New player with big questions
Wavefunction
Join Date: 2012-06-14 Member: 153244Members
I just got the game yesterday and I've been playing it a lot. I played NS1 back then and was well aware of NS2's development, I just had never thought the Beta was accessible to anybody who pre-ordered it. When I figured that out I had the game downloaded on my HDD in a heartbeat.
Anyway, I've been enjoying my experience thus far but I have a few questions concerning later releases of the game. Don't get me wrong: I love it and if it were halted in it's current state I would still play it, there are just a few nagging questions I have to ask. I realize there are probably news posts and forum threads on these things but my questions are a bit specific and my searches turned up nothing.
<i>First of all, what resources have yet to go into the game? I know exo-suits for a fact and a few other things that separate NS1 from NS2. Is there anything else?
Will the core gameplay mechanics be adjusted at all? I personally find the marines a tad too fast and the movement in general a tad too hectic. I'd like to actually see slowed down marines with iron sights (and more powerful weapons for balancing), but I guess I'd have to make a mod or hope for this to appear in someone else's mod. I know this is designed to be somewhat of a "cyber sport" which means major changes to gameplay will not happen at this point.
I find the animations a bit lacking. Individually they're fine, it's just that they don't transition very well and in heated action, players of all classes appear to be warping here and there due to movements not transitioning into each other fluidly (I'm especially not a fan of the marine's movement animations). Coming from games and mods like Red Orchestra 2 and DayZ, the difference is a bit obvious.
Finally, Running on the ceiling as a skulk is a bit awkward and I hope the Jeebus that the camera will be turned upside down when the skulk is on the ceiling for final release. </i>
I didn't mean to make it sound like I had a lot against the game--I don't. I love it. I'm just wondering if any of these things are going to be addressed and in what way. I'm content with the game, I'd just like to have a clearer idea of where it's going and don't have the time to go back through all the interview videos, forum posts and so on.
Cheers! You'll be seeing a lot of me around.
Anyway, I've been enjoying my experience thus far but I have a few questions concerning later releases of the game. Don't get me wrong: I love it and if it were halted in it's current state I would still play it, there are just a few nagging questions I have to ask. I realize there are probably news posts and forum threads on these things but my questions are a bit specific and my searches turned up nothing.
<i>First of all, what resources have yet to go into the game? I know exo-suits for a fact and a few other things that separate NS1 from NS2. Is there anything else?
Will the core gameplay mechanics be adjusted at all? I personally find the marines a tad too fast and the movement in general a tad too hectic. I'd like to actually see slowed down marines with iron sights (and more powerful weapons for balancing), but I guess I'd have to make a mod or hope for this to appear in someone else's mod. I know this is designed to be somewhat of a "cyber sport" which means major changes to gameplay will not happen at this point.
I find the animations a bit lacking. Individually they're fine, it's just that they don't transition very well and in heated action, players of all classes appear to be warping here and there due to movements not transitioning into each other fluidly (I'm especially not a fan of the marine's movement animations). Coming from games and mods like Red Orchestra 2 and DayZ, the difference is a bit obvious.
Finally, Running on the ceiling as a skulk is a bit awkward and I hope the Jeebus that the camera will be turned upside down when the skulk is on the ceiling for final release. </i>
I didn't mean to make it sound like I had a lot against the game--I don't. I love it. I'm just wondering if any of these things are going to be addressed and in what way. I'm content with the game, I'd just like to have a clearer idea of where it's going and don't have the time to go back through all the interview videos, forum posts and so on.
Cheers! You'll be seeing a lot of me around.
Comments
Also, the upside-down camera will not be implemented either, i think it was considered too hard to navigate.. Tho it might be able to add that feature as a mod, i dno.
tier 3 alien abilities. these include vortex for fade (you can see it in the docking reveal video), xenocide for skulk (delayed suicide explosion), spider for gorge (no idea what exactly it does), apparently umbra (50%bullet-block-cloud) for lerks. marines will be able to weld doors shut whereas an onos will be able to smash them open.
performance is a high priority too, they want to wait for the game to be feature complete before optimising things on a deep level because the optimisations might be in vain if some content will change or even be removed.
dynamic infestation is planned as well, not sure if this is planned for pre-1.00. i also remember them mentioning some different visual effects for newborn/mature alien buildings. there are several "coming soon" upgrades for marines too, such as additional armor for jetpack or some ARC upgrades.
they got several things in mind for post-1.00 too, e.g. female marine model and a nuke.
edit: just remembered, there will be pheromones for the alien commander too. as i understand it it might be similar to waypoints except it also has an effect at the target area.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Will the core gameplay mechanics be adjusted at all?<!--QuoteEnd--></div><!--QuoteEEnd-->
in the near past they still experimented a lot with core gameplay e.g. they introduced maturing of alien buildings and gave access to all life forms while having just 1 hive, placing buildings without drifters...
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I find the animations a bit lacking.<!--QuoteEnd--></div><!--QuoteEEnd--> i don't know if they are still working on this, but it's quite possible. i've seen animation stuff showing up in changelogs every now and then.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Finally, Running on the ceiling as a skulk is a bit awkward<!--QuoteEnd--></div><!--QuoteEEnd--> there are two additional buttons you can use. one will prevent you from accidently attaching to walls, the other (i belive it is the sprint button) allows you to stick to walls and ceilings more easily.
if you want to move fast across the map, you can also use walljumps instead: press jump again right after attaching to a wall. with some practise, you can gain quite some speed. walking on the ceiling can still be useful if you need to be sneaky though.
Anyway, I've been enjoying my experience thus far but I have a few questions concerning later releases of the game.
[snip]<!--QuoteEnd--></div><!--QuoteEEnd-->
there actually have been some fairly substantial gameplay changes recently (e.g., i would consider removing energy in 210 as major). over the next month or so don't be surprised if there are add'l changes that large as the game becomes feature complete (exo, tier 3 alien abilities, etc).
as for the animations, the hitching was mentioned on dev chat this week. UWE is going to do roughly 2 months of polishing after the game is feature complete - perf bumps, anim smoothing, balancing - so that should be improved by release
welcome & dont be shy about providing input here.
They actually had this feature very early on and tested it a lot. I'm not surprised they took it out it sounds crazy disorienting. Though maybe they should leave it in as a console command for if people like Spiderman or bats play this game.
What could be possible though, is rotating the actual mouth of the alien. So you still have some visual cues that show that you're on a wall or a ceiling, but doesn't alter gameplay too much.
What could be possible though, is rotating the actual mouth of the alien. So you still have some visual cues that show that you're on a wall or a ceiling, but doesn't alter gameplay too much.<!--QuoteEnd--></div><!--QuoteEEnd-->
Woah, that's never occurred to me. I'd be really interested to see what that looks like. That might be really cool.