Enter the Roadmap - Natural Selection 2

SystemSystem Members, Super Administrators, Reinforced - Diamond Join Date: 2013-01-29 Member: 182599Posts: 466 vanilla
edited August 2016 in NS2 General Discussion

imageEnter the Roadmap - Natural Selection 2

Many of you have wondered what goes on behind the scenes, and what our long term plans are. In the earlier phases of this project we only had a 3...

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IronHorseIeptBarakatcoineSupaFredmoultanoBlrgNominous
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Comments

  • remiremi remedy [blu.knight] Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester Join Date: 2003-11-18 Member: 23112Posts: 2,689 admin
    edited August 2016
    The forums went down for a bit and had to be rolled back, so unfortunately all your lovely (and largely positive) responses to this blog have been lost. :'(
    [ Rek | Reklys | remedy | remi.D | blu.knight | Psyke | Sky ]
    I have way too many names.
  • RustyRusty CanadaMembers, NS1 Playtester, Constellation, NS2 Playtester, Reinforced - Silver Join Date: 2013-07-02 Member: 185850Posts: 65 Advanced user
    edited August 2016
    Thanks!
    DiamondGamers.net
    A Rich Gaming Experience.
  • .trixX..trixX. BudapestMembers Join Date: 2007-10-11 Member: 62605Posts: 861 Advanced user
    -.-
    *looks at @Max accusingly*
    NO Cyril, when they're dead they're just hookers!
  • VetinariVetinari Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Join Date: 2013-07-23 Member: 186325Posts: 3,468 Advanced user
    Blah blah, still awesome, keep up the great work, love ya.

    ;)
    formerly known as F0rdPrefect

    I am good Onos
    remiMcGlaspie
  • Bike_ManBike_Man USAMembers Join Date: 2016-03-12 Member: 214124Posts: 42 Advanced user
    So, a 64 bit engine. I don't have a reddit account, so here's a question. Will NS2 Large run better for clients and/or the server thanks to this? And what affect will there be, if any, on the map editor?
  • ThomasNSThomasNS Members, Reinforced - Silver Join Date: 2011-02-19 Member: 82484Posts: 8 Fully active user
    Thanks you are the best
  • BlrgBlrg Members, Reinforced - Supporter, Reinforced - Gold, Reinforced - Shadow Join Date: 2013-09-01 Member: 187580Posts: 153 Advanced user
    Great news! I'm personally very excited about it.

    In a partially related note:
    Please enable last match stats during warm up. This is clearly a "quick win" as you define it in the post
    There is a reason why Mendasp collected so many game stats in NS2+. This is because we as a community find them very useful and it helps us to fill the wait between games. And I have always heard people asking for even more game stats to look at (like RTs killed by every player, etc). Since the implementation of Warm Up we cannot look at these stats unless we stay in the ready room doing nothing. Please fix this. I know that you all have thousands of things to do, but this is one of these things that produce a big improvement for little effort. (And yes, it is related to warm up, because when it is disabled then last game stats appear pressing X like always)

    Other less important things about warm up mode:

    1) Currently an alien com can drop hives everywhere and deny marines from going to most part of the map, because even unbuilt hives do this kind of damage. I suggest to apply this aura only on main bases.

    2) currently this aura only does health damage and no armor damage... so it doesn't affect Exos at all (which is the only way of killing this extra hives that a random alien com can keep building)

    3) if you want to make main bases as "safe zones" during warm up, then friendly fire ON makes no sense. Choose one or the other. Instead of aliens fighting marines you have marines fighting each other... If you want to keep both this "safe zones" and friendly fire, then give darwinmode to everyone while in their bases.
    remi
  • MoFo1MoFo1 United StatesMembers Join Date: 2014-07-25 Member: 197612Posts: 729 Advanced user
    Blrg wrote: »
    Great news! I'm personally very excited about it.

    In a partially related note:
    Please enable last match stats during warm up. This is clearly a "quick win" as you define it in the post
    There is a reason why Mendasp collected so many game stats in NS2+. This is because we as a community find them very useful and it helps us to fill the wait between games. And I have always heard people asking for even more game stats to look at (like RTs killed by every player, etc). Since the implementation of Warm Up we cannot look at these stats unless we stay in the ready room doing nothing. Please fix this. I know that you all have thousands of things to do, but this is one of these things that produce a big improvement for little effort. (And yes, it is related to warm up, because when it is disabled then last game stats appear pressing X like always)

    Other less important things about warm up mode:

    1) Currently an alien com can drop hives everywhere and deny marines from going to most part of the map, because even unbuilt hives do this kind of damage. I suggest to apply this aura only on main bases.

