<!--quoteo(post=1962669:date=Aug 14 2012, 12:41 PM:name=v1zor)--><div class='quotetop'>QUOTE (v1zor @ Aug 14 2012, 12:41 PM) <a href="index.php?act=findpost&pid=1962669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The movement really sucks in NS2. It feels like iam glued to the ground and can only move with much force.
mouse and movement feels "improvised" in NS2 and on source engine+unreal engine "perfected" and "precise"
- source engine and unreal tournament engine feels totally fluent and you feel "free". both engines deal with the movement the best from all games!!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
I also agree with this! Reaction seems slow in NS2 compared with games made in these engines although perhaps more realistic than the jumps in other engines. But who's to say that the gravity in the NS2 universe is the same as here on earth? :)
I would like to add that I think the HUD in Crysis 3 (my apologies) is better suited for marines than the one currently in use. Also the scoreboard in CS:S (the latest version of CS:S) should be adopted in NS2. It has your Steam avatar image on it, everything is nicely spaced out, etc.
Company of Heroes has a very good icon system for assigning units. The commander could use this to number players as well as commander controlled units.
Numbers are assigned by using CTRL + number. This quickly allows the commander to see all units on the map that they can issue orders to and assign control groups.
I love the way voice commands are handled in TF2, and I think it'd be great to have a similar system for the marines in NS2. One key for commands (go/stop/cover me/reloading/help me build etc), one for information (skulk/fade/onos ahead, shade here, whip there etc), and one for comments (nice shot/cheer/jeer/etc) would let players pass more information between themselves without necessarily having to use their mics.
Dr. RocksoJoin Date: 2010-11-20Member: 75114Members
edited November 2012
<!--quoteo(post=1679965:date=Jun 1 2008, 06:49 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Jun 1 2008, 06:49 PM) <a href="index.php?act=findpost&pid=1679965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->huh? Tremulous is horrible i couldnt stand it.
Idea done better -
Grenade Launcher Path in the hud so you can tell where you grenade will end up (including rebounds off walls) <img src="http://image.com.com/gamespot/images/2007/262/926596_20070920_screen029.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
1) Grenade projectile path is a must... would be nice to know where its going, especially when there are tons of invisible geometry - sometimes you can't tell if a teammate is blocking your path (most of the time it is definitely clear to shoot, but the way the characters/hitboxes are modeled, there is yet more invisible geometries to work with).
2) The current command menu is super unprofessional. It works as a stand in (proof of concept), but not in a released v1.0 game. A circular wheel would do. Simple icons - in this case different gun silhouettes - for the univeral needs of the player, along with text below. This could be the same for aliens and marines, no fancy graphics necessary here (you can always skin in later, if you really want). CS:GO <img src="http://www.infaround.com/wp-content/uploads/2012/04/Counter-Strike-Global-Offensive-Selector-Wheel-1.jpg" border="0" class="linked-image" /> Battlefield 2 (Bad Company 2 also, if I correctly remember) <img src="http://img215.imageshack.us/img215/2758/bf2u.png" border="0" class="linked-image" />
<u>This would be the easily accessible 'Q' key, just as used in the Battlefield series, held down and using the mouse to click on one (which send the command and removes the menu from screen upon selection). Upon just pressing the key once, the most common command (for Battlefield, it is 'Enemy Spotted') would be selected.</u>
EDIT: ADD WAYPOINTS IN THE GAME (ie: A B C, ETC for the main hive/chair capture points) and allow the pressing of the 'Q' key, as in Battlefield, to say 'attack this location'. This would be the default function (center option) upon looking at a point through the map and pressing the 'Q' key, just as spotting works in Battlefield. <a href="http://www.youtube.com/watch?v=-f0iPW4Uk9s" target="_blank">http://www.youtube.com/watch?v=-f0iPW4Uk9s</a> 2:54 into the clip
I'm a decent player, and I find myself almost ignoring the almost obscure indicators/waypoints (at least for aliens) currently in game. These markers can be done tastefully/subtley and do not have to be as 'in your face' as in Battlefield. <u>It definitely helps give you a sense of orientation and a method of allowing teammates to give you indicators, especially when they don't have a mic</u>.
Not in game, feature voting with a system built for it using something like User Voice would be nice.
