<!--quoteo(post=1829442:date=Feb 4 2011, 03:35 AM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Feb 4 2011, 03:35 AM) <a href="index.php?act=findpost&pid=1829442"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I got two skulk kills with one shotgun blast last night. Marines had weapons 2. It took me a second to figure out what happened. Anyway, aliens do have armor absorption upgrades, but as was pointed out, it really doesn't help a skulk against a shotgun at all. Once the other upgrades are in (like Carapace), I hope skulks will be able to survive a point-blank shotgun.
The BEST upgrade aliens can do at the moment is to get Melee 1 upgrade ASAP. This allows skulks to kill marines in 2 bites instead of 3, which makes a huge difference. Of course marines can counter by getting armor upgrades, but the skulks will maintain the 2-bite kill advantage as long as the alien melee upgrade is at least one greater than the marine armor upgrade level.<!--QuoteEnd--></div><!--QuoteEEnd--> From what I can see based on the code, carapace won't change the effective health of a skulk (not additional armour, not additional health, not a different damage-type), so it will still die with the same amount of pellets or shots. What it will do is allow it greater survivability, sort of, assuming it doesn't reach that damage point, because the armour will absorb a little more damage per damage-instance. But I imagine there must be some kind of armour upgrade for aliens in the works; or that they'll balance it some other way.
The thing is, the spread of a shotgun is so extreme that the shotgun is pretty much useless except at point-blank, or very close ranges; but at point-blank it reigns supreme. I guess the shotgun seems to assume terrible aiming, so at "some" distance, most of your pellets will miss, but the few that do hit will do a good amount of damage (20 each). But of course, unfortunately, that implementation just results in superior point-blank damage, and provides a necessity for getting up that close. If you could possibly drop the damage per pellet (I mean, strangely, each pellet does 20 damage - twice the damage of a rifle bullet), and make skulks once again superior at close range and able to close the distance, then the shotgun will be a more balanced weapon. Maybe tighten the cone of fire so the shotgun is more useful at range.
aliens armor isn't doing much of difference against shotguns. Two things has to be done, either increase how much damage can be absorbed by the alien armor or reduce shotgun damage. I just thought alien armor never worked to begin with, I almost never saw any difference.
one thing is clear though, gorge hydras die far too easily, same with alien RTs. generally shotguns are doing far too much damage to alien buildings.
Seems like they're getting fairly close to 163 too, only a few tasks left now. Still monday/tuesday release as they mentioned that they would go for before, but it's looking up :)
<!--quoteo(post=1829554:date=Feb 4 2011, 02:06 PM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Feb 4 2011, 02:06 PM) <a href="index.php?act=findpost&pid=1829554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yup. SGs are the new FTs<!--QuoteEnd--></div><!--QuoteEEnd--> Or is it that FTs were the old SGs? The SGs have been the same, after all...
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited February 2011
<!--quoteo(post=1829553:date=Feb 4 2011, 05:01 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Feb 4 2011, 05:01 PM) <a href="index.php?act=findpost&pid=1829553"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->aliens armor isn't doing much of difference against shotguns. Two things has to be done, either increase how much damage can be absorbed by the alien armor or reduce shotgun damage. I just thought alien armor never worked to begin with, I almost never saw any difference.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah alien armour upgrade is only decent for Fades and Onos. It rarely makes a difference for other lifeforms, and structures don't benefit from the upgrades (big ouch).
<!--quoteo(post=1829553:date=Feb 4 2011, 05:01 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Feb 4 2011, 05:01 PM) <a href="index.php?act=findpost&pid=1829553"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->one thing is clear though, gorge hydras die far too easily, same with alien RTs. generally shotguns are doing far too much damage to alien buildings.<!--QuoteEnd--></div><!--QuoteEEnd--> Alien Harvesters are ridiculously fragile, considering they cannot be recycled, and have less HP and armour than Extractors. They needs to be tougher.
