3.0.4 Released
Garet_Jax
Join Date: 2003-02-23 Member: 13870Members, Constellation
<div class="IPBDescription">Woosj</div> <!--QuoteBegin-Zunni+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Natural Selection version 3.0.4 is being released to a few mirror sites, as we get notification of it coming online we will be posting mirror links below.
As with 3.0.3 and the other previous patches, this is a patch that is relevant only to server admins. If you are an NS Player and don't run a server, you don't need to update.
The 3.0.4 changelog is as follows:
* Increased alien upgrade gestation time from two to three seconds.
* Doubled the marine's Light MachineGun starting reserve ammo to 100. (Classic Only)
* Doubled the marine's Pistol starting reserve ammo to 20. (Classic Only)
* Reduced time to research the advanced armory from 180 to 160 seconds.
* Increased HeavyArmor research time from 100 to 110 seconds.
* Increased Jetpack research time from 50 to 60 seconds.
* Increased siege damage from 380 to 400.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Now I never have to use the armoury, and can take an extra second to make sure I'm actually aiming at the egg!
As with 3.0.3 and the other previous patches, this is a patch that is relevant only to server admins. If you are an NS Player and don't run a server, you don't need to update.
The 3.0.4 changelog is as follows:
* Increased alien upgrade gestation time from two to three seconds.
* Doubled the marine's Light MachineGun starting reserve ammo to 100. (Classic Only)
* Doubled the marine's Pistol starting reserve ammo to 20. (Classic Only)
* Reduced time to research the advanced armory from 180 to 160 seconds.
* Increased HeavyArmor research time from 100 to 110 seconds.
* Increased Jetpack research time from 50 to 60 seconds.
* Increased siege damage from 380 to 400.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Now I never have to use the armoury, and can take an extra second to make sure I'm actually aiming at the egg!
Comments
More ammo clips at start, wohoo!!! That is a very nice change <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
gj dev team <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I don't see any major boosts for the marines.. but well its fine i guess.
The two increased research times are a bit of a counter-weight to the faster AA research. We wanted to get the marines somewhat earlier mid-tier tech, not complete faster tech access.
I can see what the dev's are thinking. The bulk of combat can sometimes happen after the proto is up, and JPs/HMGs are given, Devs are trying to make more time in classic before the jp/hmg upgrades are done.
Bottom line. More before JP/HMG combat, makes more sense. Notice there was no Arms Lab upgrades, this balances it out for marines by giving pre-JP/HMG combat the normal upgrades. This is good. We'll probably see longer games, with more intense action.
As of now, there are 18 servers with 3.04. Brys, all of Surftown and Gamingorb.
I'm hoping we'll see a total upgrade to 3.04, but then again, there are tons of servers still running 3.01
What I'm saying is that by extending the time it takes to up HMG and JPs, we'll see more combat time before they are upgraded. I think it balances it out, because thats usually waht decides the tide of the game.
sometimes siege is the only thing you can do.
sometimes siege is the only thing you can do. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ya, and in those cases the existing seige was already powerful enough. 3 gorges can't outheal 3 of the current seiges. It's back at the point where once the seiges are up, the aliens only have a few seconds before they are past the point of no return... seiges didn't need a further boost.
Summary: A single player should be able to win the game for a team, and it's bad to make the game rely on teamwork.
Everyone is going to disagree with you on that.
The ammo change seems like a good idea, I don't know why it was in combat for so long but not in classic.
Summary: A single player should be able to win the game for a team, and it's bad to make the game rely on teamwork.
Everyone is going to disagree with you on that.
The ammo change seems like a good idea, I don't know why it was in combat for so long but not in classic. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, I think the issue is some prefer a 100:0 pub winloss compared to a 50:50 pub win loss if it means a compeditive win loss of 50:50 compared to 45:55. Really I think someone's just mad that marine bhopping has been removed and they can't figure out glide jumping or fastwalk.
Siege bases are already a headache trying to set up (against a competent alien team), it's about time that the aliens are forced to be as decisive as the marines have to be.
You make several points, therefore, several short answers:
Yes, there are things that go unfixed in this and the previous versions. There always will be such issues, with any kind of project. It is the privilege of those creating a game to chose the problem to approach first, within the framework of their chosen form. If we release a numbers-only server-side patch, you won't see code changes. Why do we fix 'minor' issues when major ones are still around? Because a) the coders got bored butting their heads against a particular problem and decided to do something easy for a change, b) we have no good leads on the major problem, or c) the effort involved in the solution of the major problem is currently in no relation to the gains involved.
We have several different people on the dev team, not all of which are coders - which is why you see sound changes, for example: MadMaXX can't code worth cow dung (nor could I), but he's a wizard with sound effects. Thus, he updates sounds. Not that hard to accept, I'd think. Best of all, no code changes are neglected by this.
Yes, we're trying to emphasize teamplay while keeping the whole thing accessible. There's little I can say here but "If you don't like it, too bad.". This game was originally designed as a RTS with a FPS frontend. I won't apologize for doing what was tried to achieve.