Here's an example of RackSpace using UV. <a href="http://feedback.rackspace.com/forums/71021-product-feedback" target="_blank">http://feedback.rackspace.com/forums/71021-product-feedback</a>
Registering gives you a fixed number of votes. You can assign 1-3 votes to a feature. When you're out of votes, you're out until they are replenished on a set schedule. The admins can respond to ideas and mark them with tags such as "Under Review", "Planned", "Started", "Denied", etc...
I've been wanting to +1 a lot of idea here, but I think a real feature request system would be a better solution.
I love in TF2 that every item has a wiki page that is linked to from within the game (and available outside the game). <a href="http://wiki.teamfortress.com/wiki/Main_Page" target="_blank">http://wiki.teamfortress.com/wiki/Main_Page</a> <img src="http://i47.tinypic.com/2s99d3k.png" border="0" class="linked-image" />
It would be useful for new comers to have something under the tutorial section that integrated wiki content to get players up to speed on things like the tech tree, details about buildings and aliens, a tactics section and additional fact based content. It's more easily navigated and discoverable than a forum and can be user generated for much of the content. It would also track changes made to the game as things like attack radius changes.
In TF2, you can pick up and move sentry guns. Running with heavy equipment slows you down greatly and makes you vulnerable, but I think it would be cool if the comm could power down the battery and sentry and let marines move them without needing to recycle. <img src="http://pnmedia.gamespy.com/screenshots/phl/67191891.jpg" border="0" class="linked-image" />
The TF2 server browser with an option to see a server history. I haven't found an easy way in NS2 to add the server I'm currently on to my favorites and I'm not given the option when I disconnect.
<img src="http://wiki.teamfortress.com/w/images/thumb/1/13/Steam_Server_Browser.png/800px-Steam_Server_Browser.png" border="0" class="linked-image" /> <a href="http://wiki.teamfortress.com/wiki/Server_Browser" target="_blank">Server Browser in TF2 wiki page</a>
I think NS2 should think about adding iron sights. In my opinion, the bash melee attack for the lmg is useless. And besides that the right mouse button is never used for the marine team. By incorporating iron sights the marines would not only be able to have more precise aim but it'll add a more realistic feel to the game itself.
Besides that, it would really help improve the grenade launcher. The guns model has a nice green aimer on it yet its useless and simply for show. But with iron sights we'd be able to use it to measure distances and aim our shots better.
Right now only the aliens have any secondary attacks. I think it'd be a nice addition to add iron sights to the game and if not then atleast for the grenade launcher. Think of it as a zoom feature instead of an iron sight for the gun.
<!--quoteo(post=2045089:date=Dec 13 2012, 07:58 PM:name=Psilocybinentity)--><div class='quotetop'>QUOTE (Psilocybinentity @ Dec 13 2012, 07:58 PM) <a href="index.php?act=findpost&pid=2045089"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think NS2 should think about adding iron sights. In my opinion, the bash melee attack for the lmg is useless. And besides that the right mouse button is never used for the marine team. By incorporating iron sights the marines would not only be able to have more precise aim but it'll add a more realistic feel to the game itself.
Besides that, it would really help improve the grenade launcher. The guns model has a nice green aimer on it yet its useless and simply for show. But with iron sights we'd be able to use it to measure distances and aim our shots better.
Right now only the aliens have any secondary attacks. I think it'd be a nice addition to add iron sights to the game and if not then atleast for the grenade launcher. Think of it as a zoom feature instead of an iron sight for the gun.<!--QuoteEnd--></div><!--QuoteEEnd-->
Iron sights would be useless in 99% of combat given how fast things move in this game. As for the rifle butt it's silly the amount of kills I've got with it! However secondary attacks on the weapons would be good, maybe adding a whip attack to the pistol and shotgun, not sure about the flamer and GL.
<b>Marines HUD</b> Make it bend over the helmet so you actually feel like you're wearing one. <img src="http://media.t3.com/img/resized/ha/xl_Halo-4-HUD-624.jpg" border="0" class="linked-image" /> (Screen from Halo 4)
<b>Aliens Camouflage</b> Make it transparent when moving and not complete lack of silhouette. <img src="http://rafuron.files.wordpress.com/2011/05/predator-camo.jpg" border="0" class="linked-image" /> (Screen from Predator)
<b>Marines map</b> Make it appear before us, on the inner side of the helmet, or as an animation of hologram on our wrists, perhaps even before us. So everyone know's when we look at it. <img src="http://www.mobygames.com/images/shots/l/336676-dead-space-windows-screenshot-looking-at-the-map-of-this-area.jpg" border="0" class="linked-image" /> (Screen from Dead Space)
<b>Aliens map</b> Make aliens eyes glitter and burn bright in shade when they look at the map. <img src="http://images2.wikia.nocookie.net/starcraft/images/1/13/Protoss_SC2_Art1.jpg" border="0" class="linked-image" /> (Art from Starcraft)
<b>Aliens waypoint</b> Show a repeatable bright wave of strings that looks like hormones/cloud on the floor, to lead to points on map where Hive Commander points his minions.
