NS2 Progress

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  • WiltdogWiltdog Join Date: 2011-05-26 Member: 100980Members
    edited June 2011
    <!--quoteo(post=1854081:date=Jun 17 2011, 08:43 PM:name=shadow-killer)--><div class='quotetop'>QUOTE (shadow-killer @ Jun 17 2011, 08:43 PM) <a href="index.php?act=findpost&pid=1854081"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A cool gameplay feature would be to allow the infestation to "eat" dead marine players.
    Like if a marine was to die on the infestation, his body would slowly dissolve into the infestation and in a way "fertilizing" that patch of infestation healing or giving, that patch, an expansion boost.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Awesome idea.
    +1

    It would have to be a really minimal buff but I love the idea of aliens having more power on their own home turf.
  • jergodzjergodz Join Date: 2011-05-20 Member: 99745Members
    Zombies huh? I had a feeling you'd show up...
  • Slickk-Slickk- Join Date: 2007-11-26 Member: 63019Members
    R.e. Spectator Jerkiness....

    Is that addressing the juddering when you collide with other players/buildings in game? Or is it purely for spectators only and not actual players.
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    Could someone explain the difference between delivered and accepted?
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Delivered = The code is in the internal build and can be tested by the internal testers
    Accepted = The internal testers accepted the fix (they can vote on it internally)
    Rejected = The internal testers rejected the fix

    Sometime stuff can get into a new patch without ever beeing accepted. Thats due to the nature of certain fixes. For example if you have something like "Fix random crash that happens at unknown moment". That will probably never be accepted, because its impossible to reproduce.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1854973:date=Jun 21 2011, 03:13 PM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Jun 21 2011, 03:13 PM) <a href="index.php?act=findpost&pid=1854973"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could someone explain the difference between delivered and accepted?<!--QuoteEnd--></div><!--QuoteEEnd-->

    as I remember, delivered = sent to the play testers; accepted = accepted by the testers and will go in the game.
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    Marines need way to deal with infestation early - change infestation to use "pustules" - <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->FINISHED!?!?!?!<!--colorc--></span><!--/colorc-->

    AWESOME!!!!!!234uy4523

    <i><b>OMGZ cant wait to test it out!!!!!</b></i>
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Mmm, pustules for comm and gorges!

    Too bad Marines can run in and pop them just as easily though...
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    but where are we on the occlusion optimization?
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    I wouldn't be so happy about pustules, its actually big nerf towards infestation. Making things more easier for marines, pushing E repairing power nodes isn't enough, now marines will be able to kill infestation with ease.

    pustules would require some defense, if not being totally cloaked. I'm sure they will be totally exposed like aliens main hive which has no power node, and bright lights for easy aiming. But who knows without any actual testing.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->pustules would require some defense, if not being totally cloaked. I'm sure they will be totally exposed like aliens main hive which has no power node, and bright lights for easy aiming. But who knows without any actual testing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This. It'll have to be tested how easy they're to destroy, but having them cloak (upgrade?) when you have a shade (when implemented) should be looked into. It would be revealed by scan naturally.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited June 2011
    Pustules, while easy to destroy, should also be easy to create with Hive energy or just replicate from other pustules. Gorges can help out with their own PRes-funded pustules, and help the Commander expand and maintain alien territory.

    I don't mind passive cloaking though, Observatory can be accessed very quickly anyway. Use Flamethrowers to light pustules up later on to save scan energy :3
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    If pustules cost 3 personal res for a gorge that is quite expensive. Will gorges build 3 pustules to spread infestation a bit, or will they build a hydra which can actually defend an area (including the area's infestation) and kill marines.

    Don't believe pustules are worth that much from what i've read about them. If the infestation spreads from one pustule to the next, no matter what the distance is, then that is worth it. But if 1 pustule creates 1 infestation splodge it won't be an attractive tool.
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    Why do all the gameplay things get accepted before the technical ones?
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1855235:date=Jun 21 2011, 10:15 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jun 21 2011, 10:15 PM) <a href="index.php?act=findpost&pid=1855235"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't be so happy about pustules, its actually big nerf towards infestation. Making things more easier for marines, pushing E repairing power nodes isn't enough, now marines will be able to kill infestation with ease.<!--QuoteEnd--></div><!--QuoteEEnd-->
    They can be targeted by more weapons, so they'll go down more frequently than patches of Infestation do now, but the Infestation that comes from pustules will also be more abundant, because they don't ever stop spreading Infestation. The end result should be that Overlords will have much finer control over an Infestation with a bigger Achilles' Heel.

    <!--quoteo(post=1855277:date=Jun 22 2011, 01:44 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jun 22 2011, 01:44 AM) <a href="index.php?act=findpost&pid=1855277"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If pustules cost 3 personal res for a gorge that is quite expensive. Will gorges build 3 pustules to spread infestation a bit, or will they build a hydra which can actually defend an area (including the area's infestation) and kill marines.

    Don't believe pustules are worth that much from what i've read about them. If the infestation spreads from one pustule to the next, no matter what the distance is, then that is worth it. But if 1 pustule creates 1 infestation splodge it won't be an attractive tool.<!--QuoteEnd--></div><!--QuoteEEnd-->
    One pustule links a Hive or another pustule with Infestation. I believe the permitted range between Pustules will be longer than the range of each patch of Infestation you can drop currently, but the farther each pustule is from another, the slower the Infestation between it spreads.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Bump to clear bot off front page
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited June 2011
    Nice new logo NS2HD! Is that a spade? :P

    I hope the Pustules aren't too big! Otherwise Marines will be able to snipe them too easily from range.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1855777:date=Jun 23 2011, 11:37 PM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Jun 23 2011, 11:37 PM) <a href="index.php?act=findpost&pid=1855777"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why do all the gameplay things get accepted before the technical ones?<!--QuoteEnd--></div><!--QuoteEEnd-->
    "I'll take that as a comment."

