Build 252 is Now Live on Steam! - Natural Selection 2

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Comments

  • current1ycurrent1y Join Date: 2003-12-08 Member: 24150Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, Subnautica Playtester
    RadimaX wrote: »
    current1y - yeah its not like i made that glitch or invented it, i just came across it after the changes and wanted to make it known so it could get sorted out instead of having 3 gorges every docking match sitting there f*cking around and doing no good for the match.

    It got posted to the internal chat where I have no doubt the appropriate people will be made aware (if they already aren't). :)
  • soccerguy243soccerguy243 Join Date: 2012-12-22 Member: 175920Members, WC 2013 - Supporter
    Ok guys, deep breathes here, please.

    The reason this patch went out in this state is that we have a lot of promotional things happening the second half of this week, to advertise the patch, promote the game, and hopefully bring in a lot of new players. We realized that with the immensity of the rendering changes that had to be made to the game in order to support DX11, OpenGL, and Linux, and due to those changes taking much longer to implement then first anticipated, we felt it was going to be too risky to just wait until the final release when all that promotion had kicked in. We needed to get this out to a wider testing audience, in order to get a better sense of all the issues that the new rendering changes are causing, so that we could fix them up before the final patch release. It is certainly not an ideal way of doing things, but we had hoped that our community would be understanding of this and help us to track down issues and fix them up, to get this huge Reinforced update in good shape for later this week.

    Using the Beta release on steam has been tried in the past, and just does not bring in enough people playing on the beta version, to give us adequate testing, so we just had to go with a full release here.

    We did not release a changelog as this shouldn't even really be considered the Reinforced patch, we just needed to get it out to test the rendering changes. If we could have released a version with just the rendering changes and not any of the balance changes and new features, we would have, but that stuff had to go out along with the release as well.

    Regarding the Skulk change, yes, I was wrong that there was nothing changed, as we did discover a bug that has since been fixed, but I meant to convey that nothing INTENTIONALLY was changed with Skulk movement.

    We are reading through all your feedback, but at the moment we are mainly focused on the major issues with the rendering changes.

    Perhaps someone can keep reposting this post, since undoubtedly there will still be pages and pages of people who continue to ask why did we change Skulk movement and why did we release the patch so early?

    --Cory

  • Dr. RocksoDr. Rockso Join Date: 2010-11-20 Member: 75114Members
    edited August 2013
    *Last warning, don't add this crap* --Comprox

