3 things you like 3 things you dislike
kabab
Join Date: 2003-12-15 Member: 24384Members, Constellation
<div class="IPBDescription">Feedback thread for dev's</div>Simple thread list 3 things you like and dislike in a short sentence also please don't debate or discuss anything else in the thread simply your 3/3 items, try and keep the likes/dislikes focused on game-play aspects not bugs/performance.
Hopefully this gives the dev's some clear and concise feedback.
Like
1. D.I.
2. Fade Blink
3. Dynamic lighting
Dislike
1. Dual commander/alien commander
2. Shared alien res
3. Skulk movement (no jump leap)
Hopefully this gives the dev's some clear and concise feedback.
Like
1. D.I.
2. Fade Blink
3. Dynamic lighting
Dislike
1. Dual commander/alien commander
2. Shared alien res
3. Skulk movement (no jump leap)
Comments
We could use a poll feature on these forums.
We could use a poll feature on these forums.<!--QuoteEnd--></div><!--QuoteEEnd-->
You realize that you just tried to deviate this thread from its purpose by saying that?
Here's my threes, to try and keep to this topic:
<u>Like</u>: NS2's moddability, Fade's blink (possibilizes serious amounts of rape as soon as you get hang of using it <i>really well</i>), Commanders' importance for both teams
<u>Dislike</u>: Slowness of combat, Current lag/fps issues, proper Skulk leap missing
+Dynamic Infestation
+Fade Blink
+Anything that has to do with the lights
Dislikes:
-Alien Commander
-Multiple Commanders
-Cinematic Editor should have more options to allow different kind of rendering modes and transparency for models/sprites just like Half-Life (Solid, World Glow, etc.)
I really want to put emphasis on the dislikes.
+ Dynamic Infestation
+ Power Node mechanism
+ Stickier Skulks (needs tweaking because I can get stuck...but HUGE improvement)
Dislikes:
+ The performance bug <--- The hitching etc.
+ Missing features
+ Gorge poop is too slippery ...please up friction.
Running leap upgrade is already in the game though, which is quite similar to the NS leap except for airleaping
Didn't we already do a thread on this with DI, also if people start posting all their likes and dislikes throughout a long thread it will turn into a trees vs forest thing. Perhaps OP has to keep track of the votes?
+3?
- DI!
- More emphasis on RTS and map control similar to Company of Heroes
- Dynamic lighting,mapping,hotloading,no compiling. Spark!
-3?
- Lack of more clipbrushing (yes I know it's not gameplay but still so good to have for mapping!)
- Gorge's is still kind of in a limbo concerning his role (DI/Healer?)
- Flamethrower vs DI seems kinda underpowered...
Except that the running leap upgrade still doesn't do <i>anything.</i>
Whether it's researched or not, your leap is pathetically short when running, and similar length when stationary.
I want to leap while running god damn it.
Whether it's researched or not, your leap is pathetically short when running, and similar length when stationary.
I want to leap while running god damn it.<!--QuoteEnd--></div><!--QuoteEEnd-->
After it has been researched you have to manually activate it trough the class selection menu, which is indeed not clear at all in terms of visibility or even that you actually have to manually do this...
There are four little square icons underneath the Skulk class picture in the center, one of them is the Running Leap upgrade.
There are four little square icons underneath the Skulk class picture in the center, one of them is the Running Leap upgrade.<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://i.imgur.com/DFwdQ.jpg" border="0" class="linked-image" />
+ Lighting and graphics (As long as we get above 50+ FPS constantly, I'll keep this here. I'm currently averaging 20 FPS)
+ Fade Blink (Really like the concept)
+ DI (Awesome concept but too powerful at the moment. Grows too fast, especially with gorges and recedes too slow. Also, marine structures not being able to be dropped/used on it makes this ridiculously unbalanced).
- Alien commanders (worst idea EVER)
- Multiple commanders (all we need is random people jumping into the CC and ruining it for everyone else)
- Higher level weapons not dropped to specific players (this was a major component of marine strategy. Knowing who to give what weapon based on their performance).
