An innocent bystander

neilm86neilm86 Join Date: 2009-04-16 Member: 67198Members
edited October 2010 in NS2 General Discussion
<div class="IPBDescription">Progression</div>As you are very aware by my post count, I am very much a voyeur (and financial contributer) of the NS2 development.

I have followed this project since day 1 as an avid player of NS1.

I have been very patient and have thouroughly enjoyed watching this project grow, however, with every update my mouth waters with desire as opposed to belief.

I believe it is time we were delivered a solid core of what is NS2 - a massive project undertaken by a skilled and ambitious few.

A perfectt alpha release is a polished bare bones game which deliveres performance and stability which promises rigidity throughout NS2's lifetime and allowing elements to the game to be added with confidence.

I am beginning to see a pattern of focus onto the game features as opposed to the technical durability of the game and I am growing impatient.

I am pining for the next release, the changelist is monumental. I know this through religious vigil via the 'Progress' page.

I just hope, the developers will not dissapoint on the performance front which may be the make and break of future purchases of this product.

I am fully aware of the game being in ALPHA stage, however, if ambition procedes durability, we may all be in for a dissapointment.

The other issue is, for every day this project moves on, it becomes more and more obsolete.

Come on UWE lets see what you've got!!

Comments

  • HeavenfallHeavenfall Join Date: 2010-08-14 Member: 73620Members
    I'm in a similar situation. Growing impatient is the correct way to describe me. I'm not thumping my chest here screaming I'll quit, just humbly bringing forth my opinion.

    I hope that the successful launch of the pre-order purchases have not erroneously added to the development schedule for the game by providing (too much) additional funding.
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    Engine optimization is usually one of the final steps in development. If that's what you're waiting on, you might want to just sit tight till beta, because I don't see anything that suggests alpha will not continue to be a bumpy road. The alpha will not be some perfect "solid core" of NS2, even towards the end of the development phase.
  • cmc5788cmc5788 Join Date: 2009-10-06 Member: 68959Members
    I'm also a little worried that they're getting carried away with features before we've really had a chance to test out the core. It's their choice, and it's not like it's delaying progress... but that's going to be hell to balance if they keep feature creeping at this rate before the game's even in a testable state.
  • weezlweezl Join Date: 2008-07-04 Member: 64557Members, Reinforced - Shadow
    features are LUA scripted,
    while performance is engine-hard-coded.

    i'm guessing Charlie does the LUA thing while Max handles the technicals of the engine..
    so the "gamelayer" is pretty much independent of the "enginelayer".
  • salorsalor Join Date: 2004-02-21 Member: 26771Members
    <!--quoteo(post=1801385:date=Oct 12 2010, 09:23 PM:name=cmc5788)--><div class='quotetop'>QUOTE (cmc5788 @ Oct 12 2010, 09:23 PM) <a href="index.php?act=findpost&pid=1801385"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm also a little worried that they're getting carried away with features before we've really had a chance to test out the core.<!--QuoteEnd--></div><!--QuoteEEnd--> You gotta remember that they already had their features list of what the core gameplay of NS2 was going to be BEFORE this alpha was opened to public...they just hadnt implimented them (things like the power grid..etc etc...). These are core to their vision of NS2 gameplay that they HAVE to impliment anyways...
  • 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
    <!--quoteo(post=1801386:date=Oct 13 2010, 12:33 PM:name=weezl)--><div class='quotetop'>QUOTE (weezl @ Oct 13 2010, 12:33 PM) <a href="index.php?act=findpost&pid=1801386"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the "gamelayer" is pretty much independent of the "enginelayer".<!--QuoteEnd--></div><!--QuoteEEnd-->

    Bingo. Stalling game development to wait for the engine, when both are worked on by separate teams, is not logical.

    The reverse: 'Guys, stop improving the engine, not enough features have been added yet to warrant a good engine!'

    The more one side moves ahead of the other, the better the overall product when the other side reaches a satisfactory state. Imagine, the engine is polished enough to run on a 7800, but the gamelayer team hadn't spent the spare time working on balance!
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    Lots of good points of reassurance have been made, but I want to voice a concern I had. Which was in the podcast17 interview Charlie seemed to be saying that because cash wasn't the limiting factor they could relax a bit and take their time with the alpha -> beta -> v1.0.

    Now the words sound fine, but something about the tone made me worried that cash flow is going to be the determining factor in release full stop, so if a reasonable amount of pre-orders keep coming in the game will continue to be developed. This can be good, but it can also be bad as OP pointed out the longer you wait the more obsolete your engine becomes.

    From the point of view of NS2 it doesn't matter so much about the engine (gameplay yay!) but from the point of view of UWE as a company, the reception, licensing and use as a mod platform of spark is obviously completely dependant on the spark engine being desirable and having good documentation to back it up.