    (post vastly improved by Comprox)
  • Kro55f1r3Kro55f1r3 Join Date: 2013-04-07 Member: 184674Members
    edited August 2013
    No clue about this ! but spamming my server and making my server freezy lags ! Shitty jobs :(
    Client connected (86.4.127.94)
    Client Authed. Steam ID: 952425
    ...
    Client disconnected (86.4.127.94) Quit
    And Spamming with after the client leave:
    Error: lua/Utility.lua:1945: attempt to perform arithmetic on local 'num' (a nil value)
    [Server] Script Error #1755: lua/Utility.lua:1945: attempt to perform arithmetic on local 'num' (a nil value)
    Call stack:
    #1: round lua/Utility.lua:1945
    num = nil
    idp = nil
    mult = 1
    #2: SetTotalKills lua/ScoringMixin.lua:226
    self = JetpackMarine-3883 {activeWeaponId=1402, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.10000000149012, animationGraphIndex=41, animationGraphNode=110, animationSequence2=95, animationSequence=94, animationSpeed2=1, animationSpeed=1, animationStart2=1232.9265136719, animationStart=1233.3621826172, armor=70, baseYaw=0, blockPersonalResources=false, bodyYaw=0.37362575531006, bodyYawRun=0, cameraDistance=0, canUseTunnel=true, catpackboost=false, clientIndex=21, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, currentOrderId=2471, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, desiredSprinting=false, enableTunnelEntranceCheck=false, equipmentId=1187, flashlightLastFrame=false, flashlightOn=false, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=1159.34375, health=100, healthIgnored=false, hotGroupNumber=0, inCombat=false, interruptAim=false, isCorroded=false, isMoveBlocked=false, isOnEntity=false, isUsing=false, jetpackFuelOnChange=0.87600809335709, jetpackLoopId=4014, jetpackMode=1, jetpacking=false, jumpHandled=false, jumpedInAir=false, jumping=false, lastOrderType=15, lastSpitDirection=cdata, lastTakenDamageAmount=0, lastTakenDamageOrigin=cdata, lastTakenDamageTime=0, lastTargetId=-1, layer1AnimationBlend=0, layer1AnimationGraphNode=143, layer1AnimationSequence2=36, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=1161.4769287109, layer1AnimationStart=1166.5849609375, locationId=13, male=true, maxArmor=70, maxHealth=100, mode=1, modeTime=-1, modelIndex=54, moveButtonPressed=false, moveTransition=false, nanoShielded=false, onGround=true, onLadder=false, parasited=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=0, poisoned=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=cdata, pushTime=0, quickSwitchSlot=1, requireNewSprintPress=false, resetMouse=0, resources=24.000114440918, runningBodyYaw=3.2106709480286, ruptured=false, secondaryAttackLastFrame=false, selectionMask=0, sighted=false, slowAmount=0, sprintButtonDownTime=0, sprintButtonUpTime=0, sprintDownLastFrame=false, sprintMode=false, sprintTimeOnChange=12, sprinting=false, sprintingScalar=0, standingBodyYaw=3.5842967033386, startCameraAngles=cdata, startCameraDistance=0, startCameraPosition=cdata, startCameraYOffset=0, startedFromGround=false, stepAmount=-6.5436172008049e-005, stepStartTime=1233.1198730469, strafeJumped=false, stunTime=0, syncHealth=false, teamNumber=1, teamResources=35, techId=56, timeCatpackboost=0, timeGroundAllowed=0, timeGroundTouched=1223.8480224609, timeJetpackingChanged=1223.4755859375, timeLastBeacon=1216.9310302734, timeLastHealed=1071.1209716797, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=1217.2425537109, timeOfLastDrop=0, timeOfLastOrderComplete=1231.6929931641, timeOfLastPhase=1134.1247558594, timeOfLastPickUpWeapon=0, timeOfLastUse=1233.4949951172, timeOfLastWeaponSwitch=1233.6204833984, timeSprintChange=1032.9151611328, timeUntilResourceBlock=0, timeWebEnds=0, transitionDuration=0, transitionStart=0, tunnelNearby=false, tweeningFunction=1, unitStatusPercentage=90, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, variantType=2, velocity=cdata, velocityLength=0, velocityPitch=0, velocityYaw=0, viewModelId=1360, viewPitch=0.75214147567749, viewRoll=0, viewYaw=3.2106709480286, visibleClient=false, vortexed=false, weaponUpgradeLevel=2, weaponsWeight=0.090999998152256, webbed=false }
    totalKills = nil
    #3: lua/PlayerRanking.lua:313
    playerUpdated = false
    currentPlayerNum = 4
    (for generator) = function
    (for state) = {1=MarineCommander-1031 {activeWeaponId=-1, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, baseYaw=0, blockPersonalResources=false, bodyYaw=-1.4835299253464, bodyYawRun=0, cameraDistance=0, clientIndex=11, collisionRep=0, commandStationId=949, commanderCancel=false, communicationStatus=1, countingDown=false, currentBadge=1, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, health=100, healthIgnored=false, isMoveBlocked=false, isUsing=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=9, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveButtonPressed=false, moveTransition=false, numIdleWorkers=1, numPlayerAlerts=0, overheadMoveEnabled=true, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=271, positionBeforeJump=cdata, primaryAttackLastFrame=false, processMove=false, pushImpulse=cdata, pushTime=0, quickSwitchSlot=1, resetMouse=1, resources=0, runningBodyYaw=0, secondaryAttackLastFrame=false, slowAmount=0, standingBodyYaw=4.7996554374695, startCameraAngles=cdata, startCameraDistance=0, startCameraPosition=cdata, startCameraYOffset=0, stepAmount=0, stepStartTime=0, syncHealth=false, teamNumber=1, teamResources=35, techId=55, timeLastHealed=0, timeLastMenu=0, timeOfLastUse=91.305694580078, timeOfLastWeaponSwitch=0, timeScoreboardPressed=0, timeUntilResourceBlock=0, transitionDuration=0, transitionStart=0, tweeningFunction=1, upgrade1=1, ..., 