<!--quoteo(post=1837427:date=Mar 17 2011, 12:15 AM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Mar 17 2011, 12:15 AM) <a href="index.php?act=findpost&pid=1837427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I keep books and papers in stacks; the rest I tend to keep in heaps. When I was younger my heap had automatic garbage collection, but not any more.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1837427:date=Mar 16 2011, 03:15 PM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Mar 16 2011, 03:15 PM) <a href="index.php?act=findpost&pid=1837427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I keep books and papers in stacks; the rest I tend to keep in heaps. When I was younger my heap had automatic garbage collection, but not any more.<!--QuoteEnd--></div><!--QuoteEEnd-->
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
oh max... following your twitter updates is not enough.. i am foaming at the mouth in anticipation of the performance gains from this new binding layer.
<!--quoteo(post=0:date=:name=Progress Tracker)--><div class='quotetop'>QUOTE (Progress Tracker)</div><div class='quotemain'><!--quotec-->Change melee code to use animation tags for triggering attack<!--QuoteEnd--></div><!--QuoteEEnd-->
What does that mean? seriously that was one I was puzzled on.
<!--quoteo(post=1838529:date=Mar 23 2011, 04:32 PM:name=kingmob)--><div class='quotetop'>QUOTE (kingmob @ Mar 23 2011, 04:32 PM) <a href="index.php?act=findpost&pid=1838529"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What does that mean? seriously that was one I was puzzled on.<!--QuoteEnd--></div><!--QuoteEEnd--> I take it the devs noticed the thread about the axe swipe hitting the second you push the trigger and not when it actually swipes. Same with skulk but less noticeable cuz it bites down so quickly. By triggering the attack from a specific point in the animation they can make the attack happen once the axe is swiping infront of you and not just as soon as the button gets pressed.
<!--quoteo(post=1838532:date=Mar 23 2011, 04:39 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Mar 23 2011, 04:39 PM) <a href="index.php?act=findpost&pid=1838532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I take it the devs noticed the thread about the axe swipe hitting the second you push the trigger and not when it actually swipes. Same with skulk but less noticeable cuz it bites down so quickly. By triggering the attack from a specific point in the animation they can make the attack happen once the axe is swiping infront of you and not just as soon as the button gets pressed.<!--QuoteEnd--></div><!--QuoteEEnd--> Similar to how it works in fighting games, where each attack animates over a number of frames, each possessing (or not possessing) their own hitboxes, whereas currently, melee attacks seem to use the same logic/physics as projectiles.
Add a console command to disable Skulk view tilting while wall walking ("skulk_view_tilt false")
Can it be disabled Automatically when space is smaller than x/y/z? That seems like it would be a good fix for vents or even a flag for the editor to disable within the vents.
Some people (including me) just feel ill with it enabled. So giving the option to turn it off for those effected or who just don't enjoy it that much has been added.
<!--quoteo(post=1838697:date=Mar 24 2011, 05:16 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Mar 24 2011, 05:16 PM) <a href="index.php?act=findpost&pid=1838697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some people (including me) just feel ill with it enabled. So giving the option to turn it off for those effected or who just don't enjoy it that much has been added.<!--QuoteEnd--></div><!--QuoteEEnd--> Keep in mind the power of first impressions, and that many users won't ever think to check the settings to disable gameplay features. IMO it should default to off unless you guys really revolutionize its effectiveness.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->MACs/Drifters don't collide with each other<!--QuoteEnd--></div><!--QuoteEEnd-->
...no more macstacking?
The Marine in me says: NOOOO!! MACstacks were so awesome! The Alien in me says: YEEEEES!!! At last! No instand repair anymore!
The common sense says: It is good that they are going to fix that bug.
There goes my super sentry stack abillity........ what am I supposed to do with all the res now? Make a med kit wall? Spam Armory's everywhere? WHAT IS THIS?
<i>Delivered - Scoreboard should not display "Dead" status of other team </i> Was this really a problem? I liked knowing how many were alive on the other team.
<!--quoteo(post=1839367:date=Mar 30 2011, 09:07 PM:name=Jaweese)--><div class='quotetop'>QUOTE (Jaweese @ Mar 30 2011, 09:07 PM) <a href="index.php?act=findpost&pid=1839367"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>Delivered - Scoreboard should not display "Dead" status of other team </i> Was this really a problem? I liked knowing how many were alive on the other team.<!--QuoteEnd--></div><!--QuoteEEnd--> Doesn't mean you should. The uncertainty makes you play the game differently.
<!--quoteo(post=1839368:date=Mar 30 2011, 08:17 PM:name=KuBaN)--><div class='quotetop'>QUOTE (KuBaN @ Mar 30 2011, 08:17 PM) <a href="index.php?act=findpost&pid=1839368"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doesn't mean you should. The uncertainty makes you play the game differently.<!--QuoteEnd--></div><!--QuoteEEnd--> Well, let me rephrase that. I liked having an <i>easy</i> way of knowing how many players are alive. I mean, I could just pay really close attention to killspam and have a mental countdown for every kill...
But as far as uncertainty goes, I think makes for better gameplay to have too much information than not enough. This way, you gain an advantage over people who use the information poorly (or not at all).
