<!--quoteo(post=1860230:date=Jul 12 2011, 09:02 PM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Jul 12 2011, 09:02 PM) <a href="index.php?act=findpost&pid=1860230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-Posted here after I noticed I posted in the other one by mistake- So I just added swedish and arabic to the gamestrings folder, how do I test and see if they are working? I think I will have problems with arabic since its written from right to left.<!--QuoteEnd--></div><!--QuoteEEnd-->
So you will need to wait until 181 for arabic to work as we made some changes to the way the strings work. They are now UTF8 encoded which will help with mutlibyte languages like Arabic and Korean. Arabic was our test case when we made these changes and I can tell you that it does work properly and should play much nicer with lua :P Locale.ResolveString will now return a standard string and not a wide string this is so it can properly be used with lua string format functions etc... So I would hold off for now :P
<!--quoteo(post=1860141:date=Jul 12 2011, 02:54 PM:name=KuBaN)--><div class='quotetop'>QUOTE (KuBaN @ Jul 12 2011, 02:54 PM) <a href="index.php?act=findpost&pid=1860141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now you're implying it wasn't. No one ever walked around with a smaller weapon in NS1 because it weighed less?<!--QuoteEnd--></div><!--QuoteEEnd-->
That's shifting the goal posts. A counter-strike phenomenon indicates a general trend, as it was in counter-strike. It does not indicate <1% of the player population running around with knives in clan matches in order to be <5% faster(quite a bit less under ordinary circumstances; ~5% only happens when your primary is an SG or GL with full ammo).
I played NS1 a ton, but just recently started playing NS2. So I am kinda new so forgive me if this has been said.
I guess, I'm confused why so many balance changes are being implemented, when so much work needs to be done on the game engine and netcode. I just don't understand balancing a game, that 1 new feature added later, changes everything, or when a 30 min game turns into lagfests. I just don't know how you can properly balance at this stage of playability.
Also it seems this game does not have client side hit detection? Am I mistaken, or is it to be implemented later? I just know I've had to lead targets, which isn't good.
I'm not trying to be critical, I love NS1, and the ideas behind NS2. I also understand it's beta. Just wanted to express some concerns I had. No matter what, I was glad to support the developers with my money.
<!--quoteo(post=1861011:date=Jul 16 2011, 11:58 AM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Jul 16 2011, 11:58 AM) <a href="index.php?act=findpost&pid=1861011"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's shifting the goal posts. A counter-strike phenomenon indicates a general trend, as it was in counter-strike. It does not indicate <1% of the player population running around with knives in clan matches in order to be <5% faster(quite a bit less under ordinary circumstances; ~5% only happens when your primary is an SG or GL with full ammo).<!--QuoteEnd--></div><!--QuoteEEnd--> I don't see how my statement indicates whether I meant a general trend or an outlying oddity. I don't really think the definition of the Counter-Strike phenomenon was ever defined... Either way, now that I see what you mean, I understand why I disagreed with you in the first place.
My point was, I don't like that it happens at all.
Balance changes are necessary because the more features you have in a game, the harder it is to fix later. It takes a long time to balance the game, and basically that's the only thing that all playtesters are needed for.
However, I do think that bug fixing is more important than balance (which is more important than new implementations) because a bug can shift balance artifically and tip the scale when it's fixed.
Actually we ended up flipping it so it goes from the closest to the hive outwards. This makes it a lot easier on the Alien Commander to not have to deal with the cyst all dying at the same time and actually having a chance to repair the network. We also made a change where cysts do not require LOS of their parent node in order to be places but still properly connect to the network.
<!--quoteo(post=1861814:date=Jul 20 2011, 01:29 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Jul 20 2011, 01:29 AM) <a href="index.php?act=findpost&pid=1861814"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's very awesome, now Marines can't just pop the parent Cyst and easily get away with the chain going down the drain :)
The LOS change is good, too. Although it makes me wonder how the tendril will appear when it's implemented (go through walls?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually it does not go through walls... it now uses the new pathing system to generate a path from the parent to the child so it will properly get to where it needs to go :P
Do the Cyst changes and path generation allow gorges to place Cysts on walls? What I'm asking is, that the parent Cyst is calculated in sphere around possible parent Cyst, or still in almost "plane" (as infestation decals are calculated)? The same question is for hydra placement. Because right now is really hard to place hydras on walls (you need at least one cyst on wall to infest it) or on ceilings (where you need two Cysts to infest wall and then another one infest ceiling).
Here is one old <a href="http://goo.gl/Xm9GZ" target="_blank">NS2HD video</a> whee he try to explain wall / ceiling hydra advantages .
