Very happy with NS2's direction.
Chris0132
Join Date: 2009-07-25 Member: 68262Members
<div class="IPBDescription">Stuff is pretty ok, game's gonna be good.</div>Figured what with the large number of threads of people complaining about everything under the sun that I'd start one myself, and attempt to break the general rule that happy people don't make as much noise as unhappy people.
Just want to say that I'm really quite happy with all of the info that we've recieved about NS2, it all seems like UWE looked at NS1, had a think about what didn't work so well and what might work better, and decided to implement it into the sequel. Engine change is a good thing, it's grand to map for and looks very nice, especially for an early build of the tools, the editor and art assets are easily the most impressive things thus far, although being a mapper that probably colours my perspective somewhat.
The gameplay changes like marines buying their own gear at the armory and automated builder units also strike me as very good, removes excessive mcro from comms (who really likes having to keep refilling the piles of guns at base?) and duller aspects of refinery capturing (guarding a robot seems more fun than staring at the refinery for 30 seconds). Stuff like a unified resource and command system lets aliens and marines compete evenly with varied player counts, while maintaining things like gorges having a building role and therefore keeping them a nice alternative to the otherwise massively twitch based aliens, for those of us without a constant caffiene high.
Even little stuff like the lerk leap on the second mouse button and the marine rifle swing are nice and efficient use of controls, and I can imagine the former especially being a big improvement as an alien. The idea of multiple commanders which I think is still planned (haven't managed to play the alpha yet due to bugs) is also a good one, allowing people to drop in and out and pick up the role if they need something doing, rather than forcing one guy to always hang around at base.
The move to a more room-based map design is also good news to me, because rooms give you so much more in terms of options, rather than everything taking place in endless winding corridors, although I admit I was a little lost on the tram map wandering around in singleplayer, but I expect the addition of a minimap would fix that. The interface changes with the popup numbers when you kill people are also quite nice, and the interface itself seems a lot more minimalist than NS1, which I like.
I don't really think there's anything that has been released that I wasn't happy to hear about, looking forward to a more stable alpha and maybe being able to have a game or two in the future.
Just want to say that I'm really quite happy with all of the info that we've recieved about NS2, it all seems like UWE looked at NS1, had a think about what didn't work so well and what might work better, and decided to implement it into the sequel. Engine change is a good thing, it's grand to map for and looks very nice, especially for an early build of the tools, the editor and art assets are easily the most impressive things thus far, although being a mapper that probably colours my perspective somewhat.
The gameplay changes like marines buying their own gear at the armory and automated builder units also strike me as very good, removes excessive mcro from comms (who really likes having to keep refilling the piles of guns at base?) and duller aspects of refinery capturing (guarding a robot seems more fun than staring at the refinery for 30 seconds). Stuff like a unified resource and command system lets aliens and marines compete evenly with varied player counts, while maintaining things like gorges having a building role and therefore keeping them a nice alternative to the otherwise massively twitch based aliens, for those of us without a constant caffiene high.
Even little stuff like the lerk leap on the second mouse button and the marine rifle swing are nice and efficient use of controls, and I can imagine the former especially being a big improvement as an alien. The idea of multiple commanders which I think is still planned (haven't managed to play the alpha yet due to bugs) is also a good one, allowing people to drop in and out and pick up the role if they need something doing, rather than forcing one guy to always hang around at base.
The move to a more room-based map design is also good news to me, because rooms give you so much more in terms of options, rather than everything taking place in endless winding corridors, although I admit I was a little lost on the tram map wandering around in singleplayer, but I expect the addition of a minimap would fix that. The interface changes with the popup numbers when you kill people are also quite nice, and the interface itself seems a lot more minimalist than NS1, which I like.
I don't really think there's anything that has been released that I wasn't happy to hear about, looking forward to a more stable alpha and maybe being able to have a game or two in the future.
Comments
Its not the right time to be talking about game balance issues, this period is about the bugs.
So in the end I really don't have much to contribute that hasn't already been flagged or even worth mentioning right now.
The server problems I think should be the focus so that players can help the dev team iron out gameplay bugs.
Even though I was able to get into a server last night after 100's of tries, yes I was seriously damn keen. I really couldn't verse anyone without lag.
Despite that it was just an opportunity to run around and focus on your character movement and not necessarily engaging with the opposition.
Looking forward to seeing this game grow, as long as the devs are keen willing to wade through the differences of opinion, I think this game will be a success.
I am willing to wait, lets hope the community behind it will too.