Ah, Discussion. How I Love Thee.

ShockehShockeh If a packet drops on the web and nobody's near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
edited June 2004 in NS General Discussion
<div class="IPBDescription">CO, and it's place.</div> <!--QuoteBegin-Talesin+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also bear in mind that Combat mode is not intended to be the full 'play' mode of NS, it is there for when there aren't enough people to get a proper game of NS going.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

Apologies to Talesin for quoting him here, but I thought it was relevant. I don't (and I know from #naturalselection I'm not the only one) feel this is enough of the case. CO was originally described as something fun, dirty & interesting to do, because you didn't have enough NS players at the time.

If that's the case, my personal opinion is <b>stop trying to balance both</b>. I don't believe it's possible to achieve near-perfect balance (let's face it, perfect balance is a holy grail, and simply isn't going to happen, so let's settle for realism here folks) between such different gametypes. What is fair in NS is simply obscenely overpowered in CO, or vice versa.

But in that case, why is there so much effort going into trying? What I'd suggest is putting CO in it's place, that of a secondary gametype. Concentrate on the game that earnt so many supporters in the first place, NS. We don't want two seperate rules for each game, because then you've got people who won't play one over the other because of this or this.

I'm aware this is rambling a bit, and for that I'll apologise. Typing whilst simultaneously talking to a user doesn't do much for my concentration on the board. But I'd hope Flayra & Co would take note, maybe getting both balanced 'perfectly' is impossible. In which case, why not settle for making the game mode that was intended as close as possible, and leave the secondary where it was aimed - Secondary.

Thanks for reading all,

Shockwave

Comments

  • BlackMageBlackMage [citation needed] Join Date: 2003-06-18 Member: 17474Members, Constellation
    i agree, trying to balance two different teams with different ablilities and different rules is next to impossible. balancing both of those teams for two different rulesets is next to impossible^2.

    combat was originally something fun to do, a fast paced break from ns, a minigame. why should ns mode suffer from the addition of combat?
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    I've always viewed CO as "NS-training", but the too-little-players thing is a valid point. However then you get CO only servers... :\

    There have been successful balances for both (Focus adapted to costing 2 levels in CO, but remaining in play in NS,) but that is one of few cases. I agree; concentrate on the TRUE game and, if necessary, let CO suffer as a result.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Shockwave knows where its at. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • raz0rraz0r Join Date: 2003-07-24 Member: 18395Members
    <!--QuoteBegin-Recoup+Jun 28 2004, 05:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Recoup @ Jun 28 2004, 05:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Shockwave knows where its at. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yes he does <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->


    I wouldnt really mind if they took combat out.
    But as that obviously isn't going to happen, i'm not going to compain about it, i just won't play it.

    But i think the dev team needs to put more effort into balancing NS for large games before doing anything else about CO
  • BlackoutBlackout Join Date: 2002-11-17 Member: 9004Members
    edited June 2004
    There's irony here. When the NS competitive scene could still be described as "in its prime", Zazi of NSRadio (now usurped?) did an interview of Flayra. This was near the end of 1.04's reign. Eventually, the idea of two NS versions, one for pubbing, one for competition, was brought up. Flayra's response: down that road lies madness. I completely agreed with him. Of course, that meant that there were now to distinct bodies of gamers playing tug-of-war with a single version of NS, and the result has been a somewhat more watered-down version of the original NS vision (or, perhaps, my original hallucination).

    The ironic part, in case you've actually read this far, is that we ended up requiring two wholly different versions of the game just for pubbing. Even after we tried to save the labor of balancing two versions, that's effectively what we've got now (let's not get into semantics over "game mode" and "version" -- the amount of labor for Combat is very significant, no matter what you want to call it).

    In a completely uncalled-for change of subject, I think there is enormous competitive potential in a game like Natural Selection. Sadly, much like Caddyshack's gopher continually eluded Bill Murray, competitive balance continually eluded NS. I think it was probably a strategic decision to make the game more pub-friendly, which I endorse and think was the wisest route.