<b>Last server</b> Add history of servers that we visited to play panel, so we can rejoin those servers we play on previously.
<!--quoteo(post=1997127:date=Oct 25 2012, 10:09 AM:name=FlatkinG)--><div class='quotetop'>QUOTE (FlatkinG @ Oct 25 2012, 10:09 AM) <a href="index.php?act=findpost&pid=1997127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS2 desperately needs to have the key binds far more easier to use, not being able to bind mouse wheel to anything at all, and not able to unbind the default "next weapon" is giving me the ######, the Menumod is far easier. most other games this isn't an issue and needs to be brought up to par. NS2 Menumod should be put in the game, the one at the moment looks pretty but doesn't function how it should. also alternate keys are a must!<!--QuoteEnd--></div><!--QuoteEEnd-->
I think this is a huge issue. Not all mouse keys are bindable. Also there are keys which you perma-bound such as spacebar for commander to focus on last action which can't be changed.
It's been done better in almost every game i've ever played (including NS1), but to name a few examples of awesome experiences UT2004 and CS/Valve FPS's have great support for editing any key in game and config file.
It is not obvious when you are changing a key. it should blink, or be a different color, when it is time to press the key you want it to be. The only way I can tell its time to press the key is usually I get a conflict. This can be much more straightforward.
Apply should not need to be clicked. This is abhorrently non-intuitive. If the changes are saved users do not expect to need to click apply for the settings to change. Example flow:
- Lets say jump is A key - I set my jump key to something new, B key - Click back - Exit menu - My jump key is still A key. B does nothing. Oh well, maybe i clicked something wrong - I go to the menu, go to settings, it tells me jump is B - Head explodes - Realize I need to click apply - All is better.
This shouldn't happen. If the config changes are saved, they should be applied.
Lets also see multiple keys available per action. This is available in many other games.
Found another usability issue with keybindings. I decided to bind my voice key to V (i tried space but it is a nightmare in commander mode with auto-locate). It doesn't make it obvious anywhere, nor tell you in the bindings screen, but V is the hot-key for recycling a building. So here i am commanding, talking to people, and next thing i know my armory disappears because i used voice. Please show conflicts for these hot keys! Let me re-bind them!
<!--quoteo(post=2035902:date=Nov 27 2012, 02:03 PM:name=snekse)--><div class='quotetop'>QUOTE (snekse @ Nov 27 2012, 02:03 PM) <a href="index.php?act=findpost&pid=2035902"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The TF2 server browser with an option to see a server history. I haven't found an easy way in NS2 to add the server I'm currently on to my favorites and I'm not given the option when I disconnect.
<img src="http://wiki.teamfortress.com/w/images/thumb/1/13/Steam_Server_Browser.png/800px-Steam_Server_Browser.png" border="0" class="linked-image" /> <a href="http://wiki.teamfortress.com/wiki/Server_Browser" target="_blank">Server Browser in TF2 wiki page</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Please give us this. This would be phenomenal.
I also agree the key bindings need to improve. I use 'V' as my voice key in several other games, and in ns2, the V button recycles buildings if your commanding. When I first started commanding this was really annoying, I still occasionally accidentally recycle a building.
