Bring Back Old Ns Style Of Play ?
Bigfonzie
Join Date: 2004-03-14 Member: 27328Members
<div class="IPBDescription">has ns grown into a monster!!!</div> This is linked on from a thread called something like "when ns was awsome!" , anyway i was just wondering what people opinions are on the future of ns, to me it should be about more strategy, making the ultimate strategie/fps game with endless amounts of new strategies and tactics always beign used and evolved, this is what i thought ns 2.01 was about and something ns GREATlY LOST with ns 3.0, to me ns 3.0 was a step backwards in this direction because it took away the constant pressure from both sides of taking territory and defending it from a constant atack, but maybe people wanted a more individual fighting, simpler styles of play and a quicker length of game.
what do you think about ns 3.0 as a whole and where do u want ns to be in the future??
keep with improvments on the individual gameplay of the player or focus more on the overall way a game gets played?
these are seriuose questions about where ns should be now and what it should be aiming for? <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
what do you think about ns 3.0 as a whole and where do u want ns to be in the future??
keep with improvments on the individual gameplay of the player or focus more on the overall way a game gets played?
these are seriuose questions about where ns should be now and what it should be aiming for? <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
Comments
in 2.01 it was fades, fades and more fades...
I think the game going forward has become fundamentally more balanced in certain areas, but there are newer concerns that have appeared on the horizon, the difference in game play based on team size is one issue that really must be addressed, however there is no one magic way that will automatically work.
It will only happen by dedication and perserverance by the development team and a lot of hard work and testing by the PT's...
IMHO, this game in 1.04 was about hive control, this was addressed, and in 2.01 it became about res control, and this is where i think the game works best.
I see bright days ahead for NS, provided we all keep working on making the game better.
I would also like to see more focus with gameplay, rather than individual players and battles.
As for beta 3.0 ... all I can say is wait and hope when things are set to stone, the final 3.0 will be balanced.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
Have you guys been even playing seriously those versions? Everything in this topic is opposite what I think and remember about pre 3.0 or 2.0.
There were hardly any commanders from pre-1.0 to 1.x. Skulk rush could end whole round short. Memories about compex and large scale of different tactics is just false and glamoured memory. It was as simple as "We take hive or we're dead." while aliens are gathering resources all they like. Some desperate different tactics came in but they were mostly crushed like a pineapple.
Point is, even that time all of us were untrained and unexperienced about the game. It was by far more easier for aliens to win when marines didnt have any experienced commanders and tactics nor foot soldiers.
Siege cannons had to be placed here and there because of massive WOL's. Sure there was joyful games, but so much abuses in the game could be used that I have only enjoyed every new version.
You cant just turn the calendar back couple years by turning version number back to 1.04. People are so experienced now that it would be only interesting to have a look couple times how that game would go on with massive OC's and killer fades. (and cheapo mines).
Just keep remembering how fun it was in the beginning, Ill keep remembering how fun this game still is. I've seen too many promising games where first few weeks were absolutely hilarious experience but they have fallen into that bottomless pit where no evolvement didnt occur and new players were suffering as with old ones.
same
but i don't play ts much <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
1) There will be... Half-Life 2... and HUGE battles.
2) ...And there will be small battles too.
3) ...And most of them are about financial things, and/or legal.
4) ...And NS has been trashed while a new, ultimate MOD has taken its place: Dungeon Siege 3 <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Stu thinks, the second combat came through, the game sucked bad enough for him to leave.
Combat wasnt meant to replace ns, I think people are misunderstanding that it was put in to help new players to learn the game and integrate themselves into the main steam of ns. One of the main deterrences for ns is the fact it takes a MUCH longer time to learn all the ins and outs of the game.
Simply put, the game since 2.01 and 3.0 has been geared toward faster paced games. Due to this people dislike the limited amount of time they really have to push forward with any plan or strategy they use and then have counter strategys depending on what the other team does. I'm for either long or short games, I personally dont have an opinion on the subject. I'm just trying to point out that ns HASNT lost strategy at all. It just has been geared toward faster games, if you dislike this just express your opinion but understand its not that actual strategy that is losing pace.