    2) currently this aura only does health damage and no armor damage... so it doesn't affect Exos at all (which is the only way of killing this extra hives that a random alien com can keep building)

    3) if you want to make main bases as "safe zones" during warm up, then friendly fire ON makes no sense. Choose one or the other. Instead of aliens fighting marines you have marines fighting each other... If you want to keep both this "safe zones" and friendly fire, then give darwinmode to everyone while in their bases.

    +1 to this

    Also set friendly fire to OFF by default during warm up.

    Some server owners haven't fixed this horrid mistake you made, and warm up mode is a crap experience on those servers. Skulks xenociding and teamkilling enemies in base.. Marines getting in exo and mowing down marines as they go for the armory/proto..

    It is literally ONLY used for trolling, would be a ridiculously easy fix, and would improve warm up mode for everyone.
    HandschuhsnbYojimbo
  • YojimboYojimbo EnglandMembers, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Join Date: 2009-03-19 Member: 66806Posts: 1,252 Advanced user
    MoFo1 wrote: »
    Blrg wrote: »
    Great news! I'm personally very excited about it.

    In a partially related note:
    Please enable last match stats during warm up. This is clearly a "quick win" as you define it in the post
    There is a reason why Mendasp collected so many game stats in NS2+. This is because we as a community find them very useful and it helps us to fill the wait between games. And I have always heard people asking for even more game stats to look at (like RTs killed by every player, etc). Since the implementation of Warm Up we cannot look at these stats unless we stay in the ready room doing nothing. Please fix this. I know that you all have thousands of things to do, but this is one of these things that produce a big improvement for little effort. (And yes, it is related to warm up, because when it is disabled then last game stats appear pressing X like always)

    Other less important things about warm up mode:

    1) Currently an alien com can drop hives everywhere and deny marines from going to most part of the map, because even unbuilt hives do this kind of damage. I suggest to apply this aura only on main bases.

    2) currently this aura only does health damage and no armor damage... so it doesn't affect Exos at all (which is the only way of killing this extra hives that a random alien com can keep building)

    3) if you want to make main bases as "safe zones" during warm up, then friendly fire ON makes no sense. Choose one or the other. Instead of aliens fighting marines you have marines fighting each other... If you want to keep both this "safe zones" and friendly fire, then give darwinmode to everyone while in their bases.

    +1 to this

    Also set friendly fire to OFF by default during warm up.

    Some server owners haven't fixed this horrid mistake you made, and warm up mode is a crap experience on those servers. Skulks xenociding and teamkilling enemies in base.. Marines getting in exo and mowing down marines as they go for the armory/proto..

    It is literally ONLY used for trolling, would be a ridiculously easy fix, and would improve warm up mode for everyone.

    Can't imagine the benefits to enabling friendly fire in warmup mode? It's an inconsistent choice to make considering the game disables it by default except comp play.
    Today's rookies are tomorrow's vets.

    “Never argue with an idiot. They will only bring you down to their level and beat you with experience.”

    George Carlin.
    Vetinari
  • remiremi remedy [blu.knight] Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester Join Date: 2003-11-18 Member: 23112Posts: 2,689 admin
    Blrg wrote: »
    Great news! I'm personally very excited about it.

    In a partially related note:
    Please enable last match stats during warm up. This is clearly a "quick win" as you define it in the post
    There is a reason why Mendasp collected so many game stats in NS2+. This is because we as a community find them very useful and it helps us to fill the wait between games. And I have always heard people asking for even more game stats to look at (like RTs killed by every player, etc). Since the implementation of Warm Up we cannot look at these stats unless we stay in the ready room doing nothing. Please fix this. I know that you all have thousands of things to do, but this is one of these things that produce a big improvement for little effort. (And yes, it is related to warm up, because when it is disabled then last game stats appear pressing X like always)

    Other less important things about warm up mode:

    1) Currently an alien com can drop hives everywhere and deny marines from going to most part of the map, because even unbuilt hives do this kind of damage. I suggest to apply this aura only on main bases.

    2) currently this aura only does health damage and no armor damage... so it doesn't affect Exos at all (which is the only way of killing this extra hives that a random alien com can keep building)

    3) if you want to make main bases as "safe zones" during warm up, then friendly fire ON makes no sense. Choose one or the other. Instead of aliens fighting marines you have marines fighting each other... If you want to keep both this "safe zones" and friendly fire, then give darwinmode to everyone while in their bases.

