No "lifeform/structure under attack" please

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
Even after playing NS for years, I still get annoyed by the constant "lifeform under attack" and "structure under attack" messages that you hear as an alien. Why are these messages sent? What can I do if a skulk or offense chamber on the other side of the map is being attacked? Unless I am in the same room--nothing. Plus, if I am in the same room, I already know it is under attack. Consequently, there is no point to either of these messages. Please do not add these messages to NS2; or if you do, let us turn them off.

P.S. It <i>does</i> makes sense to warn about important structures under attack, like resource chambers and hives.

Comments

  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    your backing your point up with two extremes.
    same room.
    other side of the map.
    well, jes, then it is annoying, but what is it when its attacked in the next room? the sound makes you more aware of the lifeform symbols in your view, (who blink red when under attack) its a warning. so i suggest:

    only attacks in proximity (50meters) are masseged.
    hive and RT masseges are always send, and attacked hive/RTs are special marked on your hivevision and map.
    when a player send a call for help (would be a good feature) that player is once again highlighted.

    that should keep that "annoying"* sound at bay.

    *sarcasm
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1714740:date=Jun 29 2009, 01:26 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Jun 29 2009, 01:26 PM) <a href="index.php?act=findpost&pid=1714740"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Even after playing NS for years, I still get annoyed by the constant "lifeform under attack" and "structure under attack" messages that you hear as an alien. Why are these messages sent? What can I do if a skulk or offense chamber on the other side of the map is being attacked? Unless I am in the same room--nothing. Plus, if I am in the same room, I already know it is under attack. Consequently, there is no point to either of these messages. Please do not add these messages to NS2; or if you do, let us turn them off.

    P.S. It <i>does</i> makes sense to warn about important structures under attack, like resource chambers and hives.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Honestly it sounds like you haven't realized the importance of it yet. It tells you where the marines are, and likely it's right near a hive or important area(double or chokepoint). If you're across the map, that is your problem and an indication that you are in the wrong spot. Skulks are fast so you can cover large areas of the map. Maybe it should be turned off for gorges(a slow non-fighting class), but everyone else needs to know where the marines are, especially when they're attacking something.
  • Eternaly_LostEternaly_Lost Join Date: 2004-11-20 Member: 32907Members, Constellation, NS2 Map Tester, Reinforced - Shadow
    It is important when you think about it.

    First off all, most of the time, all structures you place are important, and therefore you want to know if they are being attacked, even if you are on the other side of the map. Sure you can argue that an OC in MS is not important when the marines are still in marines start, but you don't remove useful things because there are people who take actions to make them less useful for their own team. And what is not useful now is useful later in the match more often then not.

    I do recall games where we don't attack the RT we are hidden behind because that tells everyone on the team that something is up. Without this, a sneak attack can walk into a room, kill some ocs/chambers then set up the pg. And not have to worry about the aliens being pulled away from the distraction. Well if a structure become under attack, at least 2 or 3 people will look where, and when they see that it is coming from a hive, they will get the whole team there fast.

    I can under stand removing lifeforms under attack, you can have people inform there own team that they are under attack, but structures don't chat with the team, at least on all the servers I have played on.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1714745:date=Jun 29 2009, 05:50 PM:name=locallyunscene)--><div class='quotetop'>QUOTE (locallyunscene @ Jun 29 2009, 05:50 PM) <a href="index.php?act=findpost&pid=1714745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honestly it sounds like you haven't realized the importance of it yet. It tells you where the marines are, and likely it's right near a hive or important area(double or chokepoint). If you're across the map, that is your problem and an indication that you are in the wrong spot. Skulks are fast so you can cover large areas of the map. Maybe it should be turned off for gorges(a slow non-fighting class), but everyone else needs to know where the marines are, especially when they're attacking something.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just because gorge can't get to the structure under attack doesn't mean he should ignore it. Especially in smaller games every marine and alien counts, so a pressure away from you means that you can possibly play a bit more freely on your side.

    Small details like that are part of the reason why starcraft is the best competetive game ever: it just allows you to interpret the game and it's state in so many ways. That's where I'd like to see NS taking a step further too. Information on small details doesn't make the game more complex on its own, but it allows people to develop their game understanding so much more.

    I guess it's fine that people can turn them off if they don't want to have them, but I'd definitely like to have a lot of them as default.
  • efektzefektz Join Date: 2003-11-28 Member: 23665Members, Constellation
    It's fine the way it is.

    I recommend you edit the .wav file if you really really wanted it off.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I'd prefer a faint, orange Glow on the Side of my Screen. The further away, the less noticeable.
    I don't like Audiomessages when I'm skulking somewhere and need to measure the Distance of my Prey by it's Footsteps.
    Plus, flashing red Icons with white outlines (to tell difference between different Structures) on the Overlaymap.