<!--quoteo(post=2057695:date=Jan 7 2013, 07:37 PM:name=PetriFemboy)--><div class='quotetop'>QUOTE (PetriFemboy @ Jan 7 2013, 07:37 PM) <a href="index.php?act=findpost&pid=2057695"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Marines HUD</b> Make it bend over the helmet so you actually feel like you're wearing one. <img src="http://media.t3.com/img/resized/ha/xl_Halo-4-HUD-624.jpg" border="0" class="linked-image" /> (Screen from Halo 4)
<b>Aliens Camouflage</b> Make it transparent when moving and not complete lack of silhouette. <img src="http://rafuron.files.wordpress.com/2011/05/predator-camo.jpg" border="0" class="linked-image" /> (Screen from Predator)
<b>Marines map</b> Make it appear before us, on the inner side of the helmet, or as an animation of hologram on our wrists, perhaps even before us. So everyone know's when we look at it. <img src="http://www.mobygames.com/images/shots/l/336676-dead-space-windows-screenshot-looking-at-the-map-of-this-area.jpg" border="0" class="linked-image" /> (Screen from Dead Space)
<b>Aliens map</b> Make aliens eyes glitter and burn bright in shade when they look at the map. <img src="http://images2.wikia.nocookie.net/starcraft/images/1/13/Protoss_SC2_Art1.jpg" border="0" class="linked-image" /> (Art from Starcraft)
<b>Aliens waypoint</b> Show a repeatable bright wave of strings that looks like hormones/cloud on the floor, to lead to points on map where Hive Commander points his minions.
<b>Last server</b> Add history of servers that we visited to play panel, so we can rejoin those servers we play on previously.<!--QuoteEnd--></div><!--QuoteEEnd-->
Has anyone suggested a evolve all last evolves menu shortcut button ?
It is annoying to pick all the upgrades every single time again and again.Would be easier to just press a button like in CS(F1?} and be on your way.I´m sure there are people who just forget to evolve anyway.
Skill tree.
Add two skill treats. One for a normal field trooper and one for commander that both the commander and trooper can see.
It should show current progres, count of buildings and their locations for commander side, and list of possible upgrades and items.
One hand Exosuit.
We don't need it. Add infinite ammo to any weapon you hold, as an upgrade, you die, you lose the upgrade.
I open my map at least every 5 seconds when out of combat.
My marine mates would freak out if i messed with their line of sight that often.
As a hiding kharaa i do not need a bg neon advertisment telling "free skulk kill hiding behind this corner".
Tremulous has a "Sticky Spectate" option that is rather nice. so when you are speccing someone and they die, it doesn't cycle to the next player. just a thought,
i would also like to add one more thing, in Planetside 2 (among other games, i suppose) there is the ability to voice chat with people in your area, instead of the entire team. for example, another key bound to alert only teammates within that room/your immediate vicinity. might just come in handy..
I've been meaning to say this for a while, but the recent modding post has inspired me:
Did anyone ever use the modding tools for Amnesia: The Dark Decent? The engine was called HPL2, and there was some aspects of it there were pretty awesome. Unfortunately, I only own Amnesia for linux, and my linux hard drive is dead, and so i can't post screenshots but if there's anyone out there who could that'd be great.
Things in HPL2 I liked:
1) The in engine options/properties you have a pretty are sweet, an example would be the lighting.
You can control the flicker, gobo, radius, colours, [some] movement, and link lights to candles etc from the properties panel--it's all really intuitive, and can easily create some really interestingly lit environments.
I found in general that the properties panel in HPL2 was much broader, more useful and more intuitive than spark.
The documentation for Amnesia/HPL2 is quite comprehensive. Using the wiki (and maybe the forums a bit too), it's really easy to jump in to modding, and start doing cool stuff. It's got loads of tutorials, a description of all--or maybe most--of the game's functions. It's just good.
3) The best thing about the HPL2 is that it's named after H.P. Lovecraft
You should call spark The Spark out of the Darkness, or The Crawling Spark or something ;P
Modding for NS2 seems more complicated than HPL2, and has less documentation--i know quite a few people who enjoy modding, and looked at NS2 modding but decided with the lack of documentation it was too much hassle to get in to.
The new tutorial thing that's out is a step in the right direction, i just want to encourage UWE to take more steps in that direction.
Comments
mouse and movement feels "improvised" in NS2 and on source engine+unreal engine "perfected" and "precise"
- source engine and unreal tournament engine feels totally fluent and you feel "free". both engines deal with the movement the best from all games!!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
I also agree with this! Reaction seems slow in NS2 compared with games made in these engines although perhaps more realistic than the jumps in other engines. But who's to say that the gravity in the NS2 universe is the same as here on earth? :)
I would like to add that I think the HUD in Crysis 3 (my apologies) is better suited for marines than the one currently in use.
Also the scoreboard in CS:S (the latest version of CS:S) should be adopted in NS2. It has your Steam avatar image on it, everything is nicely spaced out, etc.