    Thanks for sharing this. Great points. I'll take a look into this when I have the time.
    [ Rek | Reklys | remedy | remi.D | blu.knight | Psyke | Sky ]
    I have way too many names.
    Blrg
  • remiremi remedy [blu.knight] Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester Join Date: 2003-11-18 Member: 23112Posts: 2,689 admin
    Yojimbo wrote: »
    MoFo1 wrote: »
    Blrg wrote: »
    Great news! I'm personally very excited about it.

    In a partially related note:
    Please enable last match stats during warm up. This is clearly a "quick win" as you define it in the post
    There is a reason why Mendasp collected so many game stats in NS2+. This is because we as a community find them very useful and it helps us to fill the wait between games. And I have always heard people asking for even more game stats to look at (like RTs killed by every player, etc). Since the implementation of Warm Up we cannot look at these stats unless we stay in the ready room doing nothing. Please fix this. I know that you all have thousands of things to do, but this is one of these things that produce a big improvement for little effort. (And yes, it is related to warm up, because when it is disabled then last game stats appear pressing X like always)

    Other less important things about warm up mode:

    1) Currently an alien com can drop hives everywhere and deny marines from going to most part of the map, because even unbuilt hives do this kind of damage. I suggest to apply this aura only on main bases.

    2) currently this aura only does health damage and no armor damage... so it doesn't affect Exos at all (which is the only way of killing this extra hives that a random alien com can keep building)

    3) if you want to make main bases as "safe zones" during warm up, then friendly fire ON makes no sense. Choose one or the other. Instead of aliens fighting marines you have marines fighting each other... If you want to keep both this "safe zones" and friendly fire, then give darwinmode to everyone while in their bases.

    +1 to this

    Also set friendly fire to OFF by default during warm up.

    Some server owners haven't fixed this horrid mistake you made, and warm up mode is a crap experience on those servers. Skulks xenociding and teamkilling enemies in base.. Marines getting in exo and mowing down marines as they go for the armory/proto..

    It is literally ONLY used for trolling, would be a ridiculously easy fix, and would improve warm up mode for everyone.

    Can't imagine the benefits to enabling friendly fire in warmup mode? It's an inconsistent choice to make considering the game disables it by default except comp play.

    Yes, if it's enabled in warmup in vanilla it is a bug. Thanks for reporting this.
    [ Rek | Reklys | remedy | remi.D | blu.knight | Psyke | Sky ]
    I have way too many names.
    Yojimbo
  • MoFo1MoFo1 United StatesMembers Join Date: 2014-07-25 Member: 197612Posts: 729 Advanced user
    edited August 2016
    remi wrote: »

    Yes, if it's enabled in warmup in vanilla it is a bug. Thanks for reporting this.

    Just to note remi.. I reported this when warmup mode was introduced and the response I got was along the lines of "well the server owners can disable it so complain to them"

    If you guys are going to fix it now then a huge thank you from me.. It's been extremely annoying.
  • KeatsKeats United StatesMembers, NS2 Playtester, Reinforced - Shadow Join Date: 2014-11-04 Member: 199413Posts: 154 Advanced user
    edited August 2016
    Blrg wrote: »
    Great news! I'm personally very excited about it.

    In a partially related note:
    Please enable last match stats during warm up. This is clearly a "quick win" as you define it in the post
    There is a reason why Mendasp collected so many game stats in NS2+. This is because we as a community find them very useful and it helps us to fill the wait between games. And I have always heard people asking for even more game stats to look at (like RTs killed by every player, etc). Since the implementation of Warm Up we cannot look at these stats unless we stay in the ready room doing nothing. Please fix this. I know that you all have thousands of things to do, but this is one of these things that produce a big improvement for little effort. (And yes, it is related to warm up, because when it is disabled then last game stats appear pressing X like always)

    Other less important things about warm up mode:

    1) Currently an alien com can drop hives everywhere and deny marines from going to most part of the map, because even unbuilt hives do this kind of damage. I suggest to apply this aura only on main bases.

    2) currently this aura only does health damage and no armor damage... so it doesn't affect Exos at all (which is the only way of killing this extra hives that a random alien com can keep building)

    3) if you want to make main bases as "safe zones" during warm up, then friendly fire ON makes no sense. Choose one or the other. Instead of aliens fighting marines you have marines fighting each other... If you want to keep both this "safe zones" and friendly fire, then give darwinmode to everyone while in their bases.