Dynamic lighting
Ambience
Black Armor lol
-3
Set starting hive
Alien comm
Alien movement
1. Alien Commander (I think it's a step forward. Every NS fan wants NS2 to be a carbon copy. But it's important for the game to evolve. Adding the alien commander is most certainly a step forward for the game. This is no longer a free MOD. UWE is a commericial company. Moving certain aspects in a different direction is vital to their long term survival.)
2. Dynamic Infestation (It's prototype is a bit bumpy but I believe when they start perfecting it, it will be a very important game play feature.)
3. Tech Points (This adds new strategy to the game being it is a hybrid of FPS and RTS and helps define map control a lot more then in NS1. Added with this is the functionality to upgrade hives and command chairs better fleshing out the use of resources and how vital they really are. Think of upgrading the command chairs and hives like the old Prototype lab in NS1. Instead of another building to drop upgrading the chairs/hives just unlocks different abilities. Saving on room and server resources.)
Dislikes:
1. Multiple commanders (In organized matches I can see the benefit of this. However in the majority of games that will be played being PUBLIC games. This is just a very bad idea. As stated above. It will take one idiot 10 seconds to jump in the other chair, recycle everything. Or just someone who absolutely 100% wants to be a commander no matter what and has no idea what to do that will use up MUCH needed resources on stupid stuff and cripple their team intentionally or unintentionally.)
2. No commander Eject button yet. (I know everyone has to learn but when a new commander is being uncooperative with experienced players trying to explain what to do it's frustrating to the point I don't want to play anymore and would rather go play Monday Night Combat or something else to vent my frustrations.)
3. No Voice Comm Icons (It's very frustrating not knowing who is talking....and please bring back the mute feature. I would love just to bring the Score board up and just click a name to mute.)
I didn't put performance issues in my dislikes because it's obvious. I was an Alpha tester so I've seen the game make strides in performance and it's improving little by little. I will say this though. One extra LIKE is NO MORE BUNNY HOPPING! YAY!
1. D.I.
2. Fade Blink
3. Dynamic lighting
Dislike
1. Server Lag
2. Server Lag
3. Server Lag
+Marines buying own weapons
+Lerk spikes/snipe
-Not being able to tell how much res I have and how much I need when using many of the buy/research menus
-Weak leap logic (being stationary use only instead of just being weaker)
-Fade alternate attack not being useful or interesting.
1. I like forum activity
1. I dislike having to read across multiple threads on the same thing over and over.
+ Self-Serve Armory
+ Marine Sprint
- Dynamic Infestation (I think its a great feature, but it has so many features for aliens at the moment. I feel the DI Scent of Fear needs to be an upgrade. Marines should be allowed to build on it. Alien Resource Towers should be able to live off the resources and not DI.)
- Fade Blink (Way to hard at the moment and causes to many pauses. I feel a fade when blinking should hold the mouse2 button longer and you see the shadow figure move further away for longer blinks and when you tap it, it will blink shorter distances. Right now I find myself blinking straight into walls frequently and getting lost when I am facing a wall. Also another feature I would like see added for fades is similar to Nightcrawler in X-Men. Fades will be able to see through walls in the connected rooms they are in. This will allow them to blink through walls for quick attacks or escapes. They will only be allowed to see the room, not marines or marine structures.)
- Flame Thrower ( Right now I like the idea of a Flame Thrower but not the actual one in game. I like how the FT is a killing machine for skulks but I feel it has a major flaw. One thing I realized when watching an old war movie is the flame throwers were targets for enemies because of the tanks of gas they carried. Snipers use to shoot directly at those tanks just for them to explode. I feel the same should be applied. Fire should be deadly for Marines and Aliens. This will make everyone cautious of them and also make them walking bombs. Marines if with a flamer will have to protect him because if they don't..... BOOM! Plus this prevents 2 FTs running around an alien hive destroying everything.)
