<!--quoteo(post=1817514:date=Dec 20 2010, 01:58 PM:name=Sorcerer)--><div class='quotetop'>QUOTE (Sorcerer @ Dec 20 2010, 01:58 PM) <a href="index.php?act=findpost&pid=1817514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ghost armory is referring to the bug that rendered the armory unusable. You could walk through, and get resupplied while near it, but unable to interact with it. In 159 this happens when the armory is upgraded to the weapons module, walk far away from it, and then come back<!--QuoteEnd--></div><!--QuoteEEnd--> i know about this, but i had another bug it seems (only once) the animation played, but i clipped through the armory with some resistance, no interaction or resupply though
Just wanted to tell you guys, that I really like the progress page. I was in several betas before and often the testers had no idea what the devs were working on. Really nice!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2010
<!--quoteo(post=1817600:date=Dec 20 2010, 08:12 PM:name=jimnablazed)--><div class='quotetop'>QUOTE (jimnablazed @ Dec 20 2010, 08:12 PM) <a href="index.php?act=findpost&pid=1817600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm convincing myself that we'll have 160 tonight...<!--QuoteEnd--></div><!--QuoteEEnd--> I'm considering sending over my minions to steal their cookies, but I'd probably feel guilty because of the awesome work they've done on the builds... I'll just let <b>nature select</b> the day of 160 release <img src="http://members.home.nl/m.borgman/ns-forum/smileys/youreallwrong.gif" border="0" class="linked-image" />
[edit] Gottah love the fact the list has shrunk to a tiny size though!!!
<!--quoteo(post=1817601:date=Dec 20 2010, 01:17 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 20 2010, 01:17 PM) <a href="index.php?act=findpost&pid=1817601"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm considering sending over my minions to steal their cookies, but I'd probably feel guilty because of the awesome work they've done on the builds... I'll just let <b>nature select</b> the day of 160 release <img src="http://members.home.nl/m.borgman/ns-forum/smileys/youreallwrong.gif" border="0" class="linked-image" />
[edit] Gottah love the fact the list has shrunk to a tiny size though!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
Some optimisation fixes would have gone into 160, but its obviously going to be an ongoing task to get as much out of the engine as they can and we will probably see it continued to get pushed, that dosnt mean they are not implementing optimisations, just that they arn't completly happy to accept the task. Now just for those 5 task's to be accepted and for "Press jump to go to alerts" to be implemented (which doesnt sound like a lot of work)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1817668:date=Dec 21 2010, 01:10 AM:name=garvani)--><div class='quotetop'>QUOTE (garvani @ Dec 21 2010, 01:10 AM) <a href="index.php?act=findpost&pid=1817668"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->(which doesnt sound like a lot of work)<!--QuoteEnd--></div><!--QuoteEEnd--> The bane of adding features :P
NS2HD youtube channel has footage of 160 up <a href="http://www.youtube.com/watch?v=bex6JOu-URc&feature=mfu_in_order&list=UL" target="_blank">http://www.youtube.com/watch?v=bex6JOu-URc...der&list=UL</a>
MACs have blue afterburner type effect when they fly around The spawn hive is surrounded by infestation (not dynamic one) Central area of rockdown map changed - there's a new res node! Mature Whip model edited, shows the bombard weapon (not sure if this functions in 160)
Really nice. For the first time since i bought the game back in alpha days i was able to run around and give some shoots. The fps was really weird (low all the time and with pikes) but i could see work is being made. Thanks guys, keep it up.
As an early NS1 player, I'm loving what I'm seeing so far with NS2. Optimization would help those running on mid-low range hardware (My system Core 2 Duo T9400 @ 2.54 GHz; 2x2 GB DDR2 RAM @ 800 MHz; Geforce Go 9700M GT) but as long as the engine doesn't perform any worse than it does now, it's fine for testing early beta purposes. Though right now, it's harder to evaluate or play to best of my ability at this stage. I was a bit dubious when I first heard about how NS2 gameplay was going to change from NS1. Judging from the core gameplay from the beta so far, I think it's looking pretty good. Just keep up the good work you're doing now and this game will be great.
Once the server performance issue is fixed we can start playing for real. I like games in Beta because they are often more intresting, but real gamebreaking issues are not that intresting. I know it will get fixed i just hope sooner than later because i really want start playing it now. I had some great matches already though.
My top 7 game-breaking issues, in no particular order:
Sentries cost plasma but recycle to carbon. This can be a game-ending exploit(e.g. if marines can't afford to upgrade CC before second tech point goes down, they can recycle turrets or place unbuilt turrets and recycle them for a quick boost of carbon).
