Natural Selection 2 is Slowly Dying: (How do we change that?)
NexZone30
Join Date: 2013-06-27 Member: 185719Members
Over the past few months, players, myself included, have noticed a lack of new people and the loss of old ones. Obviously, this game has lost hundreds of players. Servers have been and are being abandoned. At the moment Sundays seem to be the only time when the game is truly active. So what are we going to do about it? (Don't believe me? Look at this: http://steamcharts.com/app/4920)
I feel the biggest issue at the plate right now is how the game is being developed to cater to the competitive community. Not that this is wrong, but that means the other half of the community (pub) is being left out. This is meant to be an idea thread, say what you want, just think about how we can fix problems like this.
I feel the biggest issue at the plate right now is how the game is being developed to cater to the competitive community. Not that this is wrong, but that means the other half of the community (pub) is being left out. This is meant to be an idea thread, say what you want, just think about how we can fix problems like this.
This discussion has been closed.
Comments
Sure there is, but that's not what I'm trying for. I made sure to add "(HOW DO WE CHANGE THAT?)" for a reason.
I think there are a lot of people who would come back to the game if they knew what the CDT was doing, and more that might come id they only knew what the game was (make it clear that it has an extremely high skill ceiling and give them more realistic system specs)
Maybe something special for B270?
Publicity
Performance Boosts (if even possible any more)
Rookie Only Servers
Tutorial System
Matchmaking
Possibly Free to play. But that's a whole different discussion.
We also have established many times that this is a very Niche game. We all love it because we like a shooter that requires team work, tactical thinking, and a high skill ceiling. The masses prefer mindless games.
then they might stick around
if figuring out a way for your team to win the game is part of the fun, then why do games keep going for 20+ minutes after your team has run out of any options (or desire) to comeback?
if navigating environments to make plays and to respond to threats is part of the fun, then why is there so much glass everywhere and so much confusion about routes on the maps?
if responsive melee vs ranged combat is part of the fun, then why are high ping marines allowed to unload half a clip into skulks before the aliens even register anything even being fired?
if playing against opponents that are challenging (but not impossible to beat) is part of the fun, then why is there no system in place to try to make fair teams?
@biz the 10-12 min game is usually a very one sided game that isn't winning by a rush. The 20 minute-30 minutes games are pretty standard for decent games (there is at least some contest on map control). It could also be one team having better players but can't coordinate their efforts to finish the game. If you are giving up after about 20minutes, then you are missing out on the best part of the game, where things can ebb and flow and change quickly.
I think you are confusing the map designs and openness of the game. There are many ways around, so teams are not just confronting each other at the same place. Siege maps are very linear, and that caters for a certain crowd, but it is not standard NS game play. I like the many routes out, so you can't block the other team expanding if you get a strong position at one place.
High ping players will be in every game, and this will always be a network issue. I don't think you can just say NS2 is crap with regards to net code of high ping players. It is the same for every game (some worse than others).
The new skill system for auto team balance is trying to address this. I haven't been playing since 269 landed because I am over seas, so would like to know how this is working out.
THIS THREAD, is already open.