<!--quoteo(post=1861820:date=Jul 19 2011, 11:00 PM:name=wacko)--><div class='quotetop'>QUOTE (wacko @ Jul 19 2011, 11:00 PM) <a href="index.php?act=findpost&pid=1861820"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually it does not go through walls... it now uses the new pathing system to generate a path from the parent to the child so it will properly get to where it needs to go :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, that's good news to me, I'm hoping they'll be a bit tougher or cheaper too though.
<!--quoteo(post=1861832:date=Jul 20 2011, 03:52 AM:name=Kurrine)--><div class='quotetop'>QUOTE (Kurrine @ Jul 20 2011, 03:52 AM) <a href="index.php?act=findpost&pid=1861832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, that's good news to me, I'm hoping they'll be a bit tougher or cheaper too though.<!--QuoteEnd--></div><!--QuoteEEnd-->
well with the way the damage now works I think it will help a lot because killing a single cyst does not kill the entire unconnected network at once so it makes it a little easier to manage. I think they play a little better and the fact they no longer need LOS of the parent does also help because you can space them out a lot more.
Hm, true, the removal of LOS does at least make them as a whole group tougher at least, that may do the trick. I'll be glad to not have to negotiate with the sometimes strange LOS detection that's making my ceiling cyst antics impossible in a few locations on Summit. Beyond of course simply not being able to reach, poor stubby little thing.
<!--quoteo(post=1861811:date=Jul 20 2011, 07:21 AM:name=wacko)--><div class='quotetop'>QUOTE (wacko @ Jul 20 2011, 07:21 AM) <a href="index.php?act=findpost&pid=1861811"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually we ended up flipping it so it goes from the closest to the hive outwards. This makes it a lot easier on the Alien Commander to not have to deal with the cyst all dying at the same time and actually having a chance to repair the network. We also made a change where cysts do not require LOS of their parent node in order to be places but still properly connect to the network.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm sure you have good reasons for this, it just seems a little counter-intuitive that way. I would have expected stuff to die at the perimeter first, but I guess I can get used to this, too.
<!--quoteo(post=1861852:date=Jul 20 2011, 05:20 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jul 20 2011, 05:20 AM) <a href="index.php?act=findpost&pid=1861852"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm sure you have good reasons for this, it just seems a little counter-intuitive that way. I would have expected stuff to die at the perimeter first, but I guess I can get used to this, too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Right behind you on this. Still wanting to test this out, but it makes little intuitive sense why the Cysts closest to the source would die first.
EDIT: Although, Cysts closer to the Hive are supposed to be larger/healthier... perhaps they die first due to their larger (unmet) need for sustenance from the Hive?
<!--quoteo(post=1861930:date=Jul 20 2011, 03:44 PM:name=KuBaN)--><div class='quotetop'>QUOTE (KuBaN @ Jul 20 2011, 03:44 PM) <a href="index.php?act=findpost&pid=1861930"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right behind you on this. Still wanting to test this out, but it makes little intuitive sense why the Cysts closest to the source would die first.<!--QuoteEnd--></div><!--QuoteEEnd--> Think of it more that its the cysts closest to the cyst that was killed that take damage first. So, the damage kind of spreads out from the initial attack.
<!--quoteo(post=1861941:date=Jul 20 2011, 05:22 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jul 20 2011, 05:22 PM) <a href="index.php?act=findpost&pid=1861941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Think of it more that its the cysts closest to the cyst that was killed that take damage first. So, the damage kind of spreads out from the initial attack.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, I get it now, so it will take much longer for the whole cyst network to be destroyed. Nice change :)
Oh wait, Valve time...<!--QuoteEnd--></div><!--QuoteEEnd--> That just shows that the Technical Tasks for 181 were accepted, but there's still more gameplay fixes, and testing that needs to be done. So, don't get to eager just yet.
I'M NOT HYSTERICAL! I'M PERFECTLY CALM AND REASONABLE! THESE ######S ARE JUST OUT TO GET US, GETTING OUR HOPES UP FOR 181 AND THEN TAKING IT FROM US JUST AS WE THOUGHT WE WERE GOING TO GET IT! YOU MUST BE ONE OF THEM, I BET! GET AWAY FROM ME!
