just feedback

kratierkratier Join Date: 2011-08-26 Member: 118516Members
I tried the beta around when it first came out (probably was still alpha) and just tried it again recently

Tried to use the official feedback system, its simply broken. Ingame it doesn't respond properly, doesn't let you log in via google or facebook, as it launches the ingame browser, which i'm assuming doesn't have simple flash and stuff to enable logins to these services. Kept not responding when i tried to submit for a new account on that feedback system.

Had to log in to the system after quitting the game , it still was cumbersome and trite. It doesn't have a simple submit feedback button, you have to open an already existing feedback to have the option to submit new feedback. Sorry but that's just representative of how much you actually value feedback.

Now onto the game. The combat is poor. The player collision is poor. The UI is shoddy.
The combat feels like you are grinding a mob in WOW, your bullets are pea shooters, where you stream 500+ to kill a simple builder because it can continuously self heal. The tight corridor environments do not lend to help this situation. The player collision in crowded areas make this worse, i've had my view randomly jump up 3 feet or so everytime i walked into a teammate, which was just about every single combat situation in a crowded corridor. Don't get me started on the biggest alien class, with the teleporting/charging everywhere, it simply looked janky as all hell, and really killed the combat. I have a feeling the design choices and what you're trying to accomplish with that, a almost ethereal presence to the alien, but it does not work. It ends up making combat terrible, shooting at an enemy when the hit detection is already pretty poor and the net code quality ends up showing its face in the form of "connection problem detected" on top of the monster being that phases in and out.

This is the biggest problem and would need immediate fixing, I believe.

My other feedback would be on the UI, spectator mode would easily be fixed if it was some sort of "head cam" mode, reminiscent of aliens. Add a simple filter effect to it and up the gamma, and maybe add film grain or something. As of right now its got a real "beta" feel to it.

The second biggest problem would be player feedback during gameplay. I gave feedback on this before, obviously it wasn't taken seriously or considered. The gun animations when you move are nonexistent at best, you might as well be using a 2d sprite. There is no feedback if you are indeed running or walking, little to no bobbing of the weapon. Weapons like the axe tool are shoddy, animations are real low quality. I'd have to say also when shooting, the guns make minimal sounds and animations, like i said already it might as well be a 2d sprite with a 2d muzzleflash. Feedback when being attacked by an alien or attacking as an alien are minimal at best, and when you do die you cut to a 3rd person view which usually shows your character model falling through the floor or flying up through the ceiling.

The UI is really basic, i assume because it is still in beta. The marine side is my main complaint, its too simplistic. The waypoint system is like a blue arrow, its something you'd see in a 2-3 man team for a simple halflife 2 mod, not something for a third party game that costs 35 bucks.


That is my feedback thanks for reading. I've been playing games like this since the original gloom for quake2, so I have a little bit of experience with what I say.

Comments

  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    edited August 2011
    I agree with a lot of your feedback. I think the collisions will be fixed soon as Max said he was taking a look at it. Fades will definitely be changed as well.

    I think the main thing that stands out after playing other FPS games and then going to NS2 in it's current state is that it feel very unresponsive and slow. It's hard to pinpoint the cause of it but you can definitely feel it. The shotgun almost feels like there's a delay when you press the trigger - you end up needing to predict where a skulk will be a moment later (maybe to do with lack of feedback indicating when you can fire again).

    If you load up NS1 everything feels fluid and responsive. All the guns feel good, their animations, their sounds, reloading etc. you can even pull off flick shots with parasite. In NS2 you need to hold your crosshair over the player for 2 seconds for a parasite to register. Hitting a moving target with it is extremely difficult (maybe it's a projectile instead of hitscan?).

    I hope that these things will improve as I think playing the game will be 10 times more enjoyable when everything feels responsive.

    You've just got to remember it's in beta with a small indie team working on it. I feel like the devs get a hard time on here with people constantly complaining about everything. I really like this game and I really like the direction the devs are going in. I think giving constructive feedback is the best way to communicate to them what you think would improve the game.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    edited August 2011
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    I can agree to the switch axe animations, they actually used to have a different attack animation that in my opinion was many times better than the new ones, which looks like the marine just throws the axe downwards.
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