If we manage to make this whole thing user friendly along the way, I don't really see the downside. No game can survive if no new people come in to try it.
If you invest a lot of time into NS, more power to you. If someone plays NS once every forthnight, more power to him. I said it before, I'll say it again - we won't take a stance for or again a certain playing style, but for what we believe NS should be. 'Adapt or die' does not only apply to the players, but also to the game.
<!--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-->What was the need to change siege cannons? They were already powerful enough. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
In short, the objective here is to force aliens away from defensive strategies and into assaults in case of siege scenarios. It's a second tweak, true, but hey, all said and done, I think we have established good enough a track record at these iterative patches to claim that if it's going overboard, it won't for long <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Dont mind the banters of few, some just want everything yesterday.
Just enjoy the ride.
Sieges are one of the few things that actually are viable in competetive play.
Please know what you are talking about before you do so.
I meant HA, not HMG.
And on the Changelog, it says HA and JP research time extended..
<!--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--><!--QuoteBegin-Nemesis Zero+Jun 1 2005, 03:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Jun 1 2005, 03:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> We did not extend the time to upgrade to HMG, we reduced it. Same with JP, only by a smaller margin <!--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-->
I meant HA, not HMG.
And on the Changelog, it says HA and JP research time extended..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah, this one is a bit confusing, I'll admit. Best take a look at <a href='http://www.unknownworlds.com/ns/comm_manual/basic/marineTechTreeClassic.htm' target='_blank'>the tech tree</a> (not updated yet). You'll note that the advanced armory has to be researched before prototech can occur. Thus, you'll have to add the AA research time to the total time it takes until HA and JP can occur in game.
What we did now was reduce AA research time by 20 seconds. This means that JPs and HAs could occur those 20 secs earlier, as well. To balance that out a bit, we delayed them by 10 seconds each. 20 - 10 = 10 seconds less time until either piece of equipment can be dropped in the best case scenario.
Makes sense?
Look, all I'm trying to get at is the devs should be more concerned about making the game first of all-<i> fun</i> & <i>balanced.</i>
<i>Then</i> worry about fixing the game up nice and pretty like. : ) Just simple prioritization, that's it.
I'm not trying to question the overall mission or focus for Natural Selection as a whole or what have you. I don't have the right to do so either. (I'd just like to make that clear) I'm just stating my opinon about the newest release. Take it which ever which way you want. Obviously people like 'I'm lost' and 'Swiftspear' can't understand the points I've made.
<!--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-->What was the need to change siege cannons? They were already powerful enough. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
In short, the objective here is to force aliens away from defensive strategies and into assaults in case of siege scenarios. It's a second tweak, true, but hey, all said and done, I think we have established good enough a track record at these iterative patches to claim that if it's going overboard, it won't for long <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You know, i could be wrong, but when the game starts and you're on aliens, i'm pretty sure it says very clearly "You are <b>defending</b>".
So wouldnt it make sense for aliens to actually use a defensive strategy in a siege situation? Seems to me that an offensive strategy (because from a realistic standpoint, taking down the siege attempt while killing incoming marines IS defensive as far as the hive is concerned) would be moot, since by the time an alien team managed to get to marine start to make an offensive play, the hive would be dead.
Also, from the quote, it sounds like you're trying to take the defensive capabilities out of alien hands. Swiftspear already pointed out that three gorges with adrenaline cant keep up with a decent siege. So why make them stronger still? This only gives aliens more likelihood of losing the game because they have absolutely no way to recover a hive once a siege has been set up. The way it was in 3.03, if an alien team got caught by a ninja siege, they could still potentially mount a defense while a couple gorges did their best to keep the hive up. With increased damage on the sieges (and 20 damage multiplied across a spread of 3 sieges is a world of difference), the gorges are obsolete and the hive is essentially lost before the aliens can have a chance to retaliate.
<!--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-->Look, all I'm trying to get at is the devs should be more concerned about making the game first of all- fun & balanced.
Then worry about fixing the game up nice and pretty like. : ) Just simple prioritization, that's it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You make it sound so easy.
First, making a game fun and balanced are to a certain extent mutually exclusive. Balance requires stable gameplay that can be honed to perfection, while many of the things considered 'fun' involve surprise, and thus require changes to the gameplay. All one can ever hope for is to strike a meta-balance and roll with it.
Second, "fixing stuff up" is often connected to the first two. Almost every 'little bug' we fix makes someone's game a frustrating toil. I never experienced the background sound issues you apparently have myself. To you, it's a major thing. To others, it's just the next detail change. There's a reason Blizzard is so successful, and it's called 'polish' - fixing stuff up.
<!--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-->Obviously people like 'I'm lost' and 'Swiftspear' can't understand the points I've made.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You're relatively new here, so I'll leave it by an unlogged warning when I ask you not to make personal attacks on other members.
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cry, as emanon already pointed out, that "you are defending" message is from combat. By 'assault', I referred to just what you mean - attacks on the marine outpost, as opposed to attrition stances within the hive.