Building crags inside models and above the map is very powerful and almost universally exploited.
MACs can often be placed inside walls or ceilings, from where they can weld power nodes without being targetable. MACs can be placed under or inside the CC, where they can build or weld the CC without being targetable.
Tech level 1 marines are still too weak, tech level 2 marines are still a bit too strong. Early gameplay is about preventing marines from getting an expansion and slowing their carbon income to the point where you can kill them before they get flame throwers. Late game is all about flame throwers slowly grinding their way across the map versus fades keeping them at bay and skulks constantly harassing any marine structure not actively watched by a marine. This feels grindy and unfun.
Performance issues. Not so much frame rate as hitching(very often occurs directly after blinking for some reason) and server tick rate.
Flame thrower still goes through walls.
Harassing/ninjaing is too powerful, even on a small map, largely because of a lack of a minimap or warning that anything is under attack. The comm can see a red dot next to what is being attacked if he happens to catch it and decides to tell his team, but is usually to destracted elsewhere.
Lag and flamethrowers ruin the game for me. At first I didn't mind because it was all new...now I don't play often and am waiting for new patches that will fix these things.
<!--quoteo(post=1819772:date=Dec 28 2010, 01:14 AM:name=F0x)--><div class='quotetop'>QUOTE (F0x @ Dec 28 2010, 01:14 AM) <a href="index.php?act=findpost&pid=1819772"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Performance issue and lag are of course major problems to fix in priority.
If we can play normally without stuttering and other technical problem, we should detect bug faster.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't really feel that's true, though. Aside from the game not launching, technical issues are not preventing us or slowing us down from detecting bugs. If there's a hole in the wall, whether or not you are stuttering, you're going to see it. If skulks are walking through players and you're down at 10fps, you'll still see him jitter through you.
<!--quoteo(post=1819749:date=Dec 27 2010, 06:44 PM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Dec 27 2010, 06:44 PM) <a href="index.php?act=findpost&pid=1819749"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My top 7 game-breaking issues, in no particular order:
Sentries cost plasma but recycle to carbon. This can be a game-ending exploit(e.g. if marines can't afford to upgrade CC before second tech point goes down, they can recycle turrets or place unbuilt turrets and recycle them for a quick boost of carbon).
Building crags inside models and above the map is very powerful and almost universally exploited.
MACs can often be placed inside walls or ceilings, from where they can weld power nodes without being targetable. MACs can be placed under or inside the CC, where they can build or weld the CC without being targetable.
Tech level 1 marines are still too weak, tech level 2 marines are still a bit too strong. Early gameplay is about preventing marines from getting an expansion and slowing their carbon income to the point where you can kill them before they get flame throwers. Late game is all about flame throwers slowly grinding their way across the map versus fades keeping them at bay and skulks constantly harassing any marine structure not actively watched by a marine. This feels grindy and unfun.
Performance issues. Not so much frame rate as hitching(very often occurs directly after blinking for some reason) and server tick rate.
Flame thrower still goes through walls.
Harassing/ninjaing is too powerful, even on a small map, largely because of a lack of a minimap or warning that anything is under attack. The comm can see a red dot next to what is being attacked if he happens to catch it and decides to tell his team, but is usually to destracted elsewhere.
What's yours?
ETA: make that seven.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1819749:date=Dec 28 2010, 06:44 AM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Dec 28 2010, 06:44 AM) <a href="index.php?act=findpost&pid=1819749"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My top 7 game-breaking issues, in no particular order:
Sentries cost plasma but recycle to carbon. This can be a game-ending exploit(e.g. if marines can't afford to upgrade CC before second tech point goes down, they can recycle turrets or place unbuilt turrets and recycle them for a quick boost of carbon).
Building crags inside models and above the map is very powerful and almost universally exploited.
MACs can often be placed inside walls or ceilings, from where they can weld power nodes without being targetable. MACs can be placed under or inside the CC, where they can build or weld the CC without being targetable.
Tech level 1 marines are still too weak, tech level 2 marines are still a bit too strong. Early gameplay is about preventing marines from getting an expansion and slowing their carbon income to the point where you can kill them before they get flame throwers. Late game is all about flame throwers slowly grinding their way across the map versus fades keeping them at bay and skulks constantly harassing any marine structure not actively watched by a marine. This feels grindy and unfun.
Performance issues. Not so much frame rate as hitching(very often occurs directly after blinking for some reason) and server tick rate.
Flame thrower still goes through walls.
Harassing/ninjaing is too powerful, even on a small map, largely because of a lack of a minimap or warning that anything is under attack. The comm can see a red dot next to what is being attacked if he happens to catch it and decides to tell his team, but is usually to destracted elsewhere.