PS. The server list seems empty now. I wonder if there's a new patch coming (what odd hours...)? Or perhaps there's a connection problem somewhere.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
Harvesters should be able to smack an up close marine. But with a larger recharge time than a whip. Maybe a commander control ability or something that can be researched in high tier.
I think I spotted a post by Max earlier though that there won't be any graphical elements to this?
Or am I totally wrong and there will be?
How is this prototype going to appear and function in the next build? I'm confused!<!--QuoteEnd--></div><!--QuoteEEnd--> There is a graphical element, at the moment, but it is very stand in, just to get the basics of the gameplay up and running. Charlie is first coding the basic functionality, with some visual indication, and then Max will go in and make it conform to the surrounding geometry better and improve the overall look. But Max's priority at the moment is performance, and he really wants to get the game running better before moving onto the DI.
There are some issues with the current quick implementation that, while allowing Charlie to work on the gameplay side, and start testing things, actually also breaks gameplay in other ways, so its unlikely that this will go into the public release in the next patch, and may still be a few patches out.
But in all honesty, good decision. I was a bit sceptical that the implementation after being one week on the progress-page was not going to work up to right standard anyway.
<!--quoteo(post=1829669:date=Feb 4 2011, 01:49 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 4 2011, 01:49 PM) <a href="index.php?act=findpost&pid=1829669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But Max's priority at the moment is performance, and he really wants to get the game running better before moving onto the DI.<!--QuoteEnd--></div><!--QuoteEEnd-->
Music to my ears.
As cool as DI is... performance needs serious help in many areas.
as cool as "real" DI implimentation would be, Im glad that you guys are already adding it as a gameplay element. Giving aliens restrictions to where they can build and a way to open locked doors is a welcome addition :)
Sidequestion: if its simply a standin at the moment, then how will clearing it out with a flamer look like?
<!--quoteo(post=1829148:date=Feb 2 2011, 04:41 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 2 2011, 04:41 AM) <a href="index.php?act=findpost&pid=1829148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are you serious? SG cone max is 27 degrees. That means that for every (1) unit of distance in front of the gun, the circle of fire is more than one (1.02) unit of distance in diameter (2*tan(27deg)). That is a ridiculously huge cone of fire already. Shotgun is only useful at point blank range.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's the irony of it. The shotgun is only deadly at point blank, and the aliens have to be at point blank to attack.
Perhaps the fix is to tighten the cone.
At long range the result is that marines will not wait for the enemy to be 1ft away to shoot but the tighter cone will mean aiming will be harder (especially for moving/flying targets) [the shotgun does have a very nerfed long range ability currently].
At close range, a fast moving skulk can quickly run/jump/dodge and the tighter cone of fire will make it harder to hit the skulk up close (which will make the close range insta-kill more earned for the shotgun).
Nice to see all but one gameplay task are accepted, darn Whips can't keep their tentacles to themselves :)
Speaking of Whips, the one thing that's been bothering me is that Whips aren't able to hit enemies that are at a lower elevation. I suppose that will be fixed in due time, but just putting it out there in case.
I think I spotted a post by Max earlier though that there won't be any graphical elements to this?
Or am I totally wrong and there will be?
How is this prototype going to appear and function in the next build? I'm confused!<!--QuoteEnd--></div><!--QuoteEEnd--> Huh any graphical elements? Have you seen the prototype for source engine? <a href="http://www.youtube.com/watch?v=pnaJLk8MhL4" target="_blank">http://www.youtube.com/watch?v=pnaJLk8MhL4</a> It will looks like the placeholder like on main hive i guess.
release soon i guess keep patience, i am wondering too, specialy whats with vents, will DI close it or don't touch, who knows? We will see.
<!--quoteo(post=1829788:date=Feb 5 2011, 09:50 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Feb 5 2011, 09:50 AM) <a href="index.php?act=findpost&pid=1829788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's the irony of it. The shotgun is only deadly at point blank, and the aliens have to be at point blank to attack.
Perhaps the fix is to tighten the cone.