2=Fade-3890 {abilityEnergyOnChange=52.057014465332, activeWeaponId=3441, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=62, animationGraphNode=0, animationSequence2=11, animationSequence=2, animationSpeed2=1, animationSpeed=1, animationStart2=1233.0346679688, animationStart=1233.8502197266, armor=2.4000318050385, baseYaw=3.3240354061127, blockPersonalResources=false, bodyYaw=0, bodyYawRun=0, cameraDistance=0, canUseTunnel=true, celeritySpeedScalar=0, clientIndex=1, cloakRate=3, cloakingDesired=false, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, darkVisionSpectatorOn=false, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, detected=false, dragsUmbra=false, electrified=false, enableTunnelEntranceCheck=false, energizeLevel=0, enzymed=false, ethereal=false, etherealEndTime=1233.5460205078, etherealStartTime=1233.4525146484, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=cdata, fullyCloaked=false, gameEffectsFlags=0, gameStarted=true, giveDamageTime=1222.4481201172, hasAdrenalineUpgrade=true, hasEtherealGate=false, hasShadowStep=true, hatched=false, health=241.57482910156, healthIgnored=false, hotGroupNumber=0, inCombat=false, infestationSpeedScalar=0, infestationSpeedUpgrade=false, isCatalysted=false, isMoveBlocked=false, isOnEntity=false, isOnFire=false, isScanned=false, isUsing=false, jumpHandled=false, jumping=false, landedAfterBlink=true, lastTakenDamageAmount=12, lastTakenDamageOrigin=cdata, lastTakenDamageTime=1229.1452636719, lastTargetId=1247, layer1AnimationBlend=0, layer1AnimationGraphNode=9, layer1AnimationSequence2=5, layer1AnimationSequence=1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=1228.4985351563, layer1AnimationStart=1229.0305175781, locationId=8, maxArmor=120, maxHealth=275, mode=1, modeTime=-1, modelIndex=82..., 3=Marine-1531 {activeWeaponId=560, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.10000000149012, animationGraphIndex=41, animationGraphNode=83, animationSequence2=38, animationSequence=39, animationSpeed2=1, animationSpeed=1, animationStart2=1227.1510009766, animationStart=1230.5711669922, armor=8, baseYaw=0, blockPersonalResources=false, bodyYaw=0, bodyYawRun=0.074405550956726, cameraDistance=0, canUseTunnel=true, catpackboost=false, clientIndex=16, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, currentOrderId=1544, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, desiredSprinting=false, enableTunnelEntranceCheck=false, flashlightLastFrame=false, flashlightOn=false, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=1213.3674316406, health=100, healthIgnored=false, hotGroupNumber=0, inCombat=false, interruptAim=false, isCorroded=false, isMoveBlocked=false, isOnEntity=false, isUsing=false, jumpHandled=false, jumping=false, lastOrderType=15, lastSpitDirection=cdata, lastTakenDamageAmount=52, lastTakenDamageOrigin=cdata, lastTakenDamageTime=1190.4775390625, lastTargetId=2414, layer1AnimationBlend=0, layer1AnimationGraphNode=183, layer1AnimationSequence2=48, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=1225.3774414063, layer1AnimationStart=1227.5421142578, locationId=13, male=true, maxArmor=70, maxHealth=100, mode=1, modeTime=-1, modelIndex=53, moveButtonPressed=true, moveTransition=false, nanoShielded=false, onGround=true, onLadder=false, parasited=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=137, poisoned=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=cdata, pushTime=0, quickSwitchSlot=2, requireNewSprintPress=false..., 4=JetpackMarine-3883 {activeWeaponId=1402, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.10000000149012, animationGraphIndex=41, animationGraphNode=110, animationSequence2=95, animationSequence=94, animationSpeed2=1, animationSpeed=1, animationStart2=1232.9265136719, animationStart=1233.3621826172, armor=70, baseYaw=0, blockPersonalResources=false, bodyYaw=0.37362575531006, bodyYawRun=0, cameraDistance=0, canUseTunnel=true, catpackboost=false, clientIndex=21, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, currentOrderId=2471, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, desiredSprinting=false, enableTunnelEntranceCheck=false, equipmentId=1187, flashlightLastFrame=false, flashlightOn=false, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=1159.34375, health=100, healthIgnored=false, hotGroupNumber=0, inCombat=false, interruptAim=false, isCorroded=false, isMoveBlocked=false, isOnEntity=false, isUsing=false, jetpackFuelOnChange=0.87600809335709, jetpackLoopId=4014, jetpackMode=1, jetpacking=false, jumpHandled=false, jumpedInAir=false, jumping=false, lastOrderType=15, lastSpitDirection=cdata, lastTakenDamageAmount=0, lastTakenDamageOrigin=cdata, lastTakenDamageTime=0, lastTargetId=-1, layer1AnimationBlend=0, layer1AnimationGraphNode=143, layer1AnimationSequence2=36, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=1161.4769287109, layer1AnimationStart=1166.5849609375, locationId=13, male=true, maxArmor=70, maxHealth=100, mode=1, modeTime=-1, modelIndex=54, moveButtonPressed=false, moveTransition=false, nanoShielded=false, onGround=true, onLadder=false, parasited=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=0, poisoned=false, primaryAtta..., 