<img src="http://i.imgur.com/623zi.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/PtxMr.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/CtCJF.jpg" border="0" class="linked-image" />
Numbers are assigned by using CTRL + number. This quickly allows the commander to see all units on the map that they can issue orders to and assign control groups.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/LIhNgO_U_38"></param><embed src="http://www.youtube.com/v/LIhNgO_U_38" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Idea done better -
Grenade Launcher Path in the hud so you can tell where you grenade will end up (including rebounds off walls)
<img src="http://image.com.com/gamespot/images/2007/262/926596_20070920_screen029.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
1) Grenade projectile path is a must... would be nice to know where its going, especially when there are tons of invisible geometry - sometimes you can't tell if a teammate is blocking your path (most of the time it is definitely clear to shoot, but the way the characters/hitboxes are modeled, there is yet more invisible geometries to work with).
2) The current command menu is super unprofessional. It works as a stand in (proof of concept), but not in a released v1.0 game. A circular wheel would do.
Simple icons - in this case different gun silhouettes - for the univeral needs of the player, along with text below. This could be the same for aliens and marines, no fancy graphics necessary here (you can always skin in later, if you really want).
CS:GO
<img src="http://www.infaround.com/wp-content/uploads/2012/04/Counter-Strike-Global-Offensive-Selector-Wheel-1.jpg" border="0" class="linked-image" />
Battlefield 2 (Bad Company 2 also, if I correctly remember)
<img src="http://img215.imageshack.us/img215/2758/bf2u.png" border="0" class="linked-image" />
<u>This would be the easily accessible 'Q' key, just as used in the Battlefield series, held down and using the mouse to click on one (which send the command and removes the menu from screen upon selection). Upon just pressing the key once, the most common command (for Battlefield, it is 'Enemy Spotted') would be selected.</u>
EDIT: ADD WAYPOINTS IN THE GAME (ie: A B C, ETC for the main hive/chair capture points) and allow the pressing of the 'Q' key, as in Battlefield, to say 'attack this location'. This would be the default function (center option) upon looking at a point through the map and pressing the 'Q' key, just as spotting works in Battlefield.
<a href="http://www.youtube.com/watch?v=-f0iPW4Uk9s" target="_blank">http://www.youtube.com/watch?v=-f0iPW4Uk9s</a> 2:54 into the clip
I'm a decent player, and I find myself almost ignoring the almost obscure indicators/waypoints (at least for aliens) currently in game. These markers can be done tastefully/subtley and do not have to be as 'in your face' as in Battlefield. <u>It definitely helps give you a sense of orientation and a method of allowing teammates to give you indicators, especially when they don't have a mic</u>.
<a href="http://www.youtube.com/watch?v=eHtObED4cfE&feature=related" target="_blank">http://www.youtube.com/watch?v=eHtObED4cfE...feature=related</a>
Most of the weapons dont really do anything new other than just add more damage.
Smart Gun would actually add a usefull weapon to the game.
<a href="http://www.gamestar.de/videos/action,9/aliens-colonial-marines,67415.html" target="_blank">http://www.gamestar.de/videos/action,9/ali...ines,67415.html</a>
Here's an example of RackSpace using UV.
<a href="http://feedback.rackspace.com/forums/71021-product-feedback" target="_blank">http://feedback.rackspace.com/forums/71021-product-feedback</a>
Registering gives you a fixed number of votes. You can assign 1-3 votes to a feature. When you're out of votes, you're out until they are replenished on a set schedule. The admins can respond to ideas and mark them with tags such as "Under Review", "Planned", "Started", "Denied", etc...
I've been wanting to +1 a lot of idea here, but I think a real feature request system would be a better solution.
<a href="http://wiki.teamfortress.com/wiki/Main_Page" target="_blank">http://wiki.teamfortress.com/wiki/Main_Page</a>
<img src="http://i47.tinypic.com/2s99d3k.png" border="0" class="linked-image" />
It would be useful for new comers to have something under the tutorial section that integrated wiki content to get players up to speed on things like the tech tree, details about buildings and aliens, a tactics section and additional fact based content. It's more easily navigated and discoverable than a forum and can be user generated for much of the content. It would also track changes made to the game as things like attack radius changes.