At long range the result is that marines will not wait for the enemy to be 1ft away to shoot but the tighter cone will mean aiming will be harder (especially for moving/flying targets) [the shotgun does have a very nerfed long range ability currently].
At close range, a fast moving skulk can quickly run/jump/dodge and the tighter cone of fire will make it harder to hit the skulk up close (which will make the close range insta-kill more earned for the shotgun).<!--QuoteEnd--></div><!--QuoteEEnd--> I agree with this. It doesn't even make any sense that the spread is that large - 27 degrees from the centre. What shotgun has ever had THAT much spread? I made a simple graphic to demonstrate the spread of the shotgun. It's close to scale. <img src="http://img7.imageshack.us/img7/323/ns2shotgunspread.gif" border="0" class="linked-image" />
The shotgun seems designed to do a good amount of damage (20 per hit) despite likely missing your target (due to the huge spread). Say that at a certain range, 70% of your hits miss, that means 3 still hit for 60 damage. Most of a skulk's hitpoints, even though you missed. I think this is too much of a crutch, and the game shouldn't try to help players to this extent. One possibility is to drop the damage per pellet. But, the problem with dropping the shotgun damage per pellet is that... if it is dropped it becomes useless against higher lifeforms like fades and onos. Are non-exo marines are ever going to have a HMG to counter these units, or are we to rely on the flamethrower which is supposed to be a utility weapon forever? Another option aside from lowering damage per pellet, and decreasing shotgun spread, is adjusting the number of pellets per shot, but I don't know that that will help anything.
One option for UWE later down the track, is to guide server operators to tweak these values (each server with different values, tracking the stats over several games, and getting personal feedback) to develop a more balanced game. That way it's less of a "this didn't work, let's try something new for the next patch in one week", and they can test a whole bunch of different values simultaneously. Server operators could take the initiative and take it upon themselves to tweak the values though, and see how the game plays for its players. The netcode/lag issues would have to be fixed first though, so that there's an even playing field.
<!--quoteo(post=1829845:date=Feb 5 2011, 03:32 AM:name=RUben1)--><div class='quotetop'>QUOTE (RUben1 @ Feb 5 2011, 03:32 AM) <a href="index.php?act=findpost&pid=1829845"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Was hoping for a release this evening..,<!--QuoteEnd--></div><!--QuoteEEnd-->
Max has mentioned they are doing a schedule change towards Monday/Tuesday release, so that they can release patches without worrying about the person who works at Steam going home for the weekend.
<!--quoteo(post=1829797:date=Feb 4 2011, 09:30 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Feb 4 2011, 09:30 PM) <a href="index.php?act=findpost&pid=1829797"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Huh any graphical elements? Have you seen the prototype for source engine? <a href="http://www.youtube.com/watch?v=pnaJLk8MhL4" target="_blank">http://www.youtube.com/watch?v=pnaJLk8MhL4</a> It will looks like the placeholder like on main hive i guess.
release soon i guess keep patience, i am wondering too, specialy whats with vents, will DI close it or don't touch, who knows? We will see.<!--QuoteEnd--></div><!--QuoteEEnd-->
Believe it or not, this is early, early Spark engine footage.
Don't be daft, if they did that they might as well throw the whole game in the bin as it's almost unplayable at this point. I really think people need to stop drawing conclusions from the "Technical Tasks"-section of the pivotal tracker, as many improvements and tweaks in the engine are just not easely quantifiable in terms of 'Tasks'.
<!--quoteo(post=1829888:date=Feb 5 2011, 02:11 PM:name=ZupE891)--><div class='quotetop'>QUOTE (ZupE891 @ Feb 5 2011, 02:11 PM) <a href="index.php?act=findpost&pid=1829888"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well for some reason they have a long list of things for the next build.. but nothing to do with the main problem of lag.. are they giving up on it?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm sure they aren't <i>giving up</i> on it, as fixing the lag is essential to making the game playable (& fun). Sure, you <i>can</i> play the game in its current state, but the glitchy player movement (rubber banding, collision problems, etc), seemingly erratic hit detection and well, the general 'feel' of things as they currently stand make playing a much more annoying / frustrating experience.
