Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Yeah, the issue was amplified because in this patch you can hear the skulks from so far away, so I just thought they must be in another room... :P I did begin to suspect my headphones about half-way through, but was too engrossed to check...
Dont worry about the skulk sounds, guys. If you're trying to sneak up on crossroads, just start walking from sub/data/flight/atrium, you should be okay if you ever make it there. :P
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
after playing some matches with the new skulk sound I can say, I truly hate this change.
Skulk sounds drown out anything like teammates biting or shooting, commander speaking.
My entire feel of direction and speed for enemy skulks is down the gutter. Aiming mostly at air since the skulks still way to far away, or because ive been aiming to much at air... ignoring the noise a bit and getting bitten because the skulk was close that time.
I said it before to some and I keep wondering, how the hell did this manage to pass testing.
I will surely try mandaps mod and hope it passes enough consistency checks to use on regular basis until skulk sounds are fixed.
As a side note, the other ui changes like comm ammo bar.. awesome.
It passed testing because this is how skills were originally meant to sound. It was a sound bug that made the skulks quiet. Its just been so long that people forgot or grew accustomed to skulk sounds cutting out.
It passed testing because this is how skills were originally meant to sound. It was a sound bug that made the skulks quiet. Its just been so long that people forgot or grew accustomed to skulk sounds cutting out.
The sound volume increase and the jump not cutting off are two separate changes.
Really? You settled for 'that is how they are meant to be?'
The volume and range are both quite obviously completely broken. I could understand if it were a bug that made it through into the release version, but for anyone to have played this and thought 'that doesn't seem in any way broken' is utterly beyond my comprehension.
On the new voting - I've noticed a few votes pass that were below the required number of yes votes displayed (8/10, 9/10). Is this a bug?
Maybe somebody left during the vote and it didn't update on the votebox but still decreased the playercount in the final calculation (without discluding the vote).
Then why were we told that it was fine? I remember us saying they were loud but we were told it was as intended.
Whoever told you it was fine was maybe hard of hearing. I complained about this every playtest and also sent a PM to the dev who was changing sound levels urging him to lower it and get comp players feedback since this was a huge change.
I could understand if it were a bug that made it through into the release version, but for anyone to have played this and thought 'that doesn't seem in any way broken' is utterly beyond my comprehension.
Bug: In combination with Shine's text chatbox the evolve also triggers during text chat!
Description: I bound this new function to N.
Each time I pressed N while text-chatting, my alien started evolving.
Did you experience that one too on servers with Shine mod?
See my previous post in here? It did not get passed us.
It was deemed intentional, and yes as currently said multiple people voiced their concerns/contended it.
FYI, as PTs we do not have final say. We act in an advisory way, because it is their game and their product and ultimately their call.
This is definitely not the first time something like this has occurred, (Hundreds of times, ranging far back to the 4 min Onos and even back in the beta days) and depending on the severity of the issue we scale our level of complaints... typically saving our stubborn no-i-wont-stay-quiet-i-will-stomp-my-feet moments for really really severe and poor changes that many of you have never even known almost occurred.
So whenever the question pops up in a NS2 player's head "I wonder how this got passed them?" .. rest assured it probably did not. (though we are human, and bugs have obviously gotten passed us before.. typically edge case ones)
Hope that illuminates that process a bit.
FYI, as PTs we do not have final say. We act in an advisory way, because it is their game and their product and ultimately their call.
This is definitely not the first time something like this has occurred, (Hundreds of times, ranging far back to the 4 min Onos and even back in the beta days) and depending on the severity of the issue we scale our level of complaints... typically saving our stubborn no-i-wont-stay-quiet-i-will-stomp-my-feet moments for really really severe and poor changes that many of you have never even known almost occurred.
So whenever the question pops up in a NS2 player's head "I wonder how this got passed them?" .. rest assured it probably did not. (though we are human, and bugs have obviously gotten passed us before.. typically edge case ones)
Hope that illuminates that process a bit.
This. I guess I wasn't clear enough on this point when I posted about it before. We did bring it up a lot, and we were repeatedly told it was fine.
This. I guess I wasn't clear enough on this point when I posted about it before. We did bring it up a lot, and we were repeatedly told it was fine.
Sounds like a pretty awful process where devs are able to dismiss PT concerns with 'its fine'
As a play tester I agree to a degree (<--ha).
But some things we complain about are valid and some aren't. I'm honestly not trying to talk down on anyone but some of us PT's are just like your average ns2 player. Balance input might be slightly "off" at times due to inexperience or lack of understanding. The skulk sounds being too loud wasn't even a universal opinion, some think its fine, others don't notice a difference and others think its too loud. I know there is a balance team but I'm not sure how active they actually are or if they even get to see internal play test builds. Ideally there would be a separate group of testers who all have 2000 hrs at the game and help gauge balance changes before every build is released but its not practical.
I think some of it has to do with sound levels also. I play with game volume at like 10% and my headphones on like 10%, and honestly the new skulk sound is not that much louder to me. Its more that it always plays, and also that there are 3 sounds playing at once that I hear. The range/falloff is a bit extreme, but NS2 is hardly a stranger to having sounds with no falloff, so i'm not sure why people are really surprised about that..