5=JetpackMarine-2381 {activeWeaponId=2057, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=41, animationGraphNode=0, animationSequence2=53, animationSequence=50, animationSpeed2=1, animationSpeed=1, animationStart2=1230.3011474609, animationStart=1231.8411865234, armor=0, baseYaw=6.2413282394409, blockPersonalResources=false, bodyYaw=0, bodyYawRun=0, cameraDistance=0, canUseTunnel=true, catpackboost=false, clientIndex=9, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, currentOrderId=-1, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, desiredSprinting=false, enableTunnelEntranceCheck=false, equipmentId=1083, flashlightLastFrame=false, flashlightOn=false, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=64, gameStarted=true, giveDamageTime=1234.4223632813, health=100, healthIgnored=false, hotGroupNumber=0, inCombat=true, interruptAim=false, isCorroded=false, isMoveBlocked=false, isOnEntity=false, isUsing=false, jetpackFuelOnChange=0.82665771245956, jetpackLoopId=1296, jetpackMode=1, jetpacking=false, jumpHandled=false, jumpedInAir=false, jumping=false, lastOrderType=15, lastSpitDirection=cdata, lastTakenDamageAmount=75, lastTakenDamageOrigin=cdata, lastTakenDamageTime=1201.1701660156, lastTargetId=3028, layer1AnimationBlend=0, layer1AnimationGraphNode=138, layer1AnimationSequence2=58, layer1AnimationSequence=58, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=1234.2482910156, layer1AnimationStart=1234.4223632813, locationId=9, male=true, maxArmor=70, maxHealth=100, mode=1, modeTime=-1, modelIndex=53, moveButtonPressed=true, moveTransition=false, nanoShielded=false, onGround=true, onLadder=false, parasited=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=1, playerSkill=378, poisoned=fal... }
    (for control) = 4
    _ = 4
    player = JetpackMarine-3883 {activeWeaponId=1402, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.10000000149012, animationGraphIndex=41, animationGraphNode=110, animationSequence2=95, animationSequence=94, animationSpeed2=1, animationSpeed=1, animationStart2=1232.9265136719, animationStart=1233.3621826172, armor=70, baseYaw=0, blockPersonalResources=false, bodyYaw=0.37362575531006, bodyYawRun=0, cameraDistance=0, canUseTunnel=true, catpackboost=false, clientIndex=21, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, currentOrderId=2471, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, desiredSprinting=false, enableTunnelEntranceCheck=false, equipmentId=1187, flashlightLastFrame=false, flashlightOn=false, flinchIntensity=0, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=1159.34375, health=100, healthIgnored=false, hotGroupNumber=0, inCombat=false, interruptAim=false, isCorroded=false, isMoveBlocked=false, isOnEntity=false, isUsing=false, jetpackFuelOnChange=0.87600809335709, jetpackLoopId=4014, jetpackMode=1, jetpacking=false, jumpHandled=false, jumpedInAir=false, jumping=false, lastOrderType=15, lastSpitDirection=cdata, lastTakenDamageAmount=0, lastTakenDamageOrigin=cdata, lastTakenDamageTime=0, lastTargetId=-1, layer1AnimationBlend=0, layer1AnimationGraphNode=143, layer1AnimationSequence2=36, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=1161.4769287109, layer1AnimationStart=1166.5849609375, locationId=13, male=true, maxArmor=70, maxHealth=100, mode=1, modeTime=-1, modelIndex=54, moveButtonPressed=false, moveTransition=false, nanoShielded=false, onGround=true, onLadder=false, parasited=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=0, poisoned=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=cdata, pushTime=0, quickSwitchSlot=1, requireNewSprintPress=false, resetMouse=0, resources=24.000114440918, runningBodyYaw=3.2106709480286, ruptured=false, secondaryAttackLastFrame=false, selectionMask=0, sighted=false, slowAmount=0, sprintButtonDownTime=0, sprintButtonUpTime=0, sprintDownLastFrame=false, sprintMode=false, sprintTimeOnChange=12, sprinting=false, sprintingScalar=0, standingBodyYaw=3.5842967033386, startCameraAngles=cdata, startCameraDistance=0, startCameraPosition=cdata, startCameraYOffset=0, startedFromGround=false, stepAmount=-6.5436172008049e-005, stepStartTime=1233.1198730469, strafeJumped=false, stunTime=0, syncHealth=false, teamNumber=1, teamResources=35, techId=56, timeCatpackboost=0, timeGroundAllowed=0, timeGroundTouched=1223.8480224609, timeJetpackingChanged=1223.4755859375, timeLastBeacon=1216.9310302734, timeLastHealed=1071.1209716797, timeLastMenu=0, timeLastSpitHit=0, timeOfCrouchChange=1217.2425537109, timeOfLastDrop=0, timeOfLastOrderComplete=1231.6929931641, timeOfLastPhase=1134.1247558594, timeOfLastPickUpWeapon=0, timeOfLastUse=1233.4949951172, timeOfLastWeaponSwitch=1233.6204833984, timeSprintChange=1032.9151611328, timeUntilResourceBlock=0, timeWebEnds=0, transitionDuration=0, transitionStart=0, tunnelNearby=false, tweeningFunction=1, unitStatusPercentage=90, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, variantType=2, velocity=cdata, velocityLength=0, velocityPitch=0, velocityYaw=0, viewModelId=1360, viewPitch=0.75214147567749, viewRoll=0, viewYaw=3.2106709480286, visibleClient=false, vortexed=false, weaponUpgradeLevel=2, weaponsWeight=0.090999998152256, webbed=false }
    client = ServerClient { }
    steamId = 9609726
    playerData = {badges= {1="developer", 2="reinforced5", 3="hughnicorn" }, reinforcedTier="shadow" }
    Error: lua/Utility.lua:1945: attempt to perform arithmetic on local 'num' (a nil value)

