<!--quoteo(post=1597950:date=Jan 12 2007, 02:24 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Jan 12 2007, 02:24 PM) [snapback]1597950[/snapback]</div><div class='quotemain'><!--quotec--> Don't bet on it. 1.0x took longer.<!--QuoteEnd--></div><!--QuoteEEnd--> Unless of course they do a direct port of NS to Steam. Rather than trying to redesign most the gameplay from scratch.
I wasn't impressed either. I joined a server running deadcow and was rewarded with laggy, confusing, unintuitive gameplay. Suppose I'd better read the manual.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2007
The button Q when you're builder opens up a whole new world <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Basicly II at the moment is NS at it's initial launch, no one really knows what to do. So players just go out and chomp things or after finding out that Q is for the build menu, we go out and build stuff...
I stil don't get a few things like how does one get to heavy soldier (when others seem to be able to and I have lots of res <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
<!--quoteo(post=1598171:date=Jan 12 2007, 05:20 PM:name=Sonic)--><div class='quotetop'>QUOTE(Sonic @ Jan 12 2007, 05:20 PM) [snapback]1598171[/snapback]</div><div class='quotemain'><!--quotec--> Were you even able to get into the cow? because when I played that map we were just running around spawn wondering wtc to do.
(we were the termites) <!--QuoteEnd--></div><!--QuoteEEnd-->
You basically run into the cow's bum. Delightful, I know.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2007
Also has a major gamecrippling bug it seems
Once the queen has been hit a few times by the enemy she falls trough the floor. Now everyone who dies will respawn underneath the map. The round can't finish since the two teams are seperated once this happens. The team outside the map can still attack the other team...
Also there are some balance issues, one being able to attack turrets from outside their range. Structures are pretty simple to destroy once the heavies are available, but a turretfarm with healing structrues imortal against the standart classes. Also I don't like the die before you can evolve thing :/
Well let's hope they get it right some day <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I wasn't impressed especially with the alpha release. The camera tool was not that easy to figure out, and it was very frustrating.
Things that annoyed me;
DeadCow Upon entering the cow's anus, you can build a structure as termite, and block the entrance for the entire team, messing up everything.
Too many buttons You need to bind so many keys to build structures ( for the ones who want to bind them ). For me, this was very frustrating trying to build structures on basic level. However, it was fun taking down the enemy structures.
Unbalanced team work Where's the team work? I still don't get the whole point of it.
I'm sorry, but I don't think I'll play this until the initial beta.
<!--quoteo(post=1598223:date=Jan 12 2007, 08:22 PM:name=ThorsMapper)--><div class='quotetop'>QUOTE(ThorsMapper @ Jan 12 2007, 08:22 PM) [snapback]1598223[/snapback]</div><div class='quotemain'><!--quotec--> Unbalanced team work Where's the team work? I still don't get the whole point of it. <!--QuoteEnd--></div><!--QuoteEEnd-->
Dear Insects Infestation Designers, please force people to work as a cohesive team. Love, Tycho.
I meant, what's the strategy that's supposed to be implemented? Are we to protect the queen and screw the other team? Or are we to steal all the res and create a super duper rush? I still don't get it.
welllll that was messy. I really don't like the pheremone trail thing. Too much hastle and fidgetty.
I did enjoy running about building though, but in many ways it's frustrating as the oddly lumpy maps seem finicky about where you can place some things which lead to me desperately trying to build a defence as the ants approached but failing because it was basically saying "nah... I don't feel like letting you put it on this perfectly open, flat piece of ground... you can stick over there, akwardly across a ledge though where it won't have line of sight instead!"
The termite worker having invincibility is just crazy, especially as all the meager ant workers get is wallhacking :p The amount of times I just laughed off ant soldiers as they'd throw themselves against my 'burrowed' form repeatedly before giving up is uncountable.