What's yours?
ETA: make that seven.<!--QuoteEnd--></div><!--QuoteEEnd--> I've definitely experienced, and can agree with, issues 2, 4, 5, and 7.
<!--quoteo(post=1819763:date=Dec 28 2010, 07:41 AM:name=Avalon)--><div class='quotetop'>QUOTE (Avalon @ Dec 28 2010, 07:41 AM) <a href="index.php?act=findpost&pid=1819763"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In close second is what I feel to be a lack of feedback when successfully shooting an enemy.<!--QuoteEnd--></div><!--QuoteEEnd--> This as well.
Wheeee: What do you mean by "turret stacking"?
My biggest problem right now, which is literally game-breaking for me, is the ridiculous graphical errors (which I have reported) that occurs with many people running Nvidia GTS 450s (strangely though, not everyone: NS2HD has no problems with it - I really wish I knew what was causing it). It means that most times the moment I buy an upgrade or a weapon, my graphics get messed up and I have to type 'kill' into the console to reset (I have a feeling it's related to the Upgrade/Purchase GUI); sometimes the graphics error will just occur based on where I am, and what direction I'm facing (so it's probably some rendering problem). Needless to say, I haven't been able to (or been tolerant enough to) play for more than thirty minutes at a time because of the lack of decent weapons/lifeforms, combined with the random graphics error based on my position/direction that seems to escalate with time.
<!--quoteo(post=1819801:date=Dec 27 2010, 08:36 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Dec 27 2010, 08:36 PM) <a href="index.php?act=findpost&pid=1819801"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wheeee: What do you mean by "turret stacking"?<!--QuoteEnd--></div><!--QuoteEEnd--> Pretty sure he means when the Marine Commander has a bunch of MAC's build turrets at the same exact spot (inside of each other). I played a game where the Marine Commander dropped (what felt like) 10 turrets inside of each other. It took me forever to chew them all down.
Comments
In 159 this happens when the armory is upgraded to the weapons module, walk far away from it, and then come back<!--QuoteEnd--></div><!--QuoteEEnd-->
i know about this, but i had another bug it seems (only once)
the animation played, but i clipped through the armory with some resistance, no interaction or resupply though
I'm considering sending over my minions to steal their cookies, but I'd probably feel guilty because of the awesome work they've done on the builds... I'll just let <b>nature select</b> the day of 160 release <img src="http://members.home.nl/m.borgman/ns-forum/smileys/youreallwrong.gif" border="0" class="linked-image" />
[edit]
Gottah love the fact the list has shrunk to a tiny size though!!!
[edit]
Gottah love the fact the list has shrunk to a tiny size though!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
*rimshot*
Hopefully that just means there's two patches this week though! :)
The bane of adding features :P
MACs have blue afterburner type effect when they fly around
The spawn hive is surrounded by infestation (not dynamic one)
Central area of rockdown map changed - there's a new res node!
Mature Whip model edited, shows the bombard weapon (not sure if this functions in 160)
Merry Christmas everyone, off to the family's home.
but lets keep attaching the lag issue.. i bought this game for a bunch of friends and they said it sucks because its to laggy to play..
thanks for the holiday special price tho.
Sentries cost plasma but recycle to carbon. This can be a game-ending exploit(e.g. if marines can't afford to upgrade CC before second tech point goes down, they can recycle turrets or place unbuilt turrets and recycle them for a quick boost of carbon).
Building crags inside models and above the map is very powerful and almost universally exploited.
MACs can often be placed inside walls or ceilings, from where they can weld power nodes without being targetable. MACs can be placed under or inside the CC, where they can build or weld the CC without being targetable.
Tech level 1 marines are still too weak, tech level 2 marines are still a bit too strong. Early gameplay is about preventing marines from getting an expansion and slowing their carbon income to the point where you can kill them before they get flame throwers. Late game is all about flame throwers slowly grinding their way across the map versus fades keeping them at bay and skulks constantly harassing any marine structure not actively watched by a marine. This feels grindy and unfun.
Performance issues. Not so much frame rate as hitching(very often occurs directly after blinking for some reason) and server tick rate.
Flame thrower still goes through walls.
Harassing/ninjaing is too powerful, even on a small map, largely because of a lack of a minimap or warning that anything is under attack. The comm can see a red dot next to what is being attacked if he happens to catch it and decides to tell his team, but is usually to destracted elsewhere.
What's yours?
ETA: make that seven.
In close second is what I feel to be a lack of feedback when successfully shooting an enemy.