<!--quoteo(post=1839370:date=Mar 30 2011, 09:53 PM:name=Jaweese)--><div class='quotetop'>QUOTE (Jaweese @ Mar 30 2011, 09:53 PM) <a href="index.php?act=findpost&pid=1839370"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, let me rephrase that. I liked having an <i>easy</i> way of knowing how many players are alive. I mean, I could just pay really close attention to killspam and have a mental countdown for every kill...<!--QuoteEnd--></div><!--QuoteEEnd-->
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited March 2011
DoTA/HoN/LoL all show death timers on the scoreboards, even to the other team, and the player bases are perfectly okay with it. I think it is more of a feature than a problem.
Showing the dead players helps with assessing the current situation. I see that as a positive feature. Actually I can't think of a MP shooter that doesn't show who's dead.
In highly organized play were teams are small it doesn't make that much of a difference, as it is easier to keep up with deaths and there is more communication. In potentially chaotic pub play with larger teams and less communication it supports team efforts.
It's certainly a different game dynamic. If you know that most of their team is down, you'll go rush forward. If you don't know, you'll tread cautiously.
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
NS2 is not CoD. NS2 is a RTS, more than it is a shooter. Now tell me a RTS where you can see the enemy units by default. Thats what scouting is for, or scanning etc.
Comm should be telling the team if the IP is down.
I think that perhaps this sort of thing should be announced to commanders, but not to players. So it keeps the people in command better informed, and forces them to communicate with the team.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->DoTA/HoN/LoL all show death timers on the scoreboards, even to the other team, and the player bases are perfectly okay with it. I think it is more of a feature than a problem.<!--QuoteEnd--></div><!--QuoteEEnd--> None of these are games that rely on stealth. Still, Asraniel makes the better point.
<!--quoteo(post=1839406:date=Mar 31 2011, 05:49 AM:name=)--><div class='quotetop'>QUOTE ( @ Mar 31 2011, 05:49 AM) <a href="index.php?act=findpost&pid=1839406"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS2 is not CoD. NS2 is a RTS, more than it is a shooter. Now tell me a RTS where you can see the enemy units by default. Thats what scouting is for, or scanning etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
I keep books and papers in stacks; the rest I tend to keep in heaps. When I was younger my heap had automatic garbage collection, but not any more.
haha, nice one :)
<3
any updates you care to share?
YYYYYYEEEEEESSSSS!
What does that mean?
seriously that was one I was puzzled on.
seriously that was one I was puzzled on.<!--QuoteEnd--></div><!--QuoteEEnd-->
I take it the devs noticed the thread about the axe swipe hitting the second you push the trigger and not when it actually swipes. Same with skulk but less noticeable cuz it bites down so quickly. By triggering the attack from a specific point in the animation they can make the attack happen once the axe is swiping infront of you and not just as soon as the button gets pressed.
Similar to how it works in fighting games, where each attack animates over a number of frames, each possessing (or not possessing) their own hitboxes, whereas currently, melee attacks seem to use the same logic/physics as projectiles.
It always threw me in NS1 when I was learning Fade that the hitreg is when you click, not when my claws swept downwards.
<b>Shotgun Nerf!!!</b>
I would be over the moon even if it was said in the progress list!
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/hwgi3MT_gyA"></param><embed src="http://www.youtube.com/v/hwgi3MT_gyA" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Can it be disabled Automatically when space is smaller than x/y/z? That seems like it would be a good fix for vents or even a flag for the editor to disable within the vents.
Keep in mind the power of first impressions, and that many users won't ever think to check the settings to disable gameplay features. IMO it should default to off unless you guys really revolutionize its effectiveness.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->MACs/Drifters don't collide with each other<!--QuoteEnd--></div><!--QuoteEEnd-->
...no more macstacking?
The Marine in me says: NOOOO!! MACstacks were so awesome!
The Alien in me says: YEEEEES!!! At last! No instand repair anymore!
The common sense says: It is good that they are going to fix that bug.
</i>
Was this really a problem? I liked knowing how many were alive on the other team.
</i>
Was this really a problem? I liked knowing how many were alive on the other team.<!--QuoteEnd--></div><!--QuoteEEnd-->
Doesn't mean you should. The uncertainty makes you play the game differently.
Well, let me rephrase that. I liked having an <i>easy</i> way of knowing how many players are alive. I mean, I could just pay really close attention to killspam and have a mental countdown for every kill...
But as far as uncertainty goes, I think makes for better gameplay to have too much information than not enough. This way, you gain an advantage over people who use the information poorly (or not at all).
Oh well, I'll see how this goes for now.
Then do that.
Actually I can't think of a MP shooter that doesn't show who's dead.
In highly organized play were teams are small it doesn't make that much of a difference, as it is easier to keep up with deaths and there is more communication.
In potentially chaotic pub play with larger teams and less communication it supports team efforts.
Now tell me a RTS where you can see the enemy units by default. Thats what scouting is for, or scanning etc.
I think that perhaps this sort of thing should be announced to commanders, but not to players. So it keeps the people in command better informed, and forces them to communicate with the team.
None of these are games that rely on stealth. Still, Asraniel makes the better point.
<!--quoteo(post=1839406:date=Mar 31 2011, 05:49 AM:name=)--><div class='quotetop'>QUOTE ( @ Mar 31 2011, 05:49 AM) <a href="index.php?act=findpost&pid=1839406"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS2 is not CoD. NS2 is a RTS, more than it is a shooter.
Now tell me a RTS where you can see the enemy units by default. Thats what scouting is for, or scanning etc.<!--QuoteEnd--></div><!--QuoteEEnd-->