An open-source remake of NS1 in Unity 5 would be great. I feel like there's a lot of potential to improve things to make it more fun and understandable for everyone, including newcomers.
A new waypoint/orders system and larger maps would be a good start. For me, competition/twitch gameplay was never why I played NS, so features like iron-sights would be a must. I don't even get why they're not in NS2, even if they were just for show and somewhat pointless.
I wasn't talking about tablet-like artificial stat addiction gaming experiences. At all.
I was referring to meta-game experiences that exist in popular games such as CS:GO, Payday 2, Team Fortress 2, DOTA2, Warframe, Battlefield, etc. Experiences that create large communities that feel like they are moving towards something.
Same thing. Bunch of manipulative skinner box and reward schedule crap. What you're really suggesting is to not make a game for people who like to actually play them, but to make game for people who like to invest their time to grow meaningless numbers. The best way to ruin a game is to offer extrinsic rewards that conflict with the internal logic and goals of the game. You want me to _not_ have fun shooting people in the face with a shotgun and ruin everyone elses game too? Make me chase some ingame reward or power up that depends on shooting people in the face with a shotgun xx number of times, even if this is counter productive and will make my team lose if I try. Make it a chore I have to complete to arbitrarily gain more power in the game by just wasting time.
There is nothing more corrosive to a teamplay heavy game than free-to-play and strongly rewarding counter-productive behaviour. TF2 is exhibit A and I don't need an exhibit B. A third of the team is invariably trying to make a conga line or trying to convince the enemy team to let them dance into their base, many of the rest are busy trading, chasing some inane achievement, trying to increase the stat counter on a weapon, talking smack or mic spamming. TF2 is a cess pit.
I wasn't suggesting anything as specific as what you are talking about above. I think those are terrible examples of what would work in NS2.
What I had meant was that NS2 needed a meta game in order to stay relevant with modern gamers.
Something as simple as players could earn credits in-game for simply playing the game and in between rounds or in the ready room, they could use those credits to purchase customizeables like different heads for their characters, different versions of armor, different alien frills, spikes, etc. DOTA2 does something similar with player costumes, except they charge money instead of in-game credits (which NS2 could do to, I suppose, if they wanted to make millions of dollars).
Nothing that would affect gameplay or cause players to change the decisions that players make while they are actually playing the game. Purely cosmetic. This works for games like Warframe, DOTA2, CS:Go etc. Why not NS2?
An open-source remake of NS1 in Unity 5 would be great. I feel like there's a lot of potential to improve things to make it more fun and understandable for everyone, including newcomers.
A new waypoint/orders system and larger maps would be a good start. For me, competition/twitch gameplay was never why I played NS, so features like iron-sights would be a must. I don't even get why they're not in NS2, even if they were just for show and somewhat pointless.
A remake of NS1 would not have iron-sights, therefore if you added Iron-sights, it wouldn't be NS1.
Do you even understand why iron-sights are added? They narrow your field of view to enable you to slow down, take aim at hit a target at great distance.
In NS, in the time it takes to zoom from first seeing a skulk, they would be biting your ass and you'd be dead. Iron-sights are an anathema to the game-play of NS.
I didn't read the whole thread cause too many words
but in your OP you said stomping this and that, that's just a side effect of low player base and varying skill levels.. the whole thing was just the performance. Not being a broken record but me and everyone I know stopped playing because of the low framerates, degrading framerates towards endgame, and the low ticrate (which led to things like being shot behind walls and so fourth) Sure you learned to retreat earlier and etc but it just wasn't enjoyable and smooth like the first game.
That's why me and my friends stopped playing - we loved the game though and the community
@ above quake live did poorly because it started as a browser game, and when they moved it to steam they made it more casual I don't recall exactly what they did but they changed a lot of settings even though their playerbase raged at them - so many of them left after that as well (ignoring community). Quake would of been better/more lived if a fully fleshed new one came out mimicing the best of the originals and just adding onto it with proper skill based matchmaking and a solid all around performing game engine. If you go to a restaurant and their food is terrible.. even if they fix that food - what are the chances you revisit that restaurant? First impressions are everything for some people. The nice developers and people here are what make me come back and keep using the forum or supporting etc (buying gorge plushie) and checking out their new games. If I like what their new games look like it'll be a high chance I buy and recommend to friends because I know they are good with community, got to experience it first hand!
An open-source remake of NS1 in Unity 5 would be great. I feel like there's a lot of potential to improve things to make it more fun and understandable for everyone, including newcomers.