    9609726 : STEAM_0:0:4804863 => player on the server
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited August 2013
    Take the off topic discussion elsewhere please. I will be deleting any additional posts that continue that topic. We need this thread for useful feedback. Thank you.
  • hub3rtu2hub3rtu2 Join Date: 2012-11-01 Member: 165478Members, Reinforced - Diamond
    I just want my invisible drifters back... and a small green circular glow around them for better visibility from a comm's view, like the big red one that appears when you try to recyst an area where a cyst was just destroyed. They are weak as it is and now with comm' being basically stuck in the hive with no pres it's needed more than ever.
  • phoenixbbsphoenixbbs Join Date: 2003-02-10 Member: 13379Members, Constellation, NS2 Playtester, Subnautica Playtester
    Cory, truth be told your explanation was a borderline insult to anyone that purchased the game up to this point.
    <snip>
    I stress the word "customers".
    The majority of people you guys seem to treat like free workforce are your "CUSTOMERS" Cory, C U S T O M E R S.
    I'm pretty sure this will go right over your heads, but there's still that silly little part of me that's hoping that this crazy concept will finally sink in.

    UWE *do* care about customers, as you might have noticed with their constant attempts to improve / fix / maintain the game. If you'd be so kind as to point to any other developer who releases big "DLC" content for *free* like UWE, I'll gladly look at buying their software.
    I do applaud you for continuing to work on the game, but at the same time it wouldn't need all the maintenance if it didn't have so many issues in the first place.

