Bloodenguts' NS2 Input Thread
Bloodenguts
Join Date: 2010-12-23 Member: 75895Members
<div class="IPBDescription">NS2 beta in review; suggestions</div><b>Hello</b>
I signed up on the forum because I feel, as an NS regular, that I am obligated to provide the development team and other users with as much advice and constructive criticism as possible. I've been playing NS for years and now that NS2 is beta I would really like to share my .02 on the project. Despite what others may say, NS was the best <i>Half-Life</i> mod released and I have high hopes that the sequel will be its unparalleled successor. Playing the game, I realize that the game has come a long way from its roots with the "GldSrc" engine and is now built on a dedicated new game platform. However, I also realize that the game is still a ways away from being a polished experience as its predecessor was.
<b>My Experience Thus far</b>
My first impressions while playing the game were how great the graphics were, despite some engine glitches and other bugs. In their early states, the (rather small) maps capture the same atmosphere as the classics and with added detail and character. The lighting seemed tastefully done and the ambiance was fitting. There wasn't a whole lot to look at but what I did see impressed me thus far. I expect that the maps (at least in NS mode) included in the game will be larger and more complete, but for now the beta versions are quite good aside from their size. I've done a little bit of level design in the past and one principle that I've always followed is: the bigger the map, the more diverse the game play. This isn't to say that the maps should be huge, but having larger areas for players to wage war offers a better experience each time it's played. It also provides more space for varying atmosphere and surroundings. Of course larger maps will tax the engine and servers more but that can be countered with optimized code and smart network architecture.
The one thing that really stands out in the beta is how good the models look. Compared to the low-poly weapons and structures in the first game it is night and day, as expected. Unfortunately, the guns aren't very satisfying to fire and the animations are a bit stale as they are; there are a few little sound problems here and there. The alien models look amazing but they too share some very noticeable animation flaws and sort of weird control, as is. The animations are not bad, but as they stand it's all pretty rough and unpolished in the beta-but that is why it's a beta. The game doesn't run very well on my machine (Core i7-920 & HD5870) which is a little frustrating, but optimization and other improvements will come with later builds and releases.
On to the game play, it was what I expected in typical NS fashion. Overall the sequel plays very much the same as the first game but that's a good thing to me. I felt that NS1 held a near perfect balance between solid game play and accessibility. The game is easy to pick up and you can learn everything within a few hours. This formula flows seamlessly into NS2 in that most of what appeared in the HL1 mod is present (in a similar fashion) in the sequel. The HUD and GUI could use some tweaking, but it works for the most part. I like that a lot of the information is displayed on world objects like structures and weapons (marine). In the games that I played, both sides were relatively equal in power, with little skirmishes changing it up every now and then. There was one rather daunting problem however... once a handful of marines acquire flamethrowers, the game can be very difficult to play for aliens. This happens for two reasons: the framerate drops significantly, and it becomes rather one-sided with aliens being unable to spawn. I'm all for an nice base rush every now and again, but the ability to spam fire, almost infinitely, is a rather annoying strategy. The throwers themselves aren't oppressively powerful, but get some 5 marines at once and not only does the game slow to a crawl but makes it unfair for opposing Kharaa.
<b>Summary (Pros & Cons)</b>
PROS
new engine with good potential
graphics are great (minus performance)
high-poly models are top notch
mapping is tastefully done
easy to learn and play
better upgrade system
commanding is easier
loads of fun
CONS
engine performance (online)
graphical anomalies
weapon animations are stale
weapon effects lack authenticity
current maps are too small
maps are a tad cluttered
flamethrower spamming
subtle sound flaws
MY IDEA
This may have been covered before, but I would really like to see something like it in the game. Since commanding can be a bit confusing at first for new players, I think there should be some sort of combat training or tutorial mode where players can learn to command on either side. There could be a little test map or something just so new people can build and place structures or aid some allies in battle etc.. The reason I bring this up is because commanding is the most important feature of the game (and we've all played our share of rounds with bad comms) and can take a little getting used to. Good commanders act quickly and strategically to win matches and not everyone likes to give new people a chance, so I think my idea is justifiable. The role as commander isn't difficult by any means, but a little extra help never hurt anyone...
--
Overall I am quite pleased with the progress of the game, but it does lack severely in some areas. Hopefully these things don't go overlooked because I really think NS2 has the potential of being the most unique multiplayer experience of all time. UWE has done a great job so far and I have no doubt that the finished product will be remarkable.