<img src="http://pnmedia.gamespy.com/screenshots/phl/67191891.jpg" border="0" class="linked-image" />
<img src="http://wiki.teamfortress.com/w/images/thumb/1/13/Steam_Server_Browser.png/800px-Steam_Server_Browser.png" border="0" class="linked-image" />
<a href="http://wiki.teamfortress.com/wiki/Server_Browser" target="_blank">Server Browser in TF2 wiki page</a>
Besides that, it would really help improve the grenade launcher. The guns model has a nice green aimer on it yet its useless and simply for show. But with iron sights we'd be able to use it to measure distances and aim our shots better.
Right now only the aliens have any secondary attacks. I think it'd be a nice addition to add iron sights to the game and if not then atleast for the grenade launcher. Think of it as a zoom feature instead of an iron sight for the gun.
Besides that, it would really help improve the grenade launcher. The guns model has a nice green aimer on it yet its useless and simply for show. But with iron sights we'd be able to use it to measure distances and aim our shots better.
Right now only the aliens have any secondary attacks. I think it'd be a nice addition to add iron sights to the game and if not then atleast for the grenade launcher. Think of it as a zoom feature instead of an iron sight for the gun.<!--QuoteEnd--></div><!--QuoteEEnd-->
Iron sights would be useless in 99% of combat given how fast things move in this game. As for the rifle butt it's silly the amount of kills I've got with it! However secondary attacks on the weapons would be good, maybe adding a whip attack to the pistol and shotgun, not sure about the flamer and GL.
Make it bend over the helmet so you actually feel like you're wearing one.
<img src="http://media.t3.com/img/resized/ha/xl_Halo-4-HUD-624.jpg" border="0" class="linked-image" />
(Screen from Halo 4)
<b>Aliens Camouflage</b>
Make it transparent when moving and not complete lack of silhouette.
<img src="http://rafuron.files.wordpress.com/2011/05/predator-camo.jpg" border="0" class="linked-image" />
(Screen from Predator)
<b>Marines map</b>
Make it appear before us, on the inner side of the helmet, or as an animation of hologram on our wrists, perhaps even before us. So everyone know's when we look at it.
<img src="http://www.mobygames.com/images/shots/l/336676-dead-space-windows-screenshot-looking-at-the-map-of-this-area.jpg" border="0" class="linked-image" />
(Screen from Dead Space)
<b>Aliens map</b>
Make aliens eyes glitter and burn bright in shade when they look at the map.
<img src="http://images2.wikia.nocookie.net/starcraft/images/1/13/Protoss_SC2_Art1.jpg" border="0" class="linked-image" />
(Art from Starcraft)
<b>Aliens waypoint</b>
Show a repeatable bright wave of strings that looks like hormones/cloud on the floor, to lead to points on map where Hive Commander points his minions.
<b>Last server</b>
Add history of servers that we visited to play panel, so we can rejoin those servers we play on previously.
I think this is a huge issue. Not all mouse keys are bindable. Also there are keys which you perma-bound such as spacebar for commander to focus on last action which can't be changed.
It's been done better in almost every game i've ever played (including NS1), but to name a few examples of awesome experiences UT2004 and CS/Valve FPS's have great support for editing any key in game and config file.
It is not obvious when you are changing a key. it should blink, or be a different color, when it is time to press the key you want it to be. The only way I can tell its time to press the key is usually I get a conflict. This can be much more straightforward.
Apply should not need to be clicked. This is abhorrently non-intuitive. If the changes are saved users do not expect to need to click apply for the settings to change. Example flow:
- Lets say jump is A key
- I set my jump key to something new, B key
- Click back
- Exit menu
- My jump key is still A key. B does nothing. Oh well, maybe i clicked something wrong
- I go to the menu, go to settings, it tells me jump is B
- Head explodes
- Realize I need to click apply
- All is better.
This shouldn't happen. If the config changes are saved, they should be applied.
Lets also see multiple keys available per action. This is available in many other games.
Found another usability issue with keybindings. I decided to bind my voice key to V (i tried space but it is a nightmare in commander mode with auto-locate). It doesn't make it obvious anywhere, nor tell you in the bindings screen, but V is the hot-key for recycling a building. So here i am commanding, talking to people, and next thing i know my armory disappears because i used voice. Please show conflicts for these hot keys! Let me re-bind them!
