<!--quoteo(post=1752297:date=Feb 10 2010, 12:39 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Feb 10 2010, 12:39 PM) <a href="index.php?act=findpost&pid=1752297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Such variables are extremely flammable. See how blockscripts divided the community. Giving official aknowledgement for such features isn't a good plan in my opinion. The devs have to make one decision and stick to it.
As a competetive player I'd much rather have a possibility of transition between the organised and public gameplay. The difference is already pretty dramatic, but there's no need to force people to learn new movement physics when they want to try playing the game in a little different way. I'm more than willing to let a few competetive play goodies go to have a somewhat healthy scene where public and competetive communities have something in common and both scenes manage to support each other's existence.<!--QuoteEnd--></div><!--QuoteEEnd-->
Quoted so it will be seen again. I pray the vanilla NS2 will be the most played for at least a year. Add modding and turn this or that off will just splinter the community as Bacillus said. We arent a giagantic community as it is. It would be a shame to see happen and only hurt the game further (meaning it isnt a mainstream title). Not like we have a single player to fall back on.
p.s. i hated combat because it dominated NS maps which were my favorite. Wish combat never existed not to mention the script war.
Edit: Second comment is on how real do you REALLY want games? I personally want my video games to control as they were a few years ago before physics. I mean really, why not hook up a machine that measures the players vitals and over all health to determine your stamina or accuracy/weapon bobbing... Bet the average gamer would LOVE that!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Dude if that measures the players vitals is put in the game, you can get a frikkin' resonance cascade if <a href="http://www.unknownworlds.com/forums/index.php?showuser=10593" target="_blank">Them</a> is using that system!!! Be very careful about what you are suggesting, dyamn!
<!--quoteo(post=1752304:date=Feb 10 2010, 07:36 PM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE (R_e_n_e_g_a_d_e @ Feb 10 2010, 07:36 PM) <a href="index.php?act=findpost&pid=1752304"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see something wrong with that - I see NS2's modability as its pending doom. If the devs and community are not careful in which mods they sanction and simply allow unrestricted growth, the "to each his own" philosophy is going to result in a lot of eaches, and a lot of owns. The community will become fragmented, with shards in "classic NS", "vanilla NS2", "combat", and "Jimmy-Bob's Super-Fun Gorge Slideout".
Players are going to literally spend hours combing the server browser bombarded with a milllion different scenarios running on each server only to find the one the combination they're looking for either doesn't exist or has but a handful of people playing.
This has been brought up before and I believe it is the #1 issue facing NS2 - before it's even released. UWE need to come up with a smart strategy to deal with a potential overgrowth of mods or we'll soon be looking back at the NS1 xmenu-modded-extralevels-lerklift servers as the "good ol' days".<!--QuoteEnd--></div><!--QuoteEEnd-->
Seriously, this. It's a thousand times better to have an official, continually re-balanced mode that everyone plays by default and have a few party/insta-respawn/deathmatch mods than letting any random server owner change the game in their own way that won't always be visible. I have no problem with making mods are whatever but when its too easy to mod then you get abominations like xmenu and buildmenu on every single server in every flavour available. I'd rather have one strong community playing the same game with very few game altering changes, but I guess it's all down to how well the official version plays and is balanced over time.
I agree. Bringing simulated momentum into NS movement would be a huge mistake. The game is an FPS. Maybe there is scope to build a tactical shooter variation of NS with the SDK and merge the style of gameplay in a tom clancy tactical shooter with the RTS concepts in NS, but that would be a very very different game with a very very different audience.
I want NS2 movement to be simple to learn and difficult to master. The only real design objective I want different from NS is that it should be intuitive.
With the use of LUA its not out of the question that popenator could add whatever momentum he wants with that himself. I'm sure those people who like this idea would join servers running it. It might be quite lonely though. Is it my idea of fun? Not in the slightest.
Comments
I made it about halfway through the op, so I believe I may be more of an expert on his post then most people.
It seems people are "malconcerned" over bunny hopping. He argues that alien's need it to maintain the game's 'feel' with respect to ns.
I personally believe his post addresses several important and sensitive areas of ns. Good work!
I think I should buy the rights to use the "sarmark" for this post.
While sentry's post was funny, it's got nothing on the sheer comedic genius of the original post. Again, gj!
As a competetive player I'd much rather have a possibility of transition between the organised and public gameplay. The difference is already pretty dramatic, but there's no need to force people to learn new movement physics when they want to try playing the game in a little different way. I'm more than willing to let a few competetive play goodies go to have a somewhat healthy scene where public and competetive communities have something in common and both scenes manage to support each other's existence.<!--QuoteEnd--></div><!--QuoteEEnd-->
Quoted so it will be seen again. I pray the vanilla NS2 will be the most played for at least a year. Add modding and turn this or that off will just splinter the community as Bacillus said. We arent a giagantic community as it is. It would be a shame to see happen and only hurt the game further (meaning it isnt a mainstream title). Not like we have a single player to fall back on.
p.s. i hated combat because it dominated NS maps which were my favorite. Wish combat never existed not to mention the script war.
Edit: Second comment is on how real do you REALLY want games? I personally want my video games to control as they were a few years ago before physics. I mean really, why not hook up a machine that measures the players vitals and over all health to determine your stamina or accuracy/weapon bobbing... Bet the average gamer would LOVE that!
Players are going to literally spend hours combing the server browser bombarded with a milllion different scenarios running on each server only to find the one the combination they're looking for either doesn't exist or has but a handful of people playing.
This has been brought up before and I believe it is the #1 issue facing NS2 - before it's even released. UWE need to come up with a smart strategy to deal with a potential overgrowth of mods or we'll soon be looking back at the NS1 xmenu-modded-extralevels-lerklift servers as the "good ol' days".<!--QuoteEnd--></div><!--QuoteEEnd-->
Seriously, this. It's a thousand times better to have an official, continually re-balanced mode that everyone plays by default and have a few party/insta-respawn/deathmatch mods than letting any random server owner change the game in their own way that won't always be visible. I have no problem with making mods are whatever but when its too easy to mod then you get abominations like xmenu and buildmenu on every single server in every flavour available. I'd rather have one strong community playing the same game with very few game altering changes, but I guess it's all down to how well the official version plays and is balanced over time.
I agree. Bringing simulated momentum into NS movement would be a huge mistake. The game is an FPS. Maybe there is scope to build a tactical shooter variation of NS with the SDK and merge the style of gameplay in a tom clancy tactical shooter with the RTS concepts in NS, but that would be a very very different game with a very very different audience.
I want NS2 movement to be simple to learn and difficult to master. The only real design objective I want different from NS is that it should be intuitive.