Build 283 Released on Steam! - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Build 283 Released on Steam! - Natural Selection 2
Natural Selection's Build 283 is now avaible at Steam. It includes various performance and stability improvements preparing for upcoming features.
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Looking forward to seeing how these server improvements pan out!
This guy
Also I didn't really hear much about the sneaky-skulk problems, was it messing with how the model collided or something? (Vids?)
Also, you have removed it from GUI but didn't remove the current binding, so everyone who wants to bind some action to V (or a different button, if they rebinded local chat to something else before) can, but local chat is triggered with it as well. Now talk about confusing behavior. If you remove something from GUI options, you also need to remove the currently active binding from options.xml.
1. Rookies, and sometimes veterans, used it without knowing and could not figure out why no one could hear them.
2. If I used it people would think I was using it by mistake every time. If I kept using it players would complain about me using it.
3. It went unused. Since it was added I have only seen 2 other players besides myself actually use it purposefully and not by mistake.
4. Local talk was not all talk by default, but some servers made it all talk which led to confusion of its use even among veterans.
Either way you'll never always-notice how expose you are... b276 skulk made more sense to me. Seeing only the head vs a noticeable part of the body...
/sigh
Care to link the "popular request" ? Doesn't seem to be that link : http://unknownworlds.com/ns2/faster-speeding-bullet-ok-not-fast/ .
p.s. "http://unknownworlds.com/ns2/page/2/" under "http://unknownworlds.com/ns2/" redirect to first page. Yay.
No, this service is strictly for making sure our extensions are always available when being deployed.
It has been disabled for now, although this is still a feature that many liked and want. Our plan is to come back to it, but for now we have other primary objectives and it continues to create issues, so better to disable for the time being.
It suffered the usual fate of being half implemented and barely spoken about, there should have been more indication of when a player is using it and more coverage overall of the feature.
As I said, I was probably its biggest advocate.
You can't anymore, it was removed entirely.
Will there ever be a "substantive" patch released? By substantive I mean something like balance updates or front-end gameplay changes. Maybe make flamethrowers and whips more useful, make shade's ink ability used for something besides delaying arcs, change fade's stab timing so that people actually use it, lower biomass for webs so there is an incentive to use them, make railgun exo's on par with miniguns, give babblers more offensive capabilities, fix the rifle jam bug and getting stuck on infantry portal bug, let other players pick up a dead player's unused grenades, give lerk/fade hallucinations better A.I., and much more.
The above is just a sampling of ideas, but if all that "Tundra" is supposed to bring is cosmetics and maybe a new map, that's disappointing. It's already obvious the community doesn't like new maps, evidenced by the newest official maps (eclipse, kodiak, and derelict) being extremely underplayed. And wasn't there a huge topic on Derelict and how to improve it to make it more balanced? I haven't seen a single one of those suggestions implemented.
https://trello.com/b/uFv64kH6/ns2-development-team
At the moment the main focuses are on retention of newbies and probably making ns2 financially profitable again. I'm sure balance changes are on the radar, but there's also a lot of upkeep and maintenance upgrade stuff that is taking priority. We see these patches but they don't affect us much (not really a bad thing). Lately the biggest changes have been target at new players.
The newbies will leave like they always do once the weather gets nice again. NS2's playerbase always goes up during the winter and then goes back down come spring. It makes more sense to focus on the people that have stuck with the game and might be willing to buy DLC for it vs fair-weather newbies who will leave when spring comes.
You may have missed it, but this thread might be what you are looking for.
http://unknownworlds.com/ns2/simplifying-ns2-thoughts-on-gameplay-feedback-wanted/
I am a little confused as to why it has not been released, but many of those suggestions were implemented. They are included in a workshop version of derelict called "Derelict_b277".
If the game ends up as it is today (not so many players) by favouring the so called competitive aspect. Maybe in the perspective of change to encourage a larger audience to play the game, NS2 will have to rip off the competitive sticker. It's not gonna happen without extensive publicity. And will look like amputation for some and cry rivers to try to stop that. Even though it wouldn't benefit the game and community. What are the odds...
I think these guys had some good comments on the subject. I say this as someone who only plays public ns2 and dislikes playing competitive ns2.
In regards to player retention, I think matso described the concept well. To me it looks like the PDT is trying to fix the "bounce."