New Alien Vision
ns2isgood
Join Date: 2013-04-16 Member: 184847Members
Can we please have an option to revert to the original? I'm really disliking the new setup for the aliens night vision.
Comments
That's ridiculous. Alien Vision is now an utterly useless mechanic that makes everything orange for no good reason. It does a great job of making marines completely impossible to see! What a neat idea!
Oh that's right, you can (sort of) see in the dark when the power is out, but the only way you'd know about that is to have watched the video that some other site had to leak! You'll get no such generosity from UWE!
It's still useful for completely dark rooms I guess.
There's also the change to standard vision where Marines and structures got highlighted, so it isn't a complete wash.
Sorry guys - I know that every time a patch drops, there are people bitching and moaning about balance issues, etc, but when a game is physically uncomfortable to play, that's far beyond game mechanics issues.
Tone it down, change the palette (I could handle the darker green with the same "visibility" or something), but please come up with something better that doesn't blind your customers.
N.
This happens with every update to any game: when a familiar mechanic gets tweaked, the sky falls.
You'll get used to it.
Why is it blinding (physically unbearable) in most places when it's on??
The previous AV had been around since beta, why change it now? I challenge you to even find a past thread with someone complaining about *just* Alien Vision. The reason is likely due to the fact that people understand that an ALIENS might see the world through ALIEN VISION that may be different and/or better than a human's.
It was never OP, and was a pretty core part of the game. Now it's crap. Aura is still OP, and all we're gonna hear is: "You just don't get it, man.." When basically everyone is telling you it's a bad idea.
Well at the very least they need to change the colors between the targets for the standard alien view. Do we really need everything to be the same exact shade of orange? It's become a lot harder to differentiate between a marine and a skulk when a group battle breaks out now without the solid background color.
I know we're all accustomed to pressing F as soon as we start the round as aliens. Just try not doing that for a while. The new default highlighting system is very well done and if you give it a chance I think you'll like it.
And yes, I can appreciate not having a changelog for some of these changes being extremely annoying, but please try to sympathize with the reasoning for releasing part of the content patch slightly early (it was supposed to come out yesterday, actually). There's some very major changes to how the renderer works in 252 and 253 and it just made more sense for it to be done this way. You'll have the rest of the patch soon with the rest of the new content as well as fixes to some of the nagging art and physics bugs that made it into 252.
why do we care what the devs want... why don't they care what we want?!?!
It didn't matter the lightning condition, it always highlighted enemies in a neon green whereas everything else was dark. Then they corrected it to be balanced because there was no reason to NOT use it.
Now, while most people will say it's not great anymore and maybe used in certain situations, that's because it got Balanced.
A similar story with NS2, Marines turn on flashlights when it's dark, Alien's should play under those even rules.
You will get over it, and you can really only improve now that this crutch has been removed, it still highlights when it's off, so it's really just trading GREEN environments for actual color.
Go out there and show the world that you're all fit for survival! ;3
Let's be real. Alien Vision pre-252 was a little silly that you had to turn it on as soon as you spawned, and it offered a benefit over the default. I get that UWE wants to make something that's only useful in the dark, but this is a terrible implementation. You make something so bad that you only can bear to use it in the dark, and you offer a razor-thin outline of marines and their structures to say "look! you can still see what's happening!".
Playing alien is extremely disorienting. You are flying around and immediately changing direction, climbing upside down on odd surfaces, and blinking around through a world of aether. There needs to be a higher contrast for aliens to easily identify and target marines and their structures. "Normal" vision with the thin outline isn't cutting it.
Also, I CAN'T SEE HOW MUCH DAMAGE I'M DEALING WHEN PLAYING ALIENS?? I HAVE NO IDEA IF I AM ACTUALLY HITTING A MARINE OR NOT. WHY WAS THE DAMAGE INDICATOR SYSTEM CHANGED? WHAT WAS WRONG WITH THE PREVIOUS IMPLEMENTATION? ALL CAPS
To force you to play without it. If they wanted you to play with AV on, it would be 'normal vision,' i.e., on by default. Like I said earlier, it's not functioning as they want it to.