First, I just want to thank UWE for all the hard work they've put into this project so far. The game is looking great (visually), the new gameplay ideas (DI, Alien commander, squads, etc.) seem to have great potential to take NS to the next level. You guys are awesome, and we all appreciate your work very much!
That being said, a lot of us are wondering what's going on with the performance optimizations, as they've been quietly swept off the Progress Tracker for a couple of weeks now (Optimize Hydras, Optimize Physics, etc.). I understand that there is other work that needs to be done (can't wait to see DI in action), but as things stand, there are only a small number of players who are actually willing to <i>play</i> the game in its current state.
In short, it's awesome that you guys are working on new features, fixing bugs and prototyping things, but IMO, more focus should be placed on making the game <i>playable</i>. To give an example, my buddy--who bought the 2-Copy holiday pack for me and him--has explicitly said (and he loved NS1) after playing the beta in its current state, that he has <i>no interest <u>at all</u></i> in spending time with NS2 until these issues are resolved.
Yes; this is a <u>BETA</u> - we understand. These issues come up, and are solved in large part because of Beta tests. My point is simply to say that if there isn't some sort of official recognition of these problems--i.e. what's being done / not-being-done about them right now & why, etc--then it's quite likely you're going to lose people's interest.
A game full of awesomely cool features is still a sh!tty game if it glitches so much that no one has any patience to give it a chance.
Just my 2 cents.
P.S. I love you guys; I'll be following what's going on no matter what. THANK YOU FOR MAKING THIS GAME!
[Compulsively edited due to grammar and spelling mistakes]
i hope stability is honestly fixed, making beta playable is usually the main problem right now, and ever been. One of the main reasons I sometimes stop playing is due to my fps spiking like crazy, making game play really slow. The game itself is beta but the engine itself feels like alpha, imo.
Comments
Sweet! Way to go UWE, burning the night oil :D
The BEST upgrade aliens can do at the moment is to get Melee 1 upgrade ASAP. This allows skulks to kill marines in 2 bites instead of 3, which makes a huge difference. Of course marines can counter by getting armor upgrades, but the skulks will maintain the 2-bite kill advantage as long as the alien melee upgrade is at least one greater than the marine armor upgrade level.<!--QuoteEnd--></div><!--QuoteEEnd-->
From what I can see based on the code, carapace won't change the effective health of a skulk (not additional armour, not additional health, not a different damage-type), so it will still die with the same amount of pellets or shots. What it will do is allow it greater survivability, sort of, assuming it doesn't reach that damage point, because the armour will absorb a little more damage per damage-instance. But I imagine there must be some kind of armour upgrade for aliens in the works; or that they'll balance it some other way.
The thing is, the spread of a shotgun is so extreme that the shotgun is pretty much useless except at point-blank, or very close ranges; but at point-blank it reigns supreme. I guess the shotgun seems to assume terrible aiming, so at "some" distance, most of your pellets will miss, but the few that do hit will do a good amount of damage (20 each). But of course, unfortunately, that implementation just results in superior point-blank damage, and provides a necessity for getting up that close.
If you could possibly drop the damage per pellet (I mean, strangely, each pellet does 20 damage - twice the damage of a rifle bullet), and make skulks once again superior at close range and able to close the distance, then the shotgun will be a more balanced weapon. Maybe tighten the cone of fire so the shotgun is more useful at range.
one thing is clear though, gorge hydras die far too easily, same with alien RTs. generally shotguns are doing far too much damage to alien buildings.
Or is it that FTs were the old SGs? The SGs have been the same, after all...
Yeah alien armour upgrade is only decent for Fades and Onos. It rarely makes a difference for other lifeforms, and structures don't benefit from the upgrades (big ouch).
