What Kind Of Play Testers Does Ns Have?
AvengerX
Join Date: 2004-03-20 Member: 27459Banned
<div class="IPBDescription">are they noob? or are they 1337 pro?</div> right now... I've been asking myself and wondering what level of skill the play testers have. I think when there working out balance issue if what they deem "Balanced" for a noob will not be balanced for a pro, and vice versa. so I was just wondering what skill level most of them have? and if your a playtester and respond here please be honest. if your a pro then tell us but if your pretty average you should tell us that to. for the sake of science or what have you
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I fall into the latter category. When I join a playtest, my goals are in this order:
1. Look into whatever is scheduled for today's playtest by the playtest leader. If it's to ensure that something on this build's changelog is properly implemented, check that. If it's to ensure a change to a map has *really* fixed whatever stuck issue or other problem used to be there, check that.
2. Play, simultaneously checking for bugs, fun factor, and balance; the order in which these three take priority varies from week to week. If a potential bug is sighted, I write it down. If I see a map issue like excessive brightness/darkness to one room or corner, a stuck issue, or misaligned texture or brush, I write it down. If I think of something else I like or don't like, I write it down. Whatever I write down, I post in the playtesting debrief thread.
Sometimes I use a name like 'OLOLO PWN' or 'Nubhamster'.
Now, where did I leave that [/sarcasm] tag....
- Shockwave <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
I don't understand your question. Not notice <i>what</i> about sensory chambers?
I don't understand your question. Not notice <i>what</i> about sensory chambers? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think he is trying to refer to a power unbalance of some sort. Personally the new SC is fine.
Perhaps they noticed something that you did not?
sensory is hugely over powered in the first 2 minutes especially before a1.
here be wi.
gorgy poo drop a sens first 3 seconds of ze game, skulks all get cloak first 30 seconds of game, then since you can cloak almost 100 percent with just 1 sensory chamber they procede to own marines anywhere they go.
end of story.
Thanks in advance for all accurate answers from the 'in the know' ones <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
Edit: about the constellation members.
There were a couple of points and concerns that were brought up by a few people in the constellation forum, but the majority was more like 'omg tis r teh kool, stop whingin lol'.
The more we used it, the easier it became to notice & counter. What was awesomely overpowered in the early builds became quite simple by build 20, and that is why it wasn't changed. We've had time to get used to it, basically. I believe given time, the community will too.
Besides, comrade can't aim anymore. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <3 Moomin.
- Shockwave
Ninja Edit:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I was wondering, how exactly do the playtests look like ? More like public play, or are there 'organized/competitive'-like matches, with tournament mode on, where the strats and tactics are planned before-hand too ? What is the main goal of the playtesters ? Bug-finding, checking bug fixes, pointing out major balance issues, balancing the game as accurately as possible (which one(s) of the aforementioned)?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
1. It depends what we're looking for. Playwise, it's quite competitive, as I'd like to think we have some pretty good players in there. Although generally we don't have much in the way of pre-game tactical discussion, pre-game general game discussion does tend to feature (we've beforehand often told the other team 'the plan' to see reactions & playstyle changes) If we're looking for bugs, there tends to be a lot of 'people' (Read: Grendel) shouting at people with such gems as...
"If you fire again, you ******* maggots, I swear I'll eat your children."
2. Varies by tester and group. I try to find gameplay problems and map issues, as I'm self confessed awful at spotting 'code' bugs. But we do search for everything, it's just what you're good at, I suppose. Suggestions to the game come a distant last. Our job is to examine what the devs produce & comment, not tell them what to produce. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
- Shockwave, again.
Thanks in advance for all accurate answers from the 'in the know' ones <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
[...] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
To the casual vs. tournament mode question: I have participated in both types of games for playtests. The last preplanned strat I can remember hinged on the idea of one player on our team "accidentally" (tee hee hee!) using allchat instead of teamchat to say "Hop in, Bob" in hopes of making the enemy think we'd use Bob's opening strategies. I forget who we had as a commander instead.
The goals I think of when I playtest are listed in an above post of mine.
regarding the issue of balance and playtesting, i personally feel that the way playtests work, the number of pts (not massive and many with other commitments) and the range of skills they have, that our primary concern should usually be spotting bugs (usually map related i guess) and verifying bug fixes. I suppose the constie beta was better suited to giving balance feedback because there are many more consties playing much more of the time, but again lots of them were not really in a position to comment on balance with any kind of accuracy due to the varying skill and experience levels.
I personally raised the issue of cloaking a number of times during the constie beta as did others, but then ive never been a fan of cloaking.
I also think that the idea of a select number of clans playtesting for balance is a very good one, really a scrim or pcw environment with experienced and skilled players would be much more desirable than a constie style test.
I completely agree. I think that it would be the best way to iron out imbalances in the upcoming versions.
I completely agree. I think that it would be the best way to iron out imbalances in the upcoming versions. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
by taking a tiny sample size of the community and basing the results of that? that doesn't seem too good of an idea. they'd need a lot bigger sample size.
I completely agree. I think that it would be the best way to iron out imbalances in the upcoming versions. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
by taking a tiny sample size of the community and basing the results of that? that doesn't seem too good of an idea. they'd need a lot bigger sample size. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm pretty sure that they are talking about having additional testers along with current testers to help out.
I completely agree. I think that it would be the best way to iron out imbalances in the upcoming versions. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
by taking a tiny sample size of the community and basing the results of that? that doesn't seem too good of an idea. they'd need a lot bigger sample size. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes, because the constiebuilds gave us a version that is very very balanced if you compare it to say 2.01, where HAMBONE (one of the best ns players at that time from the clan HAM) helped balancing from his experience in clanmatches. Oh wait..
I dont think that the sensory is the only balance factor, the hitboxes are a huge disadvantage for marines right now. You cant tell us competitive players that have been playing this game day in and day out that the hitboxes arent changed. On average if you ask any comp player, euro or american, they will tell you that it takes about 15 more bullets to kill a skulk on average then it did before. Early game this is a huge disadvantage for marines because now the aliens have upgrades and they take more bullets.
The 15 more bullets per skulk are for venilla skulks too, so once they get cara, some skulks can take up to a hole clip, where as they would have been vaporized in the prior version giving the aliens a huge advantage.
I was expecting great things from this version, I personally do not think it would be so bad if the hitboxes had remained the same. But now, I do not enjoy being a marine what so ever in this version. I was expecting a version that would get me excited in this great game once again, but it has sadly disapointed me, and many that I know.
Gj testing consties.
dot dot dot, etc.
- Shockwave
I think sens is amazingly over powerd. As god said ANY team can go sens in the first 2min and dominate a skilled clan. As for the hitboxes, somthing did change, I do spend about 15 more bullets killing a skulk. The maps are pretty good and balanced now thou, that is good. But i think this game does need a few more changed for it to be called a "final".
They were cloaked.
Somehow I find this the most amusing thing written all night.
i dont know why, i just feel like spending money right now >:D