    Points 1, 2, and 3 are issues with PreGame Plus, not warmup. Ghoul has reported that these bugs have been fixed. Thank you for reporting them.
    PM sent.
    Blrg
  • FrozenFrozen New York, NYMembers, Constellation Join Date: 2010-07-02 Member: 72228Posts: 1,481 Advanced user
    I've always REALLY wanted to see RTs killed as a statistic, though I think it should be implemented as (Kills+Assists) only. Getting the killfeed is motivation enough to get last hits :)
    mattji104
    VetinariNordic
  • NordicNordic Long term camping in KodiakMembers, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Join Date: 2012-05-13 Member: 151995Posts: 4,771 Advanced user
    I really wish all my stats had player damage / minute and structure damage / minute. I think those would be very interesting, although score / minute somewhat shows that information.
    From my perspective UWE has been trying to both with what little resources they have given to the game. They don't have an AAA budget, let alone an indie game budget. They have the budget of a game that has been out 6 years. I want to say, don't half ass two things, whole ass one thing. I just don't think they have the resources to do it. Unlike many of the people on the forums, I guess I am just happy they are at least trying even though I may not like what they end up doing.
    Vetinari
  • MephillesMephilles GermanyMembers, NS2 Map Tester, NS2 Community Developer Join Date: 2013-08-07 Member: 186634Posts: 968 Advanced user
    edited August 2016
    @Frozen tbh I would prefer "damage done to RTs" over "RTs killed". With bad luck you might have done best resbiting but due to bad luck never got the last hit on an RT

    even though decysting RTs and letting the RT take cyst damage won't rly count then...
    return to zero
    Nordic
  • HandschuhHandschuh Members, NS2 Playtester, NS2 Community Developer Join Date: 2005-03-08 Member: 44338Posts: 387 Advanced user
    I think both might be interesting.. damage to RTs and killed RTs..
    also cyst damage.. especially “subdamage“ .to dying cysts. Damage to different lifeforms, powernodes, marines with jp(different equip).. etc
    Walked meters...as marine.. flown meters as lerk etc..
    Weldered Marines and weldered Buildings
    Resistor
  • MoFo1MoFo1 United StatesMembers Join Date: 2014-07-25 Member: 197612Posts: 729 Advanced user
    The more stats they can track the better
    The_Welsh_Wizard
  • VetinariVetinari Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Join Date: 2013-07-23 Member: 186325Posts: 3,468 Advanced user
    Mephilles wrote: »
    @Frozen tbh I would prefer "damage done to RTs" over "RTs killed". With bad luck you might have done best resbiting but due to bad luck never got the last hit on an RT

    even though decysting RTs and letting the RT take cyst damage won't rly count then...

    Just make it so that whoever did most damage to the RT gets the credit. And afaik the game is already smart enough to attribute a dying RT to a player that decysted; I'm pretty sure you get the full 15 points if you decyst it and let it die without touching it.
    formerly known as F0rdPrefect

    I am good Onos
  • snbsnb Members Join Date: 2006-11-09 Member: 58499Posts: 37 Fully active user
    And afaik the game is already smart enough to attribute a dying RT to a player that decysted; I'm pretty sure you get the full 15 points if you decyst it and let it die without touching it.

    Aren't the points awarded to the last person who damaged it? No idea what happens if no one damaged the RT.

    Nordic
  • FrozenFrozen New York, NYMembers, Constellation Join Date: 2010-07-02 Member: 72228Posts: 1,481 Advanced user
    Dude is it not important when the guy who did 90% to an RT dies then someone else comes in gets a double kill and finishes the harvester? Pretty sure he deserves credit. Even doing 0 dmg can be an assist if you're covering the damage dealer..

    It also helps reinforce their importance to new players if it's displayed prominently.
    mattji104
    Vetinari
  • MoFo1MoFo1 United StatesMembers Join Date: 2014-07-25 Member: 197612Posts: 729 Advanced user
    edited August 2016
    ^ It is important, which is why at least 3 stats for RT's would be best..

    - Number of RT's killed
    - Number of RT's you did damage to
    - Total amount of damage done to RT's
  • ZEROibisZEROibis Members, Constellation Join Date: 2009-10-30 Member: 69176Posts: 1,017 Advanced user
    If your going to try to add a kill cam please just add server side demo recording so we can catch, griefers, trolls, spammers, hackers, ect when there is no admin around. Server side demo recording makes it easy for users to report things b/c everything is done for them already. We have successfully used server side demo recording on cs:s servers for over 10 years and it is a great asset to both players and admins.