<!--quoteo(post=1829553:date=Feb 4 2011, 05:01 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Feb 4 2011, 05:01 PM) <a href="index.php?act=findpost&pid=1829553"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->one thing is clear though, gorge hydras die far too easily, same with alien RTs. generally shotguns are doing far too much damage to alien buildings.<!--QuoteEnd--></div><!--QuoteEEnd-->
Alien Harvesters are ridiculously fragile, considering they cannot be recycled, and have less HP and armour than Extractors. They needs to be tougher.
PS. The server list seems empty now. I wonder if there's a new patch coming (what odd hours...)? Or perhaps there's a connection problem somewhere.
I think I spotted a post by Max earlier though that there won't be any graphical elements to this?
Or am I totally wrong and there will be?
How is this prototype going to appear and function in the next build? I'm confused!<!--QuoteEnd--></div><!--QuoteEEnd-->
There is a graphical element, at the moment, but it is very stand in, just to get the basics of the gameplay up and running. Charlie is first coding the basic functionality, with some visual indication, and then Max will go in and make it conform to the surrounding geometry better and improve the overall look. But Max's priority at the moment is performance, and he really wants to get the game running better before moving onto the DI.
There are some issues with the current quick implementation that, while allowing Charlie to work on the gameplay side, and start testing things, actually also breaks gameplay in other ways, so its unlikely that this will go into the public release in the next patch, and may still be a few patches out.
--Cory
But in all honesty, good decision. I was a bit sceptical that the implementation after being one week on the progress-page was not going to work up to right standard anyway.
Music to my ears.
As cool as DI is... performance needs serious help in many areas.
Sidequestion: if its simply a standin at the moment, then how will clearing it out with a flamer look like?
hahahahahahahaha :D
if player==onThink() then headshot(enemyInSight()) end
Here's hoping my poor machine can get better than 20fps on this next build.
That's the irony of it. The shotgun is only deadly at point blank, and the aliens have to be at point blank to attack.
Perhaps the fix is to tighten the cone.
At long range the result is that marines will not wait for the enemy to be 1ft away to shoot but the tighter cone will mean aiming will be harder (especially for moving/flying targets) [the shotgun does have a very nerfed long range ability currently].
At close range, a fast moving skulk can quickly run/jump/dodge and the tighter cone of fire will make it harder to hit the skulk up close (which will make the close range insta-kill more earned for the shotgun).
Speaking of Whips, the one thing that's been bothering me is that Whips aren't able to hit enemies that are at a lower elevation. I suppose that will be fixed in due time, but just putting it out there in case.
I think I spotted a post by Max earlier though that there won't be any graphical elements to this?
Or am I totally wrong and there will be?
How is this prototype going to appear and function in the next build? I'm confused!<!--QuoteEnd--></div><!--QuoteEEnd-->
Huh any graphical elements?
Have you seen the prototype for source engine?
<a href="http://www.youtube.com/watch?v=pnaJLk8MhL4" target="_blank">http://www.youtube.com/watch?v=pnaJLk8MhL4</a>
It will looks like the placeholder like on main hive i guess.
release soon i guess keep patience, i am wondering too, specialy whats with vents, will DI close it or don't touch, who knows?
We will see.
Perhaps the fix is to tighten the cone.
At long range the result is that marines will not wait for the enemy to be 1ft away to shoot but the tighter cone will mean aiming will be harder (especially for moving/flying targets) [the shotgun does have a very nerfed long range ability currently].
At close range, a fast moving skulk can quickly run/jump/dodge and the tighter cone of fire will make it harder to hit the skulk up close (which will make the close range insta-kill more earned for the shotgun).<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with this. It doesn't even make any sense that the spread is that large - 27 degrees from the centre. What shotgun has ever had THAT much spread?
I made a simple graphic to demonstrate the spread of the shotgun. It's close to scale.