    I'm sure it'll be fine, but occasionally I worry for UWE.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I don't know about you guys, but I'm definitely not gonna play NS2 for the engine itself. As long as the game and engine are tied together it will never be obsolete.
  • cmc5788cmc5788 Join Date: 2009-10-06 Member: 68959Members
    <!--quoteo(post=1801427:date=Oct 13 2010, 09:25 AM:name=Delphic)--><div class='quotetop'>QUOTE (Delphic @ Oct 13 2010, 09:25 AM) <a href="index.php?act=findpost&pid=1801427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This can be good, but it can also be bad as OP pointed out the longer you wait the more obsolete your engine becomes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    We aren't in any serious danger of the engine becoming obsolete. For a lot of reasons, the graphical quality of games is kind of stabilizing right now.
  • minimminim Join Date: 2009-05-14 Member: 67408Members
    <!--quoteo(post=1801447:date=Oct 13 2010, 07:43 PM:name=cmc5788)--><div class='quotetop'>QUOTE (cmc5788 @ Oct 13 2010, 07:43 PM) <a href="index.php?act=findpost&pid=1801447"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We aren't in any serious danger of the engine becoming obsolete. For a lot of reasons, the graphical quality of games is kind of stabilizing right now.<!--QuoteEnd--></div><!--QuoteEEnd-->
    PS3 and XBOX360 reaching their hardware limits and many PC games are simply ports from those two platforms? PC games moving more in the direction of casual players and web-browser stuffs? Phones and other mobile thingies are becoming a much larger platform and they simply lack the juice for fancy stuff at this point?

    Genuinely curious about this. :)



    And as a comment to this thread: Most of Blizzard's and Valve's games have old (although incrementally updated) game engines but they are still good looking due to a good art direction, not to mention that the games are excellent.

    I suppose the only real problem would be if/when they were to push NS2 for consoles, if they have to compete it against the next Carl of Duty on the basis of fancy explosions and whatever, I'm not sure how well the whole "intelligent multiplayer" genre sells for consoles.
  • cmc5788cmc5788 Join Date: 2009-10-06 Member: 68959Members
    edited October 2010
    <!--quoteo(post=1801450:date=Oct 13 2010, 02:32 PM:name=minim)--><div class='quotetop'>QUOTE (minim @ Oct 13 2010, 02:32 PM) <a href="index.php?act=findpost&pid=1801450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->PS3 and XBOX360 reaching their hardware limits and many PC games are simply ports from those two platforms? PC games moving more in the direction of casual players and web-browser stuffs? Phones and other mobile thingies are becoming a much larger platform and they simply lack the juice for fancy stuff at this point?

    Genuinely curious about this. :)



    And as a comment to this thread: Most of Blizzard's and Valve's games have old (although incrementally updated) game engines but they are still good looking due to a good art direction, not to mention that the games are excellent.

    I suppose the only real problem would be if/when they were to push NS2 for consoles, if they have to compete it against the next Carl of Duty on the basis of fancy explosions and whatever, I'm not sure how well the whole "intelligent multiplayer" genre sells for consoles.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Those are big reasons. The console hardware limitation is a big one. The huge explosion of indie/mobile studios is a part of it -- there's been a big movement to focus more on gameplay and less on insanely polished assets.

    As an aside, the mobile gaming market still has huge untapped potential. There are an insane number of games, but very, very few of them have really managed to incorporate GOOD mobile gameplay, using the limitations of a mobile device rather than fighting them.
  • XeZoXeZo Join Date: 2006-11-14 Member: 58597Members, Reinforced - Shadow
    <!--quoteo(post=1801383:date=Oct 13 2010, 03:18 AM:name=WatchMaker)--><div class='quotetop'>QUOTE (WatchMaker @ Oct 13 2010, 03:18 AM) <a href="index.php?act=findpost&pid=1801383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The alpha will not be some perfect "solid core" of NS2, even towards the end of the development phase.<!--QuoteEnd--></div><!--QuoteEEnd-->


    This.

    <3
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    If you want the game to be released faster you should actually be asking for fewer patches.

    Every patch consumes work time to prepare and distribute, work time that could be spent on developing the game. Releasing patches only when neccesary would be more efficient.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    I know its been stated many times before, but it bothers me when people complain about their frame rates and performance and say that they are ignoring the technical issues for game-play features. The engine optimization progress can only be done so fast and takes years even for large AAA companies, only for this game we are taking part in the entire process and Max is the only person who is fixing it. Charlie and other team member's progress on the game-play side of development don't hinder, affect Max's progress at all, Charlie could just stop and say "lets stop working until Max has finished the engine and made it perfect so everyone has a decent frame rate" but that wouldn't speed up progress on optimization, just hinder game progress overall. The reason its been so long since last patch was because they wanted to greatly improve the performance which has been plaguing the playability of the alpha this whole time. If you go back to the very first patch, almost all of that work went into ensuring that everyone can connect to a server and at least be promised that they will be able to join a game, which was nearly impossible before. Only thing different this time around is that it has taken a lot longer to reach their goals.
  • ShirikiShiriki Join Date: 2003-12-17 Member: 24484Members
    <!--quoteo(post=1801479:date=Oct 14 2010, 12:37 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Oct 14 2010, 12:37 AM) <a href="index.php?act=findpost&pid=1801479"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you want the game to be released faster you should actually be asking for fewer patches.

