a great feature but I think it's too strong right now. Think about it, at least half of the resources a team spends is spent on buildings and foundations. Think of all those resources; for the marines there's turrets, armories, research, portals, and all those other buildings. For aliens there's Hives and chambers. Aliens are still building only 3 hives, and marines only need so many buildings. These spendings DON'T increase with the amount of people that are in. So think about this example, say marines normally have 2 resources when player count is low, they spend 1 on buildings and 1 on weapons. Later more people join, now they get resources faster, they still only need to spend 1 on buildings, but now they get to spend 3 on weapons. Later even more people join, still, the marines only need 1 point for buildings, and now they get 5 points for weapons. So say a small game was 10 people, medium 20, and large 30. The resource speed scales that way, 10 is 1x, 20 is 2x, and 30 is 3x. My example shows that the budget for weapons goes like this: 10 is 1x, 20 is 3x, and 30 is 5x.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
    Fine, don't respond, ruin my day why don't you?
  • SighSigh Join Date: 2002-11-12 Member: 8311Members
    edited November 2002
    <!--QuoteBegin--Fopher+Nov 10 2002, 02:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fopher @ Nov 10 2002, 02:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I really don't think it was fixed because every game I finish up lately as marines we have at least 600 resources in reserve.  One time on bast the only nodes we had were atmospheric processing's double node and the one at our base on a 14 player server and we finished up in the upper 900's gaining 50 per 10 seconds.  That's just not right.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    At the end of a game the team winning usually get tons more resources anyways because you take most or all but one resource nozzels. Btw am I spelling nozzel right? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    I don't understand why this is a problem. If you don't like fast paced games with lots of people and lots of resources, don't play on big servers. The scaling doesn't change the balance between the teams, so it's a non-issue. Stop bumping the damn thread!
  • NimbusNimbus Join Date: 2002-11-06 Member: 7239Members
    Still no one actually reads what I post. Sure I like fast paced games with lots of people, but I like the resources to be PROPORTIONAL to the amount of players and the demand of resources in larger games.

    And it DOES affect balance. People may not believe this but marines DO get an advantage in this, Marines can use those extra resources much more effectively than the aliens can (ie: getting everyone in HA with nades and HMG's, along with turret farms), since aliens depend more on securing those hives than getting more resources. (Yes I know building the hives takes a bit of resources, but you know what I mean).
  • Rice-RocketeerRice-Rocketeer Join Date: 2002-11-01 Member: 2674Members
    edited November 2002
    <!--QuoteBegin--(e)kent+Nov 13 2002, 12:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((e)kent @ Nov 13 2002, 12:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't understand why this is a problem.  If you don't like fast paced games with lots of people and lots of resources, don't play on big servers.  The scaling doesn't change the balance between the teams, so it's a non-issue.  Stop bumping the damn thread!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It's a problem because the marines get TONS of resources that stockpile up. Lots of resources basically means that you're 'set' for the rest of the game, in that you can afford each and every luxury available. It's hard to beat a marine team that can spit out copious amounts of HMGs, GLs and heavy armour, not to mention build up 50 turrets without batting an eyelid.

    For me, if you've ever played as an alien, you'll find that resources are a bit more scarce compared to the marines. With the aliens, I find myself having to wait, or waste a few skulk lives waiting for the necessary resources. As a marine, I've noticed (in large games, at least) that I am able to get pretty much whatever I want (unless the commander is busy, but resources are never a problem).

    I could be wrong, though. But this is just MY OPINION...

    P.S. No, Sigh...'tis "nozzle".
Sign In or Register to comment.