I wrote this quick and didn't check it so pardon my grammar mistakes, I'm a gamer and not a English teacher.
BTW I love the game, been playing NS for years.
-Who is Mike Jones?
1.- DI
2.- Alien commander (love to play it)
3.- NS2 is addictive and I don't get bored, not even playing 3v3
Dislike
1.- It is addictive and now I can't enjoy other games, are all too bored.
2.- Lag. But I just joined a game I played it at an average of 25 fps.
3.- I don't have money to go and meet UWE team, and Hugh.
1. I like forum activity
1. I dislike having to read across multiple threads on the same thing over and over.<!--QuoteEnd--></div><!--QuoteEEnd-->
^
- atmosphere
- sounds
- how the fade blink LOOKS
[dislike]
- movement hinderances, actually most of the movement in the game. but I especially do not like the blink, the useless skulk leap at the beginning of rounds. marine walk/run "feel", lerk flight isnt perfect yet. about the only class I like right now is gorge and hes useless now so theres no point in even playing gorge anymore. too much clicking to blink as fade plus you get stuck in things like ceilings and cant move and you just sit there until someone can come and kill you. marine movement needs to be smoother.
- multiple commanders - cannot stand comming a game, some late joiner jumps in the 2nd com chair/hive and starts spending. its even worse when they steal macs/drifters.
-waypoints arent clear - the waypoint indicators need to be way way more clear for marines to follow instead of a tiny blue line/dot.
many more dislikes but had to limit to 3.
Blink - If you happen to blink very close to a marine it will reorient you toward that marine which is confusing and unwanted 99% of the time. If there is severe lag you will appear to blink, only to be moved back to your original position. After the game has been running for half an hour or longer there is a framerate hitch every time you blink; if you rotate during which you will end up at a seemingly random angle, which is very confusing.
Lerk flight model - It takes seconds to get up in the air and gliding; this is sort of balanced for now because lag and framerate issues cripple marines more than they do aliens.
Holding a second tech point is almost irrelevant for marines; a second tech node is needed for only a few seconds, long enough to start L2 upgrade on the starting comm chair, after which the second comm chair can be either recycled or kept in order to distract aliens while marines turtle hard and slowly tech up. I propose that holding the second tech node should be a requirement for continuing to upgrade tier 2 tech, but that tier 2 tech that has already been researched should remain available.
Likes:
Ease of map compilation and editing - No bloody 10 hour radiosity calculations, microscopic 1x1 unit leaks where no one can reach or notice them anyway, bad splitting of polygons by BSP, extreme limitations on texture map resolution, bit depth and type.
UW not limited by the ancient quake engine; can take whatever they think they've learned from NS1 and hopefully make a better game.
DI - when it is finally graphically polished(the DI in the HL2 engine looked pretty hideous; it looked more like something burrowing in the wall than something growing. If DI can't be made to look good enough on its own it is probably possible to cheat by giving the mapper control over DI and associated special effects, which are triggered by placing DI in vicinity.
1. Alien commander, MAC + Drifter (awesome new features)
2. The difference between the races
3. The pioneering spirit of the community (Many good ideas here in forum, many people who help newbies ingame and it's awesome to join a server and see at least one person that I know from other matches or the forum)
Dislike
1. No Voice Comm Icons (who the hell is talking to me? How can I mute him?)
2. No way to lock commstations/hives or kick commanders (recently there was some moron who jumped in the other comstation and kept selling the IP)
3. I don't have a black armor and have to run around in the boring one *sob*
I hear you man, I hear you!
-Large HUD/Crosshair
-30fps target
-Slower pace
Dislike:
- No Finishing Moves
- No forced mouse acceleration
- No match making
You guys are totally missing the boat, you have not:
-announced platform-specific DLC before you launched your beta
-required a fileplanet subscription for beta
-given a "wall-transparency" preorder bonus
-offered a 200 dollar "executive prestige really really exclusive" edition
UWE I am disappoint.