Hear, hear, this is definitely I agree with. Backup strategies are basically nonexistence, increasing the importance of making the first try to work. Which basically means there's no room for error (on both teams). Whether the increased tension is good or bad... it certainly made the game more competitive in nature, for people have to perform flawlessly, or at least be really good at it.
My point is that epic games would get old quickly for the experienced players who have been there and done that. Now all the maps and strats are known and therefore long games would consist of nothing more than going through the motions because each team knows what to do. The perceived shortness of 3.0 games is largely due to confusion between short games and losing.
If you are losing there is a much quicker conclusion. Pulling off a great comeback may happen but is largely a myth that depends on the other team making mistakes, far better that the defeated perish quickly and a new game starts.
If both teams are evenly matched then a stalemate does develop and either side may win, this is how long games should come about and not through the other team being unable to finnish it.
I haven't played 2.0 but i am of the opinion that 3.01 was the most balanced version of ns <b>FOR THE CURRENT COMUNITY</b>, that is those who have played since the begining. This may seem completely unbalanced to those who have recently joined and do not have the experience to make 3.0 work for them.
Well, most of the newbies that start out with NS stay newbies because they don't know all of the terminology for the areas. Someone shouts "double" and a newbie sits there wondering what exactly double really translates to. It's not that they don't want to learn, it's that nobody takes time to teach them when they are trying to learn and instead the comm calls them an idiot and says that they are a waste to the team.
I've seen it on several servers, someone jumps in the chair as comm and gives no waypoints and expects everyone on the team to know exactly where to go and how to play it to perfection. Because of that the players are clueless (provided newer players are there) and the team loses so the comm blames the players. That would be like expecting your "units" to win the game for you in a RTS.
With this type of stuff happening you wonder why people go and try combat, it's because it's simple and easy to learn (and you don't need to play many games before learning what the older players already know).
1)more abilities for each alien. like. 2nd hive instead of getting "leap" be able to chose between 3 diffirent skills specific for each alien. just more diversity i suppose...I mean, the "use" of each chamber would be more effective. example, if a movment chamber is dropped on 2nd hive. an ability like leap would be good cause of the upgrades you could get from mov. but if another ability was like...burrow or something. mov woulden't be very effective. although sensory with cloaking would! then again this is a theoretical example off the top of my head...
2)male // female marine!
3)more chambers, but ones that don't give upgrades, like the offensive chamber.
4)marine guns! 1 w/ a scope. or a flame thrower maybe.
I know that not all of this may be possible, but in concept could be worked with.
You were trying to stop the Kahara expansion; instead of going into open war with them. And if you didn't contain them? Well, they get onos and it's all over soon. While I do enjoy being able to use the Onos more now.... it just doesnt feel right.
That is how I felt it should be (like how I feel in the Vampire Slayer mod, the vampires should be camping the roofs, waiting for the slayers; being hunted, and not the other way around). Aliens are trying to expand; marines are trying to stop them. I feel like we've moved from a war over territory, to a war over resources... not a change I particularly enjoy as much.
I'll continue playing as usual (my recent Ragnarok Online addiction permitting) as this is a GREAT mod, but it's lost something for me...
as for marines it always ends in complete turret spam around the place with sieges all over to destory any thing which moves. tbh i say...remove the seiges and bring back the nuke <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> (see ideas and suggestion thread)
2.00 had those insanely long games mainly due to reload abuse on armory - you lamed up a place with only small entrances and had a few guys with GLs constantly shower the entrances with grenades making entry for anything smaller then fade impossible, and even fades and oni took severe damage from just trying to step in.
What we have now is a variety of different strategies. Games are faster mainly because there actually are MORE strategic options to use - so picking the wrong option that causes a fast defeat is more likely now, and even with powerful stand-offs, there are still ways to end the game - I still remember those WoLs from 1.04 that 5 siege cannons couldn't kill.
I remember 1.00 with great fondness - but I understand thats the joys of exploring a new and different game, with new experiences and a sense of awe, sharing all this with those who felt the same. Those days are gone - dead, and they are not coming back. NS is evolving, and inexperience is definately no longer the rule. Pining for the days when everyone was a newb is fruitless.