    Bottom line, this isn't a free mod. You have a team of competent testers and there was absolutely no need to rush this out in the state its currently in.

    All software has issues, and the more complicated the software - and what you expect it to do - the more complicated the solutions can be. Sometimes one seemingly minor change can have a domino effect that has "unforseen consequences" on something elsewhere.

    You mention competent testers - thanks, we try our best, but you might like to note that we do it for free, for the love of the game (many of us were hooked on the original NS, and got more enjoyment out of it than bought games), and the direction UWE is trying to take, in trying to add more content for free, and keeping so close to the community - they do listen to complaints, and I'd be interested in hearing your experiences of lead developers of some big studio somewhere answering things personally, like they have on here. I probably put in about 15 hours a week on average, just to try to make it enjoyable for you.

    As far as the "issues" you refer to go, you can only solve so many issues in a given amount of time, some will be easy, some will be hard. There's a constant stream of reports from us PT's, some will be minor, others more pressing, and you have to go for the bigger issues to keep the thing working at all. Sure, that might mean "small" (but potentially annoying things) can be missed / put on the back burner, but we, and the devs, are doing everything we can to bring the best gameplay experience we can.

    For example, if you don't like alien vision now, be thankful you didn't see how an earlier "possibility" turned out - again, the devs made a judgement call on its' usage, and we made our opinions known. Thankfully they listened ;-)
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited August 2013
    i love every change... don't know what people are whining about - i guess a 'niche' game attracts every kind of 'niche' player (including whiners).

    sure, grenade animation is borked and there's big rubber band lag spikes... but technicalities aside great changes.
    hub3rtu2 wrote: »
    I just want my invisible drifters back... and a small green circular glow around them for better visibility from a comm's view, like the big red one that appears when you try to recyst an area where a cyst was just destroyed. They are weak as it is and now with comm' being basically stuck in the hive with no pres it's needed more than ever.

    they have godlike abilities though - something which would be imba on invisible drifters. extra micro/skill ceiling for alien comm is good.
  • MrFangsMrFangs Join Date: 2013-03-27 Member: 184474Members, Reinforced - Shadow
    That inofficial changelog sounds awesome. My only WTF is... Exos beaconing? /:)

    Regardless whether this was "always intended to be" (Sewlek) - Exos staying on the field is an awesome mechanic that should stay as it is. It also fits well with the fact that Exos can't use phase gates (unless that's planned to change as well :P).

    Two other things that sound a bit weird:
    - Fade eggs on biomass 9 (should be on 6, especially for maps with 4 TPs)
    - the price increase on Drifters - either make them less fragile, or they should cloak again when idle (that would be awesome)
  • hub3rtu2hub3rtu2 Join Date: 2012-11-01 Member: 165478Members, Reinforced - Diamond
    tarquinbb wrote: »
    they have godlike abilities though

    Yeah, like getting stuck on random terrain, random pathing, warping through walls (and floors) or just not following commands at all. I do enjoy an enzyme all way across the room every now and then, but that's a lucky feature that more often works the other way (drifters not being able to enzyme an area underneath their hoverpads or whatever they have).
    You can't have a lot of extra micro/skill ceiling with these buggy buggers. Invisibility would be a crutch at least.
  • 2cough2cough Rocky Mountain High Join Date: 2013-03-14 Member: 183952Members, Reinforced - Shadow, WC 2013 - Supporter
    Just really dont understand entirely changing the vortex function, as well as a number of other things. Granted, I've only been able to play maybe 3 - 4 hours of 252 so far, but have seen aliens win one game in that time. I remember post 250, rines were winning a lot, hopefully as people get over the spectacle of the new rine toys, people will be able to start getting used to new alien play (AGAAAAAAIN), and hopefully things will balance out. But imho, my first several games (the few that have not crashed) have had handicapped aliens gettin nade spammed and stomped. And why reconfigure the khammander function again?! Biomass changed (again), chamber upgrades different (again), drifters from the ground? so much stuff I just dont yet see the point of. Just seems like aliens really got the hell nerfed out of them.

    Anyhow, I appreciate the new content, but not sure if I'm gonna enjoy this long-term. Guess I needed to get a life at some point anyways haha! ;P Hoping friday is a lot smoother.
  • xBlueXFoxxxBlueXFoxx Join Date: 2013-06-07 Member: 185497Members, Reinforced - Supporter
    Lurks are annoying now and piggies still rape a base within seconds of marines being able to respond, 3 coordinated Wilberts can end flip a game around with less res, and faster than anything in the marines arsenal can.