According to this philosophy, why change anything? Why rework alien movement completely in Build 250? Why change damage values? Why remove bite cone? Change isn't always bad.
I doubt people care about lore and 'immersion.' As if they're role-playing as aliens. They didn't complain because it didn't require skill to use like, for instance, being a good fade (which people constantly complain about: as an aside, Fade OP-ness is inversely proportional to the aiming abilities of marines, but I digress); all AV required was for you to press F. No need to understand and implement mechanics like chaining blinks with hops, chaining wall jumps, tracking targets, etc.
In other words, you can't screw up using AV, now matter how bad you are. It's a toggle, non-skill based feature of the game that made it significantly easier.
First, to answer your second statement, Aura has been around since NS1 when it was Scent of Fear--according to your philosophy: it's been around since NS1, so why change it now?
Just because something goes unchanged for a certain period of time, doesn't mean that it's "core." It just means it was unchanged.
Vanilla Alien movement was "core." Changed.
Two-Tech-Point requirement for Proto was "core." Changed.
Trait-specific structures (i.e. celerity/adrenaline spurs) were "core." Changed.
Basically everything considered "core" about the game has, at one point or another, been changed in some way.
I suppose you want the game to remain vanilla, and never be updated?
When I first saw the new AV, sure I reacted like you: "WTF THIS IS DUMB WOW THEY KILLED AV." But after 30 seconds, I got over it.
Like I said before, if UWE wanted everyone to use AV, they'd remove the option to play without it: they'd make it the only vision available. When a feature of the game is unanimously utilized, without drawback or penalty, then there's something wrong with it.
The new alien vision looks like crap, and is largely useless. The old alien vision wasn't the prettiest either but at least it was hepful.
But I won't make any judgments just yet, though I did find myself not using it as much, only when I'm bored and want to see eye-sorecandy
No. If that were the reason, then UWE would have maintained the orange/green color contrast that was present in the previous AV. They clearly removed it on purpose because they didn't want people using AV all the time.
I'm sure UWE can change it a bit so people with eyesore can be accommodated, but it doesn't seem that bad. At least it the edges of the screen don't pulse, it's not blurry and doesn't cause motion sickness like Mass Effect 3's Multiplayer.
I cant kill so much marines liek before i think will make inbalanced games favour to rines, though before 252 i think games was more imbas for aliens.
Edit: Disregarding those one build with broken Brick-Skulks.
If the change was made to allow alien players to better appreciate the map design, a compromise could have been made with something closer to http://steamcommunity.com/sharedfiles/filedetails/?id=98879398
I've always been a champion of small incremental changes as anyone who's heard me talk about the subject would know. It can be frustrating for players to have to relearn core mechanics of the game frequently.
Since when is succeeding in low visibility a skill in a skill based shooter? Forcing aliens to distinguish marines in fast paced combat adds nothing of value to the game.
If you don't want me to see something, don't show me. If I'm supposed be seeing something, fucking throw some lights and colors on it so I can't miss it. It's that middle ground that's annoying.
Completely agree, I used one of that mod's pictures as a suggestion of what it should've looked like, as well.
i'll actually add my 1000 hrs of game time, it's making me hate playing aliens. i don't like navigating at high speed with all that clutter, and trying to discern marines is making me hate myself. i honestly hope, that a mod comes out soon, and it gets whitelisted on every server imaginable and adopted by the competitive scene to revert to or improve on the old AV. this is frankly unplayable on my hardware. Again, I run on low resolution, to get acceptable frames, and shade hive gives me issues already, without even talking about marines hiding from me among the pixelated grey.
On the other hand, i've not seen any evidence yet that UWE cares about people running on less than ideal hardware, as they've not even attempted to fix the scoreboard yet. I still can't see ping or res, and now i can't see deaths either with the assists column.
I appreciate the work that goes into the art and overall shading/neat fade-out circle and stuff around the edges of the new alien vision; but this change is drastically terrible and every pub i've joined so far (about 10 games) has been 80% full of people ranting and complaining about how god awful alien vision is, so I know I don't feel alone on the matter.
Hoping for a reversion of this specific part of the change, as the new alien vision could not be worse. Literally, could not be.
-Colt