    It is also useful for special events b/c players can download the entire demo after the event and then make videos ect from any angle possible.
    image
    Server IP: NS2.IBISGaming.com
    Server IP: NS2CO.IBISGaming.com
    Yojimbo
  • MephillesMephilles GermanyMembers, NS2 Map Tester, NS2 Community Developer Join Date: 2013-08-07 Member: 186634Posts: 968 Advanced user
    I think in cs:go you can download those server side demos to watch them for yourself afterwards aswell. Just not sure if server side demo is possible with spark
    return to zero
  • NordicNordic Long term camping in KodiakMembers, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Join Date: 2012-05-13 Member: 151995Posts: 4,771 Advanced user
    Mephilles wrote: »
    @Frozen tbh I would prefer "damage done to RTs" over "RTs killed". With bad luck you might have done best resbiting but due to bad luck never got the last hit on an RT

    even though decysting RTs and letting the RT take cyst damage won't rly count then...

    Just make it so that whoever did most damage to the RT gets the credit. And afaik the game is already smart enough to attribute a dying RT to a player that decysted; I'm pretty sure you get the full 15 points if you decyst it and let it die without touching it.

    It is more important to kill the rt than to do 90% damage. If you did 90% damage to the rt and died, a gorge could come in and heal it.
    Killing the rt itself is more valuable.

    At this time, to get points when an rt dies from decrypted you have to have damaged the rt.
    From my perspective UWE has been trying to both with what little resources they have given to the game. They don't have an AAA budget, let alone an indie game budget. They have the budget of a game that has been out 6 years. I want to say, don't half ass two things, whole ass one thing. I just don't think they have the resources to do it. Unlike many of the people on the forums, I guess I am just happy they are at least trying even though I may not like what they end up doing.
    Vetinari
  • The_Welsh_WizardThe_Welsh_Wizard Members, Reinforced - Supporter Join Date: 2013-09-10 Member: 188101Posts: 773 Advanced user
    Nordic wrote: »
    Mephilles wrote: »
    @Frozen tbh I would prefer "damage done to RTs" over "RTs killed". With bad luck you might have done best resbiting but due to bad luck never got the last hit on an RT

    even though decysting RTs and letting the RT take cyst damage won't rly count then...

    Just make it so that whoever did most damage to the RT gets the credit. And afaik the game is already smart enough to attribute a dying RT to a player that decysted; I'm pretty sure you get the full 15 points if you decyst it and let it die without touching it.

    It is more important to kill the rt than to do 90% damage. If you did 90% damage to the rt and died, a gorge could come in and heal it.
    Killing the rt itself is more valuable.

    At this time, to get points when an rt dies from decrypted you have to have damaged the rt.

    Yea but you have to deal a good amount of damage first to kill it.
  • cooliticcoolitic Right behind youMembers Join Date: 2013-04-02 Member: 184609Posts: 1,684 Advanced user
    MoFo1 wrote: »
    ^ It is important, which is why at least 3 stats for RT's would be best..

    - Number of RT's killed
    - Number of RT's you did damage to
    - Total amount of damage done to RT's

    I agree for the first and third option here.
    When life gives you lemons, throw it back and demand chocolate.


  • MoFo1MoFo1 United StatesMembers Join Date: 2014-07-25 Member: 197612Posts: 729 Advanced user
    edited August 2016
    coolitic wrote: »
    MoFo1 wrote: »
    ^ It is important, which is why at least 3 stats for RT's would be best..

    - Number of RT's killed
    - Number of RT's you did damage to
    - Total amount of damage done to RT's

    I agree for the first and third option here.

    Why the first and third but not the second? That along with the number you killed would tell you how many you damaged but someone else killed..

    What makes the second option bad but the other two good???

    The more stats they can show the player the better.
  • meatmachinemeatmachine South EnglandMembers, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter Join Date: 2013-01-06 Member: 177858Posts: 1,551 Advanced user
    MoFo1 wrote: »
    ^ It is important, which is why at least 3 stats for RT's would be best..

    - Number of RT's killed
    - Number of RT's you did damage to
    - Total amount of damage done to RT's

    Ideally you'd have
    - RTs killed (killing blows)
    - RT assist (RTs that were damaged by player and later killed before being healed to >90% HP)
    - Total RT damage dealt
    Too weird to live, yet too rare to die
    Vetinari
  • FrozenFrozen New York, NYMembers, Constellation Join Date: 2010-07-02 Member: 72228Posts: 1,481 Advanced user
    Ideally it would just add rt eliminations. We have structure damage already. At that point: What about shooting crags next to RTs? Would that be a stat too? Would it count toward RT damage?
    mattji104
    VetinariNordiccoolitic
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