<img src="http://wiki.teamfortress.com/w/images/thumb/1/13/Steam_Server_Browser.png/800px-Steam_Server_Browser.png" border="0" class="linked-image" />
<a href="http://wiki.teamfortress.com/wiki/Server_Browser" target="_blank">Server Browser in TF2 wiki page</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Please give us this. This would be phenomenal.
I also agree the key bindings need to improve. I use 'V' as my voice key in several other games, and in ns2, the V button recycles buildings if your commanding. When I first started commanding this was really annoying, I still occasionally accidentally recycle a building.
Make it bend over the helmet so you actually feel like you're wearing one.
<img src="http://media.t3.com/img/resized/ha/xl_Halo-4-HUD-624.jpg" border="0" class="linked-image" />
(Screen from Halo 4)
<b>Aliens Camouflage</b>
Make it transparent when moving and not complete lack of silhouette.
<img src="http://rafuron.files.wordpress.com/2011/05/predator-camo.jpg" border="0" class="linked-image" />
(Screen from Predator)
<b>Marines map</b>
Make it appear before us, on the inner side of the helmet, or as an animation of hologram on our wrists, perhaps even before us. So everyone know's when we look at it.
<img src="http://www.mobygames.com/images/shots/l/336676-dead-space-windows-screenshot-looking-at-the-map-of-this-area.jpg" border="0" class="linked-image" />
(Screen from Dead Space)
<b>Aliens map</b>
Make aliens eyes glitter and burn bright in shade when they look at the map.
<img src="http://images2.wikia.nocookie.net/starcraft/images/1/13/Protoss_SC2_Art1.jpg" border="0" class="linked-image" />
(Art from Starcraft)
<b>Aliens waypoint</b>
Show a repeatable bright wave of strings that looks like hormones/cloud on the floor, to lead to points on map where Hive Commander points his minions.
<b>Last server</b>
Add history of servers that we visited to play panel, so we can rejoin those servers we play on previously.<!--QuoteEnd--></div><!--QuoteEEnd-->
really good ideas, +1
It is annoying to pick all the upgrades every single time again and again.Would be easier to just press a button like in CS(F1?} and be on your way.I´m sure there are people who just forget to evolve anyway.
Add two skill treats. One for a normal field trooper and one for commander that both the commander and trooper can see.
It should show current progres, count of buildings and their locations for commander side, and list of possible upgrades and items.
One hand Exosuit.
We don't need it. Add infinite ammo to any weapon you hold, as an upgrade, you die, you lose the upgrade.
Why?
I dont really like this idea.
I open my map at least every 5 seconds when out of combat.
My marine mates would freak out if i messed with their line of sight that often.
As a hiding kharaa i do not need a bg neon advertisment telling "free skulk kill hiding behind this corner".
have a great !
Did anyone ever use the modding tools for Amnesia: The Dark Decent? The engine was called HPL2, and there was some aspects of it there were pretty awesome. Unfortunately, I only own Amnesia for linux, and my linux hard drive is dead, and so i can't post screenshots but if there's anyone out there who could that'd be great.
Things in HPL2 I liked:
1) The in engine options/properties you have a pretty are sweet, an example would be the lighting.
You can control the flicker, gobo, radius, colours, [some] movement, and link lights to candles etc from the properties panel--it's all really intuitive, and can easily create some really interestingly lit environments.
I found in general that the properties panel in HPL2 was much broader, more useful and more intuitive than spark.
2) The documentation wiki.frictionalgames.com/hpl2/start
The documentation for Amnesia/HPL2 is quite comprehensive. Using the wiki (and maybe the forums a bit too), it's really easy to jump in to modding, and start doing cool stuff. It's got loads of tutorials, a description of all--or maybe most--of the game's functions. It's just good.
3) The best thing about the HPL2 is that it's named after H.P. Lovecraft
You should call spark The Spark out of the Darkness, or The Crawling Spark or something ;P
Modding for NS2 seems more complicated than HPL2, and has less documentation--i know quite a few people who enjoy modding, and looked at NS2 modding but decided with the lack of documentation it was too much hassle to get in to.
The new tutorial thing that's out is a step in the right direction, i just want to encourage UWE to take more steps in that direction.
¯¯¯¯¯¯¯¯¯¯¯¯`·._ vs ¯¯¯¯¯¯¯¯¯¯¯¯|
in NS2 i often find myself wondering, "who just said that?" because their name disappears so abruptly.
edit: i just realized the text chat does fade out, so why not voice chat, too?