<!--quoteo(post=1862025:date=Jul 20 2011, 04:36 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jul 20 2011, 04:36 PM) <a href="index.php?act=findpost&pid=1862025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh, no Occlusion culling optimization in B181. Any news on when its gonna get in the public build? B182?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1862187:date=Jul 21 2011, 11:57 AM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Jul 21 2011, 11:57 AM) <a href="index.php?act=findpost&pid=1862187"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'M NOT HYSTERICAL! I'M PERFECTLY CALM AND REASONABLE! THESE ######S ARE JUST OUT TO GET US, GETTING OUR HOPES UP FOR 181 AND THEN TAKING IT FROM US JUST AS WE THOUGHT WE WERE GOING TO GET IT! YOU MUST BE ONE OF THEM, I BET! GET AWAY FROM ME!<!--QuoteEnd--></div><!--QuoteEEnd--> Now I'm not sure if we were quoting the same movie (LOL?).
Comments
So I just added swedish and arabic to the gamestrings folder, how do I test and see if they are working? I think I will have problems with arabic since its written from right to left.<!--QuoteEnd--></div><!--QuoteEEnd-->
So you will need to wait until 181 for arabic to work as we made some changes to the way the strings work. They are now UTF8 encoded which will help with mutlibyte languages like Arabic and Korean. Arabic was our test case when we made these changes and I can tell you that it does work properly and should play much nicer with lua :P Locale.ResolveString will now return a standard string and not a wide string this is so it can properly be used with lua string format functions etc... So I would hold off for now :P
That's shifting the goal posts. A counter-strike phenomenon indicates a general trend, as it was in counter-strike. It does not indicate <1% of the player population running around with knives in clan matches in order to be <5% faster(quite a bit less under ordinary circumstances; ~5% only happens when your primary is an SG or GL with full ammo).
I guess, I'm confused why so many balance changes are being implemented, when so much work needs to be done on the game engine and netcode. I just don't understand balancing a game, that 1 new feature added later, changes everything, or when a 30 min game turns into lagfests. I just don't know how you can properly balance at this stage of playability.
Also it seems this game does not have client side hit detection? Am I mistaken, or is it to be implemented later? I just know I've had to lead targets, which isn't good.
I'm not trying to be critical, I love NS1, and the ideas behind NS2. I also understand it's beta. Just wanted to express some concerns I had. No matter what, I was glad to support the developers with my money.
I don't see how my statement indicates whether I meant a general trend or an outlying oddity. I don't really think the definition of the Counter-Strike phenomenon was ever defined...
Either way, now that I see what you mean, I understand why I disagreed with you in the first place.
My point was, I don't like that it happens at all.
However, I do think that bug fixing is more important than balance (which is more important than new implementations) because a bug can shift balance artifically and tip the scale when it's fixed.
The LOS change is good, too. Although it makes me wonder how the tendril will appear when it's implemented (go through walls?)
The LOS change is good, too. Although it makes me wonder how the tendril will appear when it's implemented (go through walls?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually it does not go through walls... it now uses the new pathing system to generate a path from the parent to the child so it will properly get to where it needs to go :P
What I'm asking is, that the parent Cyst is calculated in sphere around possible parent Cyst, or still in almost "plane" (as infestation decals are calculated)?
The same question is for hydra placement. Because right now is really hard to place hydras on walls (you need at least one cyst on wall to infest it) or on ceilings (where you need two Cysts to infest wall and then another one infest ceiling).
Here is one old <a href="http://goo.gl/Xm9GZ" target="_blank">NS2HD video</a> whee he try to explain wall / ceiling hydra advantages .
Well, that's good news to me, I'm hoping they'll be a bit tougher or cheaper too though.
well with the way the damage now works I think it will help a lot because killing a single cyst does not kill the entire unconnected network at once so it makes it a little easier to manage. I think they play a little better and the fact they no longer need LOS of the parent does also help because you can space them out a lot more.
I'm sure you have good reasons for this, it just seems a little counter-intuitive that way. I would have expected stuff to die at the perimeter first, but I guess I can get used to this, too.
Right behind you on this. Still wanting to test this out, but it makes little intuitive sense why the Cysts closest to the source would die first.
EDIT: Although, Cysts closer to the Hive are supposed to be larger/healthier... perhaps they die first due to their larger (unmet) need for sustenance from the Hive?
Think of it more that its the cysts closest to the cyst that was killed that take damage first. So, the damage kind of spreads out from the initial attack.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, I get it now, so it will take much longer for the whole cyst network to be destroyed. Nice change :)
Oh wait, Valve time...
caught me off guard!
Oh wait, Valve time...<!--QuoteEnd--></div><!--QuoteEEnd-->
That just shows that the Technical Tasks for 181 were accepted, but there's still more gameplay fixes, and testing that needs to be done. So, don't get to eager just yet.
--Cory
D:
Why are you so hysterical!? :D
When it's done.
Now I'm not sure if we were quoting the same movie (LOL?).