    But other than that, I was to make love to the DX10 shadow rendering. I demand DX11 effects with more eye candy wrapped in bacon.
  • DeskLampDeskLamp Australia Join Date: 2013-02-03 Member: 182783Members
    I actually really like the drifter eggs. You can place them anywhere on infestation in the map!
  • DeskLampDeskLamp Australia Join Date: 2013-02-03 Member: 182783Members
    Also there is some new tactics for khams with the changes. Such as using shades to hide the spread of infestation (structures move much faster now)
  • SammyGSammyG England Join Date: 2013-05-07 Member: 185160Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    I really like alot of the changes.

    Not sure about the fades yet. Will need more testing.
    I really like the cluster grenade, can see that being pretty useful, not sure about the other as of yet but I can imagine some uses.
    Drifter changes are pretty awesome.
    I like the contamination tech, so good for echoing whips in and breaking turtles
    Not sure about the changes for the upgrades, but quite interesting.

    All in all I really like alot of these changes, I don't really care that its not the same as previous builds. For me it brings something fresh to the game and I can see myself having a lot of fun with it.

    On a competitive side of things I will let you know how the balance affects our games when we play some pcw's but I am sure it will be fun.
  • RammlerRammler Join Date: 2013-06-18 Member: 185607Members, Reinforced - Supporter, Reinforced - Shadow
    The new balance is better but far away from good. some really big problems are still the fadeball and the movement problem.

    2 gorges attack base with bilebombs. beacon. other aliens attack outpoint somewhere in map. so marines lose at least one point in the map. the mobility problem is still a big issue in this game. aliens have too many options where to attack when to attack and when to defend. they can attack everything the same time and marines run from extractor to extractor without getting any more map control.

    another big problem is the instant infestation. it allows the aliens to build infestation in marine base and to teleport whips there. so the aliens have the ability too attack the mainbase without sending any players there!!!!

    i dont think that marines can set instant turrets in the hive???

    grenades are not so good as i thought. when you throw them aliens run away and the grenade hits nothing. not very helpful.

  • Bounc3Bounc3 Join Date: 2013-08-28 Member: 187149Members, Reinforced - Silver, Reinforced - Shadow, WC 2013 - Supporter
    The new update is fantastic! :D

    Gorge web = brilliant.

    One thing that I do ask for is could you PLEASE bring back the green/orange AV for use in dark areas, instead of the blinding orange/white one that you have replaced it with in the new build.

    The animation once the AV was activated by pressing 'F' fitted the sound perfectly and, well, just looked so damn awesome. Please, please bring that back.

    I really appreciate what you guys at UWE have done (and continue to do) with NS2 - it makes a massive impact on the game by keeping so close with the community and actually working with the feedback you receive. It keeps people, like myself, hooked and intrigued with what you are going to bring to the plate next.

    Keep up the good work, dudes. :)
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    Seriously whats up with the play testers often missing obvious bugs like this?
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    phoenixbbs wrote: »
    Cory, truth be told your explanation was a borderline insult to anyone that purchased the game up to this point.
    <snip>
    I stress the word "customers".
    The majority of people you guys seem to treat like free workforce are your "CUSTOMERS" Cory, C U S T O M E R S.
    I'm pretty sure this will go right over your heads, but there's still that silly little part of me that's hoping that this crazy concept will finally sink in.

    UWE *do* care about customers, as you might have noticed with their constant attempts to improve / fix / maintain the game. If you'd be so kind as to point to any other developer who releases big "DLC" content for *free* like UWE, I'll gladly look at buying their software.
    I do applaud you for continuing to work on the game, but at the same time it wouldn't need all the maintenance if it didn't have so many issues in the first place.

    Bottom line, this isn't a free mod. You have a team of competent testers and there was absolutely no need to rush this out in the state its currently in.

    All software has issues, and the more complicated the software - and what you expect it to do - the more complicated the solutions can be. Sometimes one seemingly minor change can have a domino effect that has "unforseen consequences" on something elsewhere.

    You mention competent testers - thanks, we try our best, but you might like to note that we do it for free, for the love of the game (many of us were hooked on the original NS, and got more enjoyment out of it than bought games), and the direction UWE is trying to take, in trying to add more content for free, and keeping so close to the community - they do listen to complaints, and I'd be interested in hearing your experiences of lead developers of some big studio somewhere answering things personally, like they have on here. I probably put in about 15 hours a week on average, just to try to make it enjoyable for you.