On this new build, has anyone noticed that certain upgrades(happened with shotguns, biomass) if you research and then cancel, you don't get the res back at all?
Also there was a game breaking bug on veil. Our comm was recycling a arc factory in west junct. It got stuck at 100%, afterwards he was unable to research anything. He was still able to drop medpacks though.
Multiple people tried to jump in during the chaos, but everyone had the same problem. It wasn't until after we convinced the aliens to destroy the arc factory that everything was back to normal.
The original comm said he got it on video. I will attempt to get it from him later.
You mean map testing and all the people who didn't complain in the beta?
Not sure how map testing is run now but when I was in it we ran a separate build then the play tester build. We didn't see any of those types of changes and sometimes even were running a couple builds behind. We basically tested on the released version of the game with new maps we manually installed I think. We never got to play with any of the stuff play testers were playing with.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
It seems @Mvp can't read. Every answer that has been given on the subject of a Mac OS version has been completely ignored. Despite asking the question in at least 4 different threads, and receiving the same answer, in varying levels of detail, in all of them....
It seems @Mvp can't read. Every answer that has been given on the subject of a Mac OS version has been completely ignored. Despite asking the question in at least 4 different threads, and receiving the same answer, in varying levels of detail, in all of them....
Ignorance is bliss.
Maybe we have to use reverse psychology, and actually answer his question by not answering his question
Comments
Skulk sounds drown out anything like teammates biting or shooting, commander speaking.
My entire feel of direction and speed for enemy skulks is down the gutter. Aiming mostly at air since the skulks still way to far away, or because ive been aiming to much at air... ignoring the noise a bit and getting bitten because the skulk was close that time.
I said it before to some and I keep wondering, how the hell did this manage to pass testing.
I will surely try mandaps mod and hope it passes enough consistency checks to use on regular basis until skulk sounds are fixed.
As a side note, the other ui changes like comm ammo bar.. awesome.
The sound volume increase and the jump not cutting off are two separate changes.
@Ironhorse
The volume and range are both quite obviously completely broken. I could understand if it were a bug that made it through into the release version, but for anyone to have played this and thought 'that doesn't seem in any way broken' is utterly beyond my comprehension.
Maybe somebody left during the vote and it didn't update on the votebox but still decreased the playercount in the final calculation (without discluding the vote).
Whoever told you it was fine was maybe hard of hearing. I complained about this every playtest and also sent a PM to the dev who was changing sound levels urging him to lower it and get comp players feedback since this was a huge change.
I know....................................
Description: I bound this new function to N.
Each time I pressed N while text-chatting, my alien started evolving.
Did you experience that one too on servers with Shine mod?
Thanks for the report.
@dc_darkling See my previous post in here? It did not get passed us.
It was deemed intentional, and yes as currently said multiple people voiced their concerns/contended it.
FYI, as PTs we do not have final say. We act in an advisory way, because it is their game and their product and ultimately their call.
This is definitely not the first time something like this has occurred, (Hundreds of times, ranging far back to the 4 min Onos and even back in the beta days) and depending on the severity of the issue we scale our level of complaints... typically saving our stubborn no-i-wont-stay-quiet-i-will-stomp-my-feet moments for really really severe and poor changes that many of you have never even known almost occurred.
So whenever the question pops up in a NS2 player's head "I wonder how this got passed them?" .. rest assured it probably did not. (though we are human, and bugs have obviously gotten passed us before.. typically edge case ones)
Hope that illuminates that process a bit.
yeh it does and I know.. I guess im more screaming at uwe instead of the pts.
This. I guess I wasn't clear enough on this point when I posted about it before. We did bring it up a lot, and we were repeatedly told it was fine.
Sounds like a pretty awful process where devs are able to dismiss PT concerns with 'its fine'
As a play tester I agree to a degree (<--ha).
But some things we complain about are valid and some aren't. I'm honestly not trying to talk down on anyone but some of us PT's are just like your average ns2 player. Balance input might be slightly "off" at times due to inexperience or lack of understanding. The skulk sounds being too loud wasn't even a universal opinion, some think its fine, others don't notice a difference and others think its too loud. I know there is a balance team but I'm not sure how active they actually are or if they even get to see internal play test builds. Ideally there would be a separate group of testers who all have 2000 hrs at the game and help gauge balance changes before every build is released but its not practical.
Also there was a game breaking bug on veil. Our comm was recycling a arc factory in west junct. It got stuck at 100%, afterwards he was unable to research anything. He was still able to drop medpacks though.
Multiple people tried to jump in during the chaos, but everyone had the same problem. It wasn't until after we convinced the aliens to destroy the arc factory that everything was back to normal.
The original comm said he got it on video. I will attempt to get it from him later.
Not sure how map testing is run now but when I was in it we ran a separate build then the play tester build. We didn't see any of those types of changes and sometimes even were running a couple builds behind. We basically tested on the released version of the game with new maps we manually installed I think. We never got to play with any of the stuff play testers were playing with.
Dude. Didn't we discuss this, like, four pages ago?
No. So where is it?
Ignorance is bliss.
Maybe we have to use reverse psychology, and actually answer his question by not answering his question