A new waypoint/orders system and larger maps would be a good start. For me, competition/twitch gameplay was never why I played NS, so features like iron-sights would be a must. I don't even get why they're not in NS2, even if they were just for show and somewhat pointless.
A remake of NS1 would not have iron-sights, therefore if you added Iron-sights, it wouldn't be NS1.
Do you even understand why iron-sights are added? They narrow your field of view to enable you to slow down, take aim at hit a target at great distance.
In NS, in the time it takes to zoom from first seeing a skulk, they would be biting your ass and you'd be dead. Iron-sights are an anathema to the game-play of NS.
It would be a reboot of NS1 with improvements. No reason to clone it.
would rather have the ability to throw grenades with a single button, over ironsights on that same button
I once the played the fuck out of a mod called Frontline Force. At one stage, it was the 2nd most popular mod next to CS. You could throw a nade with a key, and I got so good at dropping a nade as I died in combat that I got accused of running a script that automatically dropped a nade on death.
While I would like a nade key, I'm pretty sure we'll see all those encounters where a skulk kills a marine end up being a zero sum game, reaction speed not withstanding.
would rather have the ability to throw grenades with a single button, over ironsights on that same button
I once the played the fuck out of a mod called Frontline Force. At one stage, it was the 2nd most popular mod next to CS. You could throw a nade with a key, and I got so good at dropping a nade as I died in combat that I got accused of running a script that automatically dropped a nade on death.
While I would like a nade key, I'm pretty sure we'll see all those encounters where a skulk kills a marine end up being a zero sum game, reaction speed not withstanding.
It could work if you had a delay of even .25-.75 seconds or something. The key I think would work best would be the riflebutt key, but there seems to be many fans of riflebutts.
The marine would've had to pay for those nades, making the trade in the favor of the skulk. Even though its a VERY small loss, enough small losses will lose a game
If we had free nades (like ns1) no one would be talking about buffing them because free nades is enough of a buff!
I just realized that I don't think I've played more than a few games with ironsights and none of them were multiplayer. I don't think it was a conscious decision; it's more that the kind of games that include ironsights are slow, brown FPSs with far too many cut scenes and scripted sequences, regenerating health, far too linear levels and take themselves far too seriously. Iron sights sends the wrong message; slow and campy console port.
as someone has already mentioned it in the past, the middle ground would be, allow iron sights as a research option, so that they could be a viable choice in more open spaced maps
Iron sights.
Depth recently introduced iron sights- they dont affect weapon spread so there's absolutely no reason to use them other than the meager zoom-in effect.
I dont use them, but at least there's the option for people who feel much more comfortable with them.
The biggest advantage to having iron sights in the game is that it stops people asking for iron sights in the game.
as someone has already mentioned it in the past, the middle ground would be, allow iron sights as a research option, so that they could be a viable choice in more open spaced maps
No. There should be no advantage to using ironsights under any circumstance. I wouldn't care if there were ironsights like serious sam 3 if they were unbound by default (iron sights in serious sam 3 had no accuracy improvement whatsoever; just a slight zoom and a viewmodel animation). It is important that new players realize iron sights doesn't do anything if they are included.
Just wondering, does anyone know if UWE will ever be interested in making NS3? There was an interview with Charlie Cleveland that sounded like he was put off by games with guns in them after the Sandy Hook massacre occurred.
Here's a snippet from the interview:
"The other part is that when I was first prototyping [Subnautica] it was right about when Sandy Hook happened. It was just turning my stomach to think about making another game filled with guns. I don't believe games cause violence, but I just don't want to spend my creative energy creating more. So hey let's try something new! See where it gets us."
Just wondering, does anyone know if UWE will ever be interested in making NS3? There was an interview with Charlie Cleveland that sounded like he was put off by games with guns in them after the Sandy Hook massacre occurred.
Here's a snippet from the interview:
"The other part is that when I was first prototyping [Subnautica] it was right about when Sandy Hook happened. It was just turning my stomach to think about making another game filled with guns. I don't believe games cause violence, but I just don't want to spend my creative energy creating more. So hey let's try something new! See where it gets us."
Only time ironsights have ever given me joy is on ARMA 3 is hitting an infantrymen over 300 metres away, unless NS3 introduces Frontiersmen / Kharaa warfare across an 30km playable map on a planets surface complete with transport shuttles, plasma artillery, huge oversized onos transports that carry hives and gorges constructing large scale defenses I have no interest in seeing ironsights being implemented.
Just because its the "in" thing to have in video games at the moment doesn't mean its the right thing.