Feel free to post comments, or tell me I'm a noob :P
I signed up on the forum because I feel, as an NS regular, that I am obligated to provide the development team and other users with as much advice and constructive criticism as possible. I've been playing NS for years and now that NS2 is beta I would really like to share my .02 on the project. Despite what others may say, NS was the best <i>Half-Life</i> mod released and I have high hopes that the sequel will be its unparalleled successor. Playing the game, I realize that the game has come a long way from its roots with the "GldSrc" engine and is now built on a dedicated new game platform. However, I also realize that the game is still a ways away from being a polished experience as its predecessor was.
<b>My Experience Thus far</b>
My first impressions while playing the game were how great the graphics were, despite some engine glitches and other bugs. In their early states, the (rather small) maps capture the same atmosphere as the classics and with added detail and character. The lighting seemed tastefully done and the ambiance was fitting. There wasn't a whole lot to look at but what I did see impressed me thus far. I expect that the maps (at least in NS mode) included in the game will be larger and more complete, but for now the beta versions are quite good aside from their size. I've done a little bit of level design in the past and one principle that I've always followed is: the bigger the map, the more diverse the game play. This isn't to say that the maps should be huge, but having larger areas for players to wage war offers a better experience each time it's played. It also provides more space for varying atmosphere and surroundings. Of course larger maps will tax the engine and servers more but that can be countered with optimized code and smart network architecture.
The one thing that really stands out in the beta is how good the models look. Compared to the low-poly weapons and structures in the first game it is night and day, as expected. Unfortunately, the guns aren't very satisfying to fire and the animations are a bit stale as they are; there are a few little sound problems here and there. The alien models look amazing but they too share some very noticeable animation flaws and sort of weird control, as is. The animations are not bad, but as they stand it's all pretty rough and unpolished in the beta-but that is why it's a beta. The game doesn't run very well on my machine (Core i7-920 & HD5870) which is a little frustrating, but optimization and other improvements will come with later builds and releases.
On to the game play, it was what I expected in typical NS fashion. Overall the sequel plays very much the same as the first game but that's a good thing to me. I felt that NS1 held a near perfect balance between solid game play and accessibility. The game is easy to pick up and you can learn everything within a few hours. This formula flows seamlessly into NS2 in that most of what appeared in the HL1 mod is present (in a similar fashion) in the sequel. The HUD and GUI could use some tweaking, but it works for the most part. I like that a lot of the information is displayed on world objects like structures and weapons (marine). In the games that I played, both sides were relatively equal in power, with little skirmishes changing it up every now and then. There was one rather daunting problem however... once a handful of marines acquire flamethrowers, the game can be very difficult to play for aliens. This happens for two reasons: the framerate drops significantly, and it becomes rather one-sided with aliens being unable to spawn. I'm all for an nice base rush every now and again, but the ability to spam fire, almost infinitely, is a rather annoying strategy. The throwers themselves aren't oppressively powerful, but get some 5 marines at once and not only does the game slow to a crawl but makes it unfair for opposing Kharaa.
<b>Summary (Pros & Cons)</b>
PROS
new engine with good potential
graphics are great (minus performance)
high-poly models are top notch
mapping is tastefully done
easy to learn and play
better upgrade system
commanding is easier
loads of fun
CONS
engine performance (online)
graphical anomalies
weapon animations are stale
weapon effects lack authenticity
current maps are too small
maps are a tad cluttered
flamethrower spamming
subtle sound flaws
MY IDEA
This may have been covered before, but I would really like to see something like it in the game. Since commanding can be a bit confusing at first for new players, I think there should be some sort of combat training or tutorial mode where players can learn to command on either side. There could be a little test map or something just so new people can build and place structures or aid some allies in battle etc.. The reason I bring this up is because commanding is the most important feature of the game (and we've all played our share of rounds with bad comms) and can take a little getting used to. Good commanders act quickly and strategically to win matches and not everyone likes to give new people a chance, so I think my idea is justifiable. The role as commander isn't difficult by any means, but a little extra help never hurt anyone...
--
Overall I am quite pleased with the progress of the game, but it does lack severely in some areas. Hopefully these things don't go overlooked because I really think NS2 has the potential of being the most unique multiplayer experience of all time. UWE has done a great job so far and I have no doubt that the finished product will be remarkable.
Feel free to post comments, or tell me I'm a noob :P
Comments
nice analysis... i see (as i am a nsplayer) that compared with ns2 there are alot of things can could be done.
But please. Perhaps they are already on the job and those things are on the to-do list.
your very detailed analysis could be better if you investigated on the final product or latest beta which is in the very far future.
ANYWAYS i see your point and almost everyone can agree with you about the flamethrowers. Especially when they can kill through the walls and objects.
good day to you sir.