I think there were a lot of server crashes though... many times I had to leave a server as I got connection warnings and when I'd check the list the server was gooooone :o
The game desperately needs more tooltips and a tutorial. There's so many UI oversights I wouldn't even know where to begin, but the first thing that hit me was the fact you can't see how a structure is until you can afford it :/
ok just finished a game. It took <b>5 HOURS</b>! ><
In the first hour it suddenly wouldn't let anybody go anything other than the basic two classes so despite the fact the termites owned most of the map we had to slowly, sloooowly build the ants into their base and zerg their queen. Stupid, annoying and slow ¬.¬
By the end of it the outside of the ant burrow looked like the beaches of normandy; if an Ant popped their head out for even a second the sky went black with fire from our attack plants which covered every inch of the area.
All in all I've got the following gripes: 1) Pheremone trails should be removed from the game. They're a pain in the rear and add nothing whatsoever... not to mention the harvester NPCs glitch out and end up sitting about the base a lot or dropping their resources randomly everywhere.
2) they need to fix the class selection... seriously XD
To be honest, it's nothing compared to NS I'm afraid :/
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
<!--quoteo(post=1598306:date=Jan 13 2007, 06:23 AM:name=Geminosity)--><div class='quotetop'>QUOTE(Geminosity @ Jan 13 2007, 06:23 AM) [snapback]1598306[/snapback]</div><div class='quotemain'><!--quotec--> 1) Pheremone trails should be removed from the game. They're a pain in the rear and add nothing whatsoever <!--QuoteEnd--></div><!--QuoteEEnd--> I like the idea. Those trails add the opportunity to interrupt enemy resflow without attacking the res plant. Although you are damn right, adding the trail manually is a pain in the rear and not fun.
I played the game for a few hours, I wasn't impressed, but that was probably because I didnt understand what I was supposed to do. The background music is nice, though!
<!--quoteo(post=1598308:date=Jan 13 2007, 11:37 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE(pSyk0mAn @ Jan 13 2007, 11:37 AM) [snapback]1598308[/snapback]</div><div class='quotemain'><!--quotec--> I like the idea. Those trails add the opportunity to interrupt enemy resflow without attacking the res plant. <!--QuoteEnd--></div><!--QuoteEEnd-->
To my knowledge there is no way of attacking the trails. Unless you mean killing the worker on the trail? If you do that it auto-spawns a new one and half the time the worker you killed wasn't collecting anything anyways because it was getting stuck on terrain or 'popping' while carrying the resource back meaning it vanishes and drops the resource.
Harvesters are freaking useless at the best of times unless it's the node RIGHT next to your base. And Woe betide anyone silly enough to try and carry a resource back themselves in those weak-gripping jaws. I swear they just let go at random sometimes no matter how hard I hold the 'jaw' button down -.-
<!--quoteo(post=1598224:date=Jan 13 2007, 04:25 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Jan 13 2007, 04:25 AM) [snapback]1598224[/snapback]</div><div class='quotemain'><!--quotec--> Dear Insects Infestation Designers, please force people to work as a cohesive team. Love, Tycho.
PS Please. <!--QuoteEnd--></div><!--QuoteEEnd-->Yes, but there are many ways you can design a game to encourage teamwork, giving personal rewards to incentivise it for example. Also releasing a game like this without decent documentation (only being in Alpha stage is irrelevant) is a pretty bad move, I mean it's not simple deathmatch gameplay we're talking about here (at least, it's not designed to be that way). I just hope this first impression doesn't tarnish the mod's reputation and kill of any potential playerbase/community as is the case with other Source mods.
I'm downloading it now and I'll post back in this thread when I've given it a good 4 hour romp (if it lasts that long).
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
What's all this trash talk about missing docu?
I've read the guide and the pdf including 10 pages. Then I started playing and the only thing I didn't know was about those teleporting white arrows. I've read the guide again considering some weapons of advanced lifeforms and now after half a day playing I'm pretty used to the game.
I agree, in-game hints are missing and heavily needed, but anything else can be found, if you just try to and don't just jump into the game to whine about a bad game and having no clue what's going on.