    <a href="http://s6.directupload.net/file/d/1840/qjklapy5_jpg.htm" target="_blank"><img src="http://s6.directupload.net/images/090629/temp/qjklapy5.jpg" border="0" class="linked-image" /></a>

    Quick and dirty Mock, to give a Hint of what I imagine.
  • IronFistIronFist Join Date: 2006-12-01 Member: 58805Members
    I truthfully used to believe this was some ambient noise. I never even paid attention to it. It's low-tone and not quite as intelligible as it could be. I like it like this and think it helps promote structure protection to a greater degree than the visual indicators. Structures are expensive things for gorges to invest resources in, and it's important that even the laziest of res-whoring skulks be notified of attacks against them (although as it was in my case, it might take a little while to wake up to the realization!).
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Is it necessary if there's an alien commander, though? They could indicate for players to move to the positions required.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1714866:date=Jun 30 2009, 07:30 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jun 30 2009, 07:30 AM) <a href="index.php?act=findpost&pid=1714866"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it necessary if there's an alien commander, though? They could indicate for players to move to the positions required.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'd rather spend my commanding time in something else than just pinpointing out every single marine that reaches a building. It's also quite a bit of pressure for the slower comms if the field aliens are basically playing in the dark without any idea of the rest of the map.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Ambient notifications are very useful. Kinda like how the TF2 yells, while perhaps silly, sometimes give really useful info without scrambling for the voice menu.

    I personally would leave them in.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1714763:date=Jun 29 2009, 03:55 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Jun 29 2009, 03:55 PM) <a href="index.php?act=findpost&pid=1714763"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just because gorge can't get to the structure under attack doesn't mean he should ignore it. Especially in smaller games every marine and alien counts, so a pressure away from you means that you can possibly play a bit more freely on your side.

    Small details like that are part of the reason why starcraft is the best competetive game ever: it just allows you to interpret the game and it's state in so many ways. That's where I'd like to see NS taking a step further too. Information on small details doesn't make the game more complex on its own, but it allows people to develop their game understanding so much more.

    I guess it's fine that people can turn them off if they don't want to have them, but I'd definitely like to have a lot of them as default.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree with your arguments. It doesn't make sense to turn it off for gorges either. I don't know if I would compare this feature to StarCraft's depth, mainly because the options you have with this information are few for a gorge. Granted, that will hopefully change in NS2.
  • AvataAvata Join Date: 2009-05-25 Member: 67477Members
    I think there is room for improvement to the current method. Instead of an alien voice, what if each building type had a unique "under attack" sound (Like the hive, we all know what the hive sounds like when it's getting shot). When a building is getting shot and it's within audio range, you will get to know what the building type is, and what direction it's in, and how far (Do to simple stero sound)

    To be honest, just replacing the alerting voice with a unique building sound that plays in the direction of the building will make a huge difference. The player can more easily ignore sounds coming from a different direction and focus on the direction that's important to them at the time, wihtout having a broadcast message blocking out the sounds they're interested in. Also adds to the "hive mind" atmosphere
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1714932:date=Jun 30 2009, 02:55 PM:name=locallyunscene)--><div class='quotetop'>QUOTE (locallyunscene @ Jun 30 2009, 02:55 PM) <a href="index.php?act=findpost&pid=1714932"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with your arguments. It doesn't make sense to turn it off for gorges either. I don't know if I would compare this feature to StarCraft's depth, mainly because the options you have with this information are few for a gorge. Granted, that will hopefully change in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
    True. I mostly picked Starcraft, because some of its depth consists of similar little pieces of information. In SC you've just got a lot more of them.
  • craecrae Join Date: 2005-01-30 Member: 39035Members
    I find the voice messages REALLY annoying also. Mostly when I'm in an ambush and using sound to pinpoint the number and location of marines. The voices have never and will never give me any useful info, because I play with the mini-map displayed 80% of the game. At the very least, give us a way of shutting them off without resorting to changing the .wav file.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    <!--quoteo(post=1714764:date=Jun 29 2009, 02:03 PM:name=efektz)--><div class='quotetop'>QUOTE (efektz @ Jun 29 2009, 02:03 PM) <a href="index.php?act=findpost&pid=1714764"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I recommend you edit the .wav file if you really really wanted it off.<!--QuoteEnd--></div><!--QuoteEEnd-->I have already done this in NS. My post is about NS2 - which I am not certain will allow me to remove the sound.

    I understand the point about needing to know when marines are attacking structures. The problem is that the message has no context and also interferes with listening for marines. Plus, you have to bring up your map to find out where it is happening anyways. Since that is the case, having an icon (of the attacked structure/alien) flash in the corner of the screen is just as helpful, and less intrusive.
  • S!KS!K Join Date: 2009-07-03 Member: 68024Members
    Well, I think it's very important that we are warned about anything being under attack. Any chamber, especially res nodes and hives. But, for things like offense chambers, there should be a different warning. Maybe a less annoying one. I don't know. I do know that if I got the warning saying lifeforms under attack, I would almost automatically view the mini-map to find out where it was and try to save it. Plus, these structures could be somewhere en route to a hive you know?

    I do think it's annoying as hell though, so I'll give you that one. But, I think that it should be a little more diverse in the warning. Maybe just a sound, like an alien sound. Not an alien talking. These aliens don't look like they should talk anyway, right? I mean think about it, how funny would it be to see a skulk talking to a gorge.
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