1. Alien Commander (I think it's a step forward. Every NS fan wants NS2 to be a carbon copy. But it's important for the game to evolve. Adding the alien commander is most certainly a step forward for the game. This is no longer a free MOD. UWE is a commericial company. Moving certain aspects in a different direction is vital to their long term survival.)<!--QuoteEnd--></div><!--QuoteEEnd-->
You accomplished absolutely nothing with this statement. Congratulations!
A bit more explanation on how adding alien commanders would quality the game as progressing would be nice. Myself, and apparently a lot of people, feel that an alien commander is actually regressing the uniqueness of each race and therefore reducing the quality of the game. NS offers to the FPS genre something that Starcraft offers to the RTS genre. Balanced yet unique gameplay between each race. This adds value to such games by providing different gaming experiences within the same game. Creating a feeling that we got two games for the price of one. Not the case anymore as Marines/Aliens are almost identical: Commanders, drifters/MACs, etc.
BTW, taking games in different directions is actually bad for the success of sequels. Do you see a difference in the concept of the game with the Call of Duty, Battlefield, Halo, etc. series? No you don't. And guess what? They're the most successful series in the history of gaming. DI, new source engine, new weapons/upgrades/structures is more than sufficient for people to fork over $50.
In summation, you FAIL!
Since when is proving people wrong whining?
1. DI
2. Sounds.
3. Fluidity (Almost there)
I dislikes.
1. Alien Commander.
2. Gorge.
3. No random hive start.
1. alt-fire
2. the new command interface
Like and Dislike:
1. Flamethrower
Dislike:
1. Alien commander
2. aLiEn CoMmAnDeR
to re-iterate, i always thought the different playstyles of the marines/aliens was what made the game have so much replay value. for example, being able to go gorge whenever you want to help build due to fact that you don't need to rely on a commander. of course, i imagine it was a lot tougher to balance than the current design so i can understand why it got changed. was just explaining my reasoning :)
UWE have gone on and on about why they changed it and I completely agree with them. Bascially, they made an alien commander so the teams would be fair for ? vs ? instead of having ONLY balanced for 6 vs 6.
The higher the amount of players = the marines dominated.
The lower the amount of players = the aliens dominated.
Personnally, I like the Alien commander and I think it is a good addition to the game.
-lerk every thing about him cant wait to see him completed polished with all his bells and whistles
-DI even thought its a prototype definitely has potential to be beautiful
-commanders both systems seam viable and a asset
dislikes
-marine speed vs alien speed one tiny miss hap or a decent player and boom hes ten feet away from you putting shells in you no were to run no were too hide
-certain movement. NS is arcadey, NS2 feels like myst at times. this isn't lag. this is something else. NS was a success for its ridiculous team play arcade replay value that made it fun and fast. it wasnt about the exact math and science between the drop of a bullet hight and reload time of a AWP(cs), it wasnt crazy weapon combo all on all frag fest (quake, ut), wasnt realistic bullet damage one shot kills, (COD battlefield). it WAS NS, the feeling one got from NS was that of their first child hood pin ball game or arcade button smasher. like metal slug or sonic the hedge hog. except with a rts element and team work.
-gorge is in a current state of disarray, *lower lip sags, bring back fast fatty tank gorge, i want my combat wombat dammit. right now i am to scared to put him in battle he just keeps getting face powned. marines freely advance on his spit. and his heal spray doesn't phase them. if they haven't killed me before getting that close. i am a efficient combat wombat in ns1. when marines see me go gorge they fear me. cos they know they will have to be on there game and bring friends on there game to take me out in the middle of a skulk pack as i heal my allies. right now i am just one less bullet in their gun. ns 1 gorge i have soloed marines, watched them empty a clip and then killed them as they reload. this isn't saying ns1 gorge is over powered and shouldnt of been able to do that, gorge was fine. it was skill with what was available too me, and there was just enough numbers to make it a interesting fight and roll