    <b>Every patch consumes work time to prepare and distribute</b>, work time that could be spent on developing the game. Releasing patches only when neccesary would be more efficient.<!--QuoteEnd--></div><!--QuoteEEnd-->
    About that: Does anybody know what it takes to push a patch out through steam? I assume UWE has got some nightly build setup already in place for internal testing, how much work does it take to package those binarys and hand them to steam for distribution?
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    <!--quoteo(post=1801386:date=Oct 12 2010, 09:33 PM:name=weezl)--><div class='quotetop'>QUOTE (weezl @ Oct 12 2010, 09:33 PM) <a href="index.php?act=findpost&pid=1801386"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->features are LUA scripted,
    while performance is engine-hard-coded.

    i'm guessing Charlie does the LUA thing while Max handles the technicals of the engine..
    so the "gamelayer" is pretty much independent of the "enginelayer".<!--QuoteEnd--></div><!--QuoteEEnd-->
    The cryengines do this, using lua + c, and I think they did in fact have a number of "enginelayer" issues related to lua stuff, with calling functions and memory and vectors and such.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1801498:date=Oct 13 2010, 10:08 PM:name=Shiriki)--><div class='quotetop'>QUOTE (Shiriki @ Oct 13 2010, 10:08 PM) <a href="index.php?act=findpost&pid=1801498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->About that: Does anybody know what it takes to push a patch out through steam? I assume UWE has got some nightly build setup already in place for internal testing, how much work does it take to package those binarys and hand them to steam for distribution?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm guessing it all has to be compiled and locked up, which depending on how big they are can take an hour or so. Plus the upload time. So, I would guess a few hours.

    I imagine also there's some lag (maybe a day?) where Valve inspects it to make sure it won't fork bomb Steam or something.
  • PaiSandPaiSand Join Date: 2005-01-07 Member: 33487Members
    The game is still in alpha, and that means bugs, lack of performance, things not working and more.
    What you guys want is the BETA, where you test the final stage of the game and servers and fine tune everything just to not release a big bug called NS2.

    So, now we are about to get the next alpha release, a lot of thing worked out, a lot added, and still many others to fix.

    Of course there will be issues, and from this new problems that we all are going to report a new long, long list of fixes will be written. Then start over. This process will continue until all the major problems are solved and is stable enough to call it beta. In this point you'll see various beta releases, and a lot more players. Hopefully this stage will come near the end of this year or the first months of the next, but we can't say exactly because all depends on the stability and playability of the next alpha release.

    Finally, the game is not getting old, it just take longer than expected. If you know a little about the game industry you know that there is nothing new on the horizon until 2 or 3 more years. The only new thing right now is the 3D that some games are going to try, but is still under development and the market for it is really small, for now.

    The Cryengine 3 is the 2 with fixes and better performance and graphics. Nothing new, just a few additions and fixes, and it works for 3 systems. So, the latest engine that you'll see is nothing else that the same thing with optimizations. Yes, I know, the lights are better, but the core is the same. So, Spark is not getting old, and will include features that no other engine have.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1801390:date=Oct 13 2010, 03:54 AM:name=salor)--><div class='quotetop'>QUOTE (salor @ Oct 13 2010, 03:54 AM) <a href="index.php?act=findpost&pid=1801390"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You gotta remember that they already had their features list of what the core gameplay of NS2 was going to be BEFORE this alpha was opened to public...they just hadnt implimented them (things like the power grid..etc etc...). These are core to their vision of NS2 gameplay that they HAVE to impliment anyways...<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think they've talked about some of the features they want. A loose set of features doesn't doesn't equal core gameplay. We have very little idea how all the features are going to get bound together into a functional game.

    It's easy to say you want magical rings, orcs, dwarves, elves, wizards, little pipe smoking guys, dark lords and great destinies in one book. Another thing is creating it without making it look like a totally cliched and shallow thing that was glued together from 15 books just to have everything in it.
  • 1stToast1stToast Join Date: 2007-12-02 Member: 63067Members
    Reading these forums brings to mind the old saying, “a camel is a horse designed by a committee.” NS2 is a work in progress and I hope all the negative B$ is not effecting the progress. I doubt it. I would rather have it done right than done too soon. BTW Bacillus I hope you weren’t talking about “little pipe smoking guys” in game, we have enough in the forums.
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