    But really, it's simple, isn't it? There are more of them, they are much smaller, they are much easier to test, they are much easier to change or fix, they can be tested almost in real-time, and testing a gameplay element is a lot less intensive than restarting the game (engine) to test the result of a technical task.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    <!--quoteo(post=1855777:date=Jun 23 2011, 11:37 AM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Jun 23 2011, 11:37 AM) <a href="index.php?act=findpost&pid=1855777"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why do all the gameplay things get accepted before the technical ones?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Also for the most part.
    gameplay tasks are in Lua and technical ones are in the engine.

    This is why they chose Lua, quick iteration.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    I promise I'm not trying to troll, but,

    is there an official reason given as to why onos and exosuit are not in yet? Even bugged, it would be nice to have them in. I understand small dev team etc, not trying to be rude or mean just honestly curious if a reason has been given? We've seen that the onos assets have been done for a while etc. and Its been how many months since this was declared a beta? Getting so close..

    Awesome job guys. Max, youre a machine. Ty
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited June 2011
    <!--quoteo(post=1857333:date=Jun 30 2011, 12:14 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Jun 30 2011, 12:14 PM) <a href="index.php?act=findpost&pid=1857333"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->is there an official reason given as to why onos and exosuit are not in yet? Even bugged, it would be nice to have them in. I understand small dev team etc, not trying to be rude or mean just honestly curious if a reason has been given? We've seen that the onos assets have been done for a while etc. and Its been how many months since this was declared a beta? Getting so close..<!--QuoteEnd--></div><!--QuoteEEnd-->
    I know you're asking a dev more than us, but remember that even when they release content they believe is playable it sometimes turns out not to be, or breaks the game completely. They have to keep the 'public build' in a working state for all of us play-testers, otherwise half of us would be screaming hourly about the imbalance and how the game is broken.

    And we already do that...
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    There is no point in adding things into the game that could break the game or cause crashes. The game run pretty well right now, they wouldn't want to compromise that stability adding lots of experimental stuff without a lot of work/testing. Otherwise the forums would be full of "OMG YOU BROKE THE GAME" posts, and would take a decent amount of time to fix.

    Best wait until they're pretty much there and done before throwing in stuff.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1857333:date=Jun 30 2011, 04:14 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Jun 30 2011, 04:14 PM) <a href="index.php?act=findpost&pid=1857333"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->is there an official reason given as to why onos and exosuit are not in yet? Even bugged, it would be nice to have them in. I understand small dev team etc, not trying to be rude or mean just honestly curious if a reason has been given? We've seen that the onos assets have been done for a while etc. and Its been how many months since this was declared a beta? Getting so close..<!--QuoteEnd--></div><!--QuoteEEnd-->
    The art for those assets is mainly done, including the models and the animation. However the code to hook them up in game and get them working properly has not been done yet, and that is a very big task. For the Onos, for example, his abilities have to be programmed and the effect those abilities have on the marine players/structures, the movement code has to be set up and adjusted, smashing down doors is a whole big task in itself. Its most likely weeks worth of work to get the basics working, and then some amount of time to really tweak and polish after that. The exosuit is even more complicated.

    We really do want to get this game to a feature complete stage as soon as possible, but for the moment we've chosen to put more emphasis on making the current core game more playable, with optimizations, bug fixes, and other new features and assets which help the early to mid game work better.

    --Cory
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    Beautifully concise update/clarification Cory
  • TheLordTheLord Join Date: 2003-05-13 Member: 16258Members
    This is the right way to go of course.

    But. Round times are -very- long right now because there are no 'finishers'

    I suggest each extra hive/cc increases the damage and armor of every team member by 10%.

    This would temporary fix this problem and should be quite easy to implement.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    What we all need to tide us over is a few more maps!

    Where are all the talented community mappers out there, Psychoman(sp?) creating ns2_summit can't be the only guy who has a completed map done can he?????
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    awesome cory. thanks so much for the reply. that makes a lot of sense. i see the job opening for the engine programmer as making more sense now too. there seems to be an overwhelming amount (sure in every dept as well), goodluck you guys. enjoying every twitter update / progress page update / patch etc. , keep it up and see ya in game :)
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    It would be fantastic to see some art previews (screenshot/concept art) of the things which haven't been implemented yet, and it would remind people that their are still many things to go into the game!
  • WiltdogWiltdog Join Date: 2011-05-26 Member: 100980Members
    Do we even know what the Exo will look like?

    That would definitely wet my pallet :)
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    <!--quoteo(post=1857587:date=Jul 1 2011, 05:30 PM:name=Wiltdog)--><div class='quotetop'>QUOTE (Wiltdog @ Jul 1 2011, 05:30 PM) <a href="index.php?act=findpost&pid=1857587"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do we even know what the Exo will look like?

    That would definitely wet my pallet :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hope they will look somehow like those:
    <img src="http://s3.garrysmod.org/img/dl/22627_1.jpg" border="0" class="linked-image" />

    Can't wait to get protection against spores!

    And I also have a question.
    Do the Pustules stay in the game?
    Because when I take a look at the DI Techdemo and the actual (mini?)Pustules they will be eaten by the DI.

    They are nice trip hazards :-). Let them do the Marines tripping! Would bring really Fun into Gorge playing and will stop the Marines just jumping and running around!
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