That would be NS:Source. That idea was scrapped in favor of NS2, which'll be a more different game. At least according to Flayra's 1/3 the same, 1/3 improved, 1/3 new.
I tried this yesterday. I liked it more than PVK II <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (Mainly because PVK II doesn't give the impression they're going to fix the flaws from the original PVK).
It was very confusing, and I still don't quite know what I was supposed to be doing, apart from biting the opposite team to death (which was quite fun). The ant team had built a wall of cacti and there was hardly anything we could do, apart from killing the attacking ants.
I've played a couple of games, and it seems that the teams are unbalanced a lot. Cases like 17 vs 27 are no exception. Also, the queens are horribly bugged sometimes. One game, the queen floated 50 metres above the ground adn everybody spawned up there.
It's astounding for a first release. It looks good, it's unique, and it's fairly bug free and balanced. (from what little I've played so far and considering it's only a few days into release, of course) They seem to be aggressive with the updates too. It's not quite as 'dynamic' as NS is or was, but it's definetly mod of the year material. I wasn't quite sure if this one was going to be pulled off, but my confidence grew with each media release. Great job to all those involved.
One thing it's lacking is sufficient advertising. It needs a little more exposure. I suppose 1.0 might not be the best time to do that so they have time.
Comments
Wasn't impressed. At all.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You just played it?
Don't bet on it.
1.0x took longer.<!--QuoteEnd--></div><!--QuoteEEnd-->
Unless of course they do a direct port of NS to Steam.
Rather than trying to redesign most the gameplay from scratch.
--Scythe--
(we were the termites)
Basicly II at the moment is NS at it's initial launch, no one really knows what to do. So players just go out and chomp things or after finding out that Q is for the build menu, we go out and build stuff...
I stil don't get a few things like how does one get to heavy soldier (when others seem to be able to and I have lots of res <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
not nearly enoguh documentation (went thru the guide but all it says is the classes basically and nothing about how to upgade etc.)
You need to download the pdf file on the website. It's far more important then knowing the classes and their abilities.
Were you even able to get into the cow? because when I played that map we were just running around spawn wondering wtc to do.
(we were the termites)
<!--QuoteEnd--></div><!--QuoteEEnd-->
You basically run into the cow's bum. Delightful, I know.
Once the queen has been hit a few times by the enemy she falls trough the floor. Now everyone who dies will respawn underneath the map. The round can't finish since the two teams are seperated once this happens. The team outside the map can still attack the other team...
Also there are some balance issues, one being able to attack turrets from outside their range. Structures are pretty simple to destroy once the heavies are available, but a turretfarm with healing structrues imortal against the standart classes. Also I don't like the die before you can evolve thing :/
Well let's hope they get it right some day <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Things that annoyed me;
DeadCow
Upon entering the cow's anus, you can build a structure as termite, and block the entrance for the entire team, messing up everything.
Too many buttons
You need to bind so many keys to build structures ( for the ones who want to bind them ). For me, this was very frustrating trying to build structures on basic level. However, it was fun taking down the enemy structures.
Unbalanced team work
Where's the team work? I still don't get the whole point of it.
I'm sorry, but I don't think I'll play this until the initial beta.
Unbalanced team work
Where's the team work? I still don't get the whole point of it.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Dear Insects Infestation Designers, please force people to work as a cohesive team. Love, Tycho.
PS Please.
I meant, what's the strategy that's supposed to be implemented? Are we to protect the queen and screw the other team? Or are we to steal all the res and create a super duper rush? I still don't get it.
I did enjoy running about building though, but in many ways it's frustrating as the oddly lumpy maps seem finicky about where you can place some things which lead to me desperately trying to build a defence as the ants approached but failing because it was basically saying "nah... I don't feel like letting you put it on this perfectly open, flat piece of ground... you can stick over there, akwardly across a ledge though where it won't have line of sight instead!"