If we can play normally without stuttering and other technical problem, we should detect bug faster.
If we can play normally without stuttering and other technical problem, we should detect bug faster.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't really feel that's true, though. Aside from the game not launching, technical issues are not preventing us or slowing us down from detecting bugs. If there's a hole in the wall, whether or not you are stuttering, you're going to see it. If skulks are walking through players and you're down at 10fps, you'll still see him jitter through you.
Sentries cost plasma but recycle to carbon. This can be a game-ending exploit(e.g. if marines can't afford to upgrade CC before second tech point goes down, they can recycle turrets or place unbuilt turrets and recycle them for a quick boost of carbon).
Building crags inside models and above the map is very powerful and almost universally exploited.
MACs can often be placed inside walls or ceilings, from where they can weld power nodes without being targetable. MACs can be placed under or inside the CC, where they can build or weld the CC without being targetable.
Tech level 1 marines are still too weak, tech level 2 marines are still a bit too strong. Early gameplay is about preventing marines from getting an expansion and slowing their carbon income to the point where you can kill them before they get flame throwers. Late game is all about flame throwers slowly grinding their way across the map versus fades keeping them at bay and skulks constantly harassing any marine structure not actively watched by a marine. This feels grindy and unfun.
Performance issues. Not so much frame rate as hitching(very often occurs directly after blinking for some reason) and server tick rate.
Flame thrower still goes through walls.
Harassing/ninjaing is too powerful, even on a small map, largely because of a lack of a minimap or warning that anything is under attack. The comm can see a red dot next to what is being attacked if he happens to catch it and decides to tell his team, but is usually to destracted elsewhere.
What's yours?
ETA: make that seven.<!--QuoteEnd--></div><!--QuoteEEnd-->
#1 gamebreaking exploit is turret stacking
Sentries cost plasma but recycle to carbon. This can be a game-ending exploit(e.g. if marines can't afford to upgrade CC before second tech point goes down, they can recycle turrets or place unbuilt turrets and recycle them for a quick boost of carbon).
Building crags inside models and above the map is very powerful and almost universally exploited.
MACs can often be placed inside walls or ceilings, from where they can weld power nodes without being targetable. MACs can be placed under or inside the CC, where they can build or weld the CC without being targetable.
Tech level 1 marines are still too weak, tech level 2 marines are still a bit too strong. Early gameplay is about preventing marines from getting an expansion and slowing their carbon income to the point where you can kill them before they get flame throwers. Late game is all about flame throwers slowly grinding their way across the map versus fades keeping them at bay and skulks constantly harassing any marine structure not actively watched by a marine. This feels grindy and unfun.
Performance issues. Not so much frame rate as hitching(very often occurs directly after blinking for some reason) and server tick rate.
Flame thrower still goes through walls.
Harassing/ninjaing is too powerful, even on a small map, largely because of a lack of a minimap or warning that anything is under attack. The comm can see a red dot next to what is being attacked if he happens to catch it and decides to tell his team, but is usually to destracted elsewhere.
What's yours?
ETA: make that seven.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've definitely experienced, and can agree with, issues 2, 4, 5, and 7.
<!--quoteo(post=1819763:date=Dec 28 2010, 07:41 AM:name=Avalon)--><div class='quotetop'>QUOTE (Avalon @ Dec 28 2010, 07:41 AM) <a href="index.php?act=findpost&pid=1819763"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In close second is what I feel to be a lack of feedback when successfully shooting an enemy.<!--QuoteEnd--></div><!--QuoteEEnd-->
This as well.
Wheeee: What do you mean by "turret stacking"?
My biggest problem right now, which is literally game-breaking for me, is the ridiculous graphical errors (which I have reported) that occurs with many people running Nvidia GTS 450s (strangely though, not everyone: NS2HD has no problems with it - I really wish I knew what was causing it). It means that most times the moment I buy an upgrade or a weapon, my graphics get messed up and I have to type 'kill' into the console to reset (I have a feeling it's related to the Upgrade/Purchase GUI); sometimes the graphics error will just occur based on where I am, and what direction I'm facing (so it's probably some rendering problem). Needless to say, I haven't been able to (or been tolerant enough to) play for more than thirty minutes at a time because of the lack of decent weapons/lifeforms, combined with the random graphics error based on my position/direction that seems to escalate with time.
macs build 5 turrets in the same spot, instead of building 1.
Pretty sure he means when the Marine Commander has a bunch of MAC's build turrets at the same exact spot (inside of each other). I played a game where the Marine Commander dropped (what felt like) 10 turrets inside of each other. It took me forever to chew them all down.