<img src="http://img7.imageshack.us/img7/323/ns2shotgunspread.gif" border="0" class="linked-image" />
The shotgun seems designed to do a good amount of damage (20 per hit) despite likely missing your target (due to the huge spread). Say that at a certain range, 70% of your hits miss, that means 3 still hit for 60 damage. Most of a skulk's hitpoints, even though you missed. I think this is too much of a crutch, and the game shouldn't try to help players to this extent. One possibility is to drop the damage per pellet.
But, the problem with dropping the shotgun damage per pellet is that... if it is dropped it becomes useless against higher lifeforms like fades and onos. Are non-exo marines are ever going to have a HMG to counter these units, or are we to rely on the flamethrower which is supposed to be a utility weapon forever?
Another option aside from lowering damage per pellet, and decreasing shotgun spread, is adjusting the number of pellets per shot, but I don't know that that will help anything.
One option for UWE later down the track, is to guide server operators to tweak these values (each server with different values, tracking the stats over several games, and getting personal feedback) to develop a more balanced game. That way it's less of a "this didn't work, let's try something new for the next patch in one week", and they can test a whole bunch of different values simultaneously. Server operators could take the initiative and take it upon themselves to tweak the values though, and see how the game plays for its players. The netcode/lag issues would have to be fixed first though, so that there's an even playing field.
Max has mentioned they are doing a schedule change towards Monday/Tuesday release, so that they can release patches without worrying about the person who works at Steam going home for the weekend.
Have you seen the prototype for source engine?
<a href="http://www.youtube.com/watch?v=pnaJLk8MhL4" target="_blank">http://www.youtube.com/watch?v=pnaJLk8MhL4</a>
It will looks like the placeholder like on main hive i guess.
release soon i guess keep patience, i am wondering too, specialy whats with vents, will DI close it or don't touch, who knows?
We will see.<!--QuoteEnd--></div><!--QuoteEEnd-->
Believe it or not, this is early, early Spark engine footage.
Or atleast I thought it was.
I'm sure they aren't <i>giving up</i> on it, as fixing the lag is essential to making the game playable (& fun). Sure, you <i>can</i> play the game in its current state, but the glitchy player movement (rubber banding, collision problems, etc), seemingly erratic hit detection and well, the general 'feel' of things as they currently stand make playing a much more annoying / frustrating experience.
First, I just want to thank UWE for all the hard work they've put into this project so far. The game is looking great (visually), the new gameplay ideas (DI, Alien commander, squads, etc.) seem to have great potential to take NS to the next level. You guys are awesome, and we all appreciate your work very much!
That being said, a lot of us are wondering what's going on with the performance optimizations, as they've been quietly swept off the Progress Tracker for a couple of weeks now (Optimize Hydras, Optimize Physics, etc.). I understand that there is other work that needs to be done (can't wait to see DI in action), but as things stand, there are only a small number of players who are actually willing to <i>play</i> the game in its current state.
In short, it's awesome that you guys are working on new features, fixing bugs and prototyping things, but IMO, more focus should be placed on making the game <i>playable</i>. To give an example, my buddy--who bought the 2-Copy holiday pack for me and him--has explicitly said (and he loved NS1) after playing the beta in its current state, that he has <i>no interest <u>at all</u></i> in spending time with NS2 until these issues are resolved.
Yes; this is a <u>BETA</u> - we understand. These issues come up, and are solved in large part because of Beta tests. My point is simply to say that if there isn't some sort of official recognition of these problems--i.e. what's being done / not-being-done about them right now & why, etc--then it's quite likely you're going to lose people's interest.
A game full of awesomely cool features is still a sh!tty game if it glitches so much that no one has any patience to give it a chance.
Just my 2 cents.
P.S. I love you guys; I'll be following what's going on no matter what. THANK YOU FOR MAKING THIS GAME!
[Compulsively edited due to grammar and spelling mistakes]
i hope stability is honestly fixed, making beta playable is usually the main problem right now, and ever been. One of the main reasons I sometimes stop playing is due to my fps spiking like crazy, making game play really slow. The game itself is beta but the engine itself feels like alpha, imo.