The termite worker having invincibility is just crazy, especially as all the meager ant workers get is wallhacking :p
The amount of times I just laughed off ant soldiers as they'd throw themselves against my 'burrowed' form repeatedly before giving up is uncountable.
I think there were a lot of server crashes though... many times I had to leave a server as I got connection warnings and when I'd check the list the server was gooooone :o
The game desperately needs more tooltips and a tutorial. There's so many UI oversights I wouldn't even know where to begin, but the first thing that hit me was the fact you can't see how a structure is until you can afford it :/
In the first hour it suddenly wouldn't let anybody go anything other than the basic two classes so despite the fact the termites owned most of the map we had to slowly, sloooowly build the ants into their base and zerg their queen. Stupid, annoying and slow ¬.¬
By the end of it the outside of the ant burrow looked like the beaches of normandy; if an Ant popped their head out for even a second the sky went black with fire from our attack plants which covered every inch of the area.
All in all I've got the following gripes:
1) Pheremone trails should be removed from the game. They're a pain in the rear and add nothing whatsoever... not to mention the harvester NPCs glitch out and end up sitting about the base a lot or dropping their resources randomly everywhere.
2) they need to fix the class selection... seriously XD
To be honest, it's nothing compared to NS I'm afraid :/
1) Pheremone trails should be removed from the game. They're a pain in the rear and add nothing whatsoever
<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the idea. Those trails add the opportunity to interrupt enemy resflow without attacking the res plant.
Although you are damn right, adding the trail manually is a pain in the rear and not fun.
I played the game for a few hours, I wasn't impressed, but that was probably because I didnt understand what I was supposed to do.
The background music is nice, though!
I like the idea. Those trails add the opportunity to interrupt enemy resflow without attacking the res plant.
<!--QuoteEnd--></div><!--QuoteEEnd-->
To my knowledge there is no way of attacking the trails. Unless you mean killing the worker on the trail? If you do that it auto-spawns a new one and half the time the worker you killed wasn't collecting anything anyways because it was getting stuck on terrain or 'popping' while carrying the resource back meaning it vanishes and drops the resource.
Harvesters are freaking useless at the best of times unless it's the node RIGHT next to your base. And Woe betide anyone silly enough to try and carry a resource back themselves in those weak-gripping jaws. I swear they just let go at random sometimes no matter how hard I hold the 'jaw' button down -.-
Dear Insects Infestation Designers, please force people to work as a cohesive team. Love, Tycho.
PS Please.
<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, but there are many ways you can design a game to encourage teamwork, giving personal rewards to incentivise it for example. Also releasing a game like this without decent documentation (only being in Alpha stage is irrelevant) is a pretty bad move, I mean it's not simple deathmatch gameplay we're talking about here (at least, it's not designed to be that way). I just hope this first impression doesn't tarnish the mod's reputation and kill of any potential playerbase/community as is the case with other Source mods.
I'm downloading it now and I'll post back in this thread when I've given it a good 4 hour romp (if it lasts that long).
I've read the guide and the pdf including 10 pages.
Then I started playing and the only thing I didn't know was about those teleporting white arrows.
I've read the guide again considering some weapons of advanced lifeforms and now after half a day playing I'm pretty used to the game.
I agree, in-game hints are missing and heavily needed, but anything else can be found, if you just try to and don't just jump into the game to whine about a bad game and having no clue what's going on.
It was very confusing, and I still don't quite know what I was supposed to be doing, apart from biting the opposite team to death (which was quite fun). The ant team had built a wall of cacti and there was hardly anything we could do, apart from killing the attacking ants.
well done i might have to play this
EDIT na i kid alot of people put effort into this mod well done to all
Cases like 17 vs 27 are no exception.
Also, the queens are horribly bugged sometimes. One game, the queen floated 50 metres above the ground adn everybody spawned up there.
One thing it's lacking is sufficient advertising. It needs a little more exposure. I suppose 1.0 might not be the best time to do that so they have time.