    As far as the "issues" you refer to go, you can only solve so many issues in a given amount of time, some will be easy, some will be hard. There's a constant stream of reports from us PT's, some will be minor, others more pressing, and you have to go for the bigger issues to keep the thing working at all. Sure, that might mean "small" (but potentially annoying things) can be missed / put on the back burner, but we, and the devs, are doing everything we can to bring the best gameplay experience we can.

    For example, if you don't like alien vision now, be thankful you didn't see how an earlier "possibility" turned out - again, the devs made a judgement call on its' usage, and we made our opinions known. Thankfully they listened ;-)

    the last line implied that you're okay with the Nerf to alien vision in both on and off states. please tell me this is not the case and testers protested the changes too.just because it's better than a worse option doesn't mean it's ok. also, don't tell me nobody noticed the skulk.movement bug. I noticed it within 30 seconds of jumping around.
  • DarkflameQDarkflameQ Join Date: 2013-02-28 Member: 183451Members
    New orange alien vision is absolutely AWFUL.

    It hurts my eyes, why change something that wasn't broken?
  • MofasofaMofasofa Join Date: 2013-08-28 Member: 187151Members
    Please bring back the old AV. Why do you change key recognition features? Thats bad for your community and bad for your sales.
  • SeeVeeSeeVee Join Date: 2012-10-31 Member: 165206Members
    DX11 looks and plays great on my rig... whats with all the errors in the console scrolling by???
  • BobRossTheBossBobRossTheBoss Join Date: 2012-12-31 Member: 176824Members
    The new draw damage numbers are kind of annoying. Instead of popping up on my screen they pop up on the object I hit This makes it really hard to tell how much damage I've done to someone when I'm playing aliens as I'm usually speeding all around the place and the numbers might be behind me, or 90 degrees off my screen.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    amoral wrote: »
    the last line implied that you're okay with the Nerf to alien vision in both on and off states. please tell me this is not the case and testers protested the changes too.just because it's better than a worse option doesn't mean it's ok. also, don't tell me nobody noticed the skulk.movement bug. I noticed it within 30 seconds of jumping around.

    It's been significantly changed internally every day (or multiple times every day) since the original redesign began, so believe me when I say that there's been a hell of a lot of debate. If the testers seem a little defensive it's because this is way the hell better than most of what we've seen and it's been a little rough on everyone getting this far. Don't be surprised to see it get plenty of tweaking in the future.

    Side note/personal opinion: I agree that having night vision for dark areas when the pitch black darkness from power node blackouts is so rarely in combat and doesn't last very long seems a little weird. I'd rather see night vision be more useful because darkness is more prevalent than ditch the concept altogether though. Spark has a gorgeous dynamic lighting system and it's a shame we don't use it very often.
  • FleshmaulerFleshmauler Join Date: 2013-06-04 Member: 185480Members, Reinforced - Shadow
    Man you'd think that when you're building a patch you have a list of things you want to change, and that you can check off one at a time and then post :P Anyways I understnad its an indie team so I won't complain too much.

    Things I will complain about; skulk bite cone feels wrong, it seems I am missing bite while standing right up against marines who aren't moving. It could be lag compensation or something, but it feels like it is happening a lot. Another thing is the alien vision; highlighting orange on orange is amazing, well done, promotion to whoever thought of it. If it is because alienvision is meant to be used in the dark, my question is "What dark?" The two seconds while a powernode is down? The marine is more vision in the dark imo, especially now that marines and all their buildings are highlighted WHEN ALIEN VISION IS OFF. It was the one thing the game had 100% right and made sense on all accounts; aliens see differently, not just lightbright outlines. That and anyone who cares enough about the 2 seconds of "darkness" just turns brightness up enough so that they can ignore it.
  • MrFangsMrFangs Join Date: 2013-03-27 Member: 184474Members, Reinforced - Shadow
    As this has not been mentioned yet: There is an in-game tech tree for the commanders now. Sweet :)

    (I have only seen it for Aliens, but assume Marines got one too.)
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    MrFangs wrote: »
    As this has not been mentioned yet: There is an in-game tech tree for the commanders now. Sweet :)

    (I have only seen it for Aliens, but assume Marines got one too.)

    You can display the tech tree as a non-commander player by pressing 'J' by default as well.
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