Comments
A new waypoint/orders system and larger maps would be a good start. For me, competition/twitch gameplay was never why I played NS, so features like iron-sights would be a must. I don't even get why they're not in NS2, even if they were just for show and somewhat pointless.
I wasn't suggesting anything as specific as what you are talking about above. I think those are terrible examples of what would work in NS2.
What I had meant was that NS2 needed a meta game in order to stay relevant with modern gamers.
Something as simple as players could earn credits in-game for simply playing the game and in between rounds or in the ready room, they could use those credits to purchase customizeables like different heads for their characters, different versions of armor, different alien frills, spikes, etc. DOTA2 does something similar with player costumes, except they charge money instead of in-game credits (which NS2 could do to, I suppose, if they wanted to make millions of dollars).
Nothing that would affect gameplay or cause players to change the decisions that players make while they are actually playing the game. Purely cosmetic. This works for games like Warframe, DOTA2, CS:Go etc. Why not NS2?
But are you the next generation or latest generation of gamers?
In other words he wants to know if you "twerk"
A remake of NS1 would not have iron-sights, therefore if you added Iron-sights, it wouldn't be NS1.
Do you even understand why iron-sights are added? They narrow your field of view to enable you to slow down, take aim at hit a target at great distance.
In NS, in the time it takes to zoom from first seeing a skulk, they would be biting your ass and you'd be dead. Iron-sights are an anathema to the game-play of NS.
but in your OP you said stomping this and that, that's just a side effect of low player base and varying skill levels.. the whole thing was just the performance. Not being a broken record but me and everyone I know stopped playing because of the low framerates, degrading framerates towards endgame, and the low ticrate (which led to things like being shot behind walls and so fourth) Sure you learned to retreat earlier and etc but it just wasn't enjoyable and smooth like the first game.
That's why me and my friends stopped playing - we loved the game though and the community
@ above quake live did poorly because it started as a browser game, and when they moved it to steam they made it more casual I don't recall exactly what they did but they changed a lot of settings even though their playerbase raged at them - so many of them left after that as well (ignoring community). Quake would of been better/more lived if a fully fleshed new one came out mimicing the best of the originals and just adding onto it with proper skill based matchmaking and a solid all around performing game engine. If you go to a restaurant and their food is terrible.. even if they fix that food - what are the chances you revisit that restaurant? First impressions are everything for some people. The nice developers and people here are what make me come back and keep using the forum or supporting etc (buying gorge plushie) and checking out their new games. If I like what their new games look like it'll be a high chance I buy and recommend to friends because I know they are good with community, got to experience it first hand!
While I would like a nade key, I'm pretty sure we'll see all those encounters where a skulk kills a marine end up being a zero sum game, reaction speed not withstanding.
It could work if you had a delay of even .25-.75 seconds or something. The key I think would work best would be the riflebutt key, but there seems to be many fans of riflebutts.
The marine would've had to pay for those nades, making the trade in the favor of the skulk. Even though its a VERY small loss, enough small losses will lose a game
If we had free nades (like ns1) no one would be talking about buffing them because free nades is enough of a buff!
free food.
Depth recently introduced iron sights- they dont affect weapon spread so there's absolutely no reason to use them other than the meager zoom-in effect.
I dont use them, but at least there's the option for people who feel much more comfortable with them.
The biggest advantage to having iron sights in the game is that it stops people asking for iron sights in the game.
nanites
No. There should be no advantage to using ironsights under any circumstance. I wouldn't care if there were ironsights like serious sam 3 if they were unbound by default (iron sights in serious sam 3 had no accuracy improvement whatsoever; just a slight zoom and a viewmodel animation). It is important that new players realize iron sights doesn't do anything if they are included.
Here's a snippet from the interview:
"The other part is that when I was first prototyping [Subnautica] it was right about when Sandy Hook happened. It was just turning my stomach to think about making another game filled with guns. I don't believe games cause violence, but I just don't want to spend my creative energy creating more. So hey let's try something new! See where it gets us."
Reference: http://webcache.googleusercontent.com/search?q=cache:BUgQEq0HZPsJ:www.destructoid.com/dna-splicing-will-make-you-a-better-you-in-subnautica-275320.phtml+&cd=1&hl=en&ct=clnk&gl=ca
Who says NS3 will have guns?
NS3 will be a prequel, story describing the 1st time humans (cavemen) and the Khaara met.
Stone that gorge!
Proof:
Just because its the "in" thing to have in video games at the moment doesn't mean its the right thing.
*runs to the corner giggling