    In closing, I think The Future™ for this whole genre rests on Unknown Worlds Entertainment, assuming a larger house doesn't have a chance to hijack it first.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I agree completely. What inspired combat's inclusion was the problems classic had with very small games(and no feasible change is going to make NS balanced for 2v2 or 3v3) thus making it difficult to fill up a server. All it's really for is some quick mindless fun, not an alternative to classic. I don't buy the reasoning that combat is going to kill classic, but I think combat is inflicting real damage on classic because of its effect on the balancing process. Especially in the private beta, combat was the real focus of the testing(partially because of a series of gamestopping issues with classic) and a number of changes were made based <i>exclusively</i> on combat issues, and they still apply to classic to this day. Like the nerf of Web limits, for example. It's obvious that classic wasn't even thought about when that change was made.

    I don't think Combat needs to be completely ignored and Classic given 100% of the attention for the remainder of the beta. Rather, balance changes need to be made with classic in mind first and foremost, and after that's done, combat-specific changes can be made to partially compensate for that. Combat has a lot of factors you can balance that don't affect classic, like spawn times, point costs, the time limit, etc. If Flayra refuses to use different numbers for the two game types, then we need to balance the game for classic and stick to these combat variables to bring it as close to balance as possible.
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    co is not made for small games. why i say this is because 3 mariens cannt hope to win against 2 fades and an onos
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited June 2004
    co is not made for small games. why i say this is because 3 mariens cannt hope to win against 2 fades and an onos...

    personaly i beleave co has killed the team work that ns inspired (do to the influx of dm type players).

    i like co as is (exsept the spawn system. exfall have a nice spawn plug) but ns should not get the short end of the stick. ns is what makes this game great and not another dm DoD CS clone...

    make them equile but seperate. its more work but look at it this way co is fine as is, all that is left (apart form the bugs) is to fix ns...


    edit...

    sorry about the double post. hit the wrong button and did not notice
  • TerminalRabbitTerminalRabbit Join Date: 2004-01-16 Member: 25367Members
    the goal to winning in CO as rines is to NOT let the aliens get enough levels to get to fade or, god forbid, onos and if that happens you deserve to die.

    in response to shockwave's post he is totaly right. CO cannot be balanced along with NSC and ive yet to hear anyone give a convincing argument to the contrary.

    -term
  • skiflyskifly Join Date: 2003-05-16 Member: 16379Members
    I'd rather see NS forsaken for CO <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    I've found the rpg aspect and customizing your alien/marine much more fun than the slow paced NS. It's also nice how skilled players can advance much faster in the game and have a greater effect on the outcome.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-skifly+Jun 29 2004, 04:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (skifly @ Jun 29 2004, 04:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd rather see NS forsaken for CO <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    I've found the rpg aspect and customizing your alien/marine much more fun than the slow paced NS. It's also nice how skilled players can advance much faster in the game and have a greater effect on the outcome. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    skifly - I believe that was the point.

    Pre CO's introduction, a single 'skilled' player could not make that much difference, because one of the tenets of NS (Which I may be completely wrong about, in which case I've wasted the last nearly 2 years on this game) was that Teamwork was greater than Skill.

    A well co-ordinated team, using the abilities that complement each other across species/weaponry (Umbra, Primal Scream, Onos running distraction for Fades/Skulks, Shotgun/GL/HMG mixes) should always defeat a team that may be individually better players, but only out for themselves.

    - Shockwave
  • SiDSquishySiDSquishy Join Date: 2003-10-15 Member: 21704Members
    Not really shock. 1 really good player has always been able to carry at least 50 percent of his team on a pub if he really wants to. In 1.04 he could carry all of it.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-[SiD]Squishy+Jun 29 2004, 08:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([SiD]Squishy @ Jun 29 2004, 08:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not really shock. 1 really good player has always been able to carry at least 50 percent of his team on a pub if he really wants to. In 1.04 he could carry all of it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, that was the theory, anyway. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    - Shockwave
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    As far as I am concerned CO is <i>balanced</i> at the moment. If the aliens win too easy, pump up the time limit, its a server side variable anyways. I don't really belive that CO is at a point where it is as fun as it possibly could be, but it is balanced.

    NS for the most part is reasonably balanced, I find myself wishing that the first fade on the map wasn't so much the deciding factor that it now is, and I don't particularly mind the proposal of unchaining the chambers, but in terms of marine wins vs alein wins the game is reasonably even at this point.

    The argument that a skilled player shouldn't be able to tip the balance for a team one way or the other I find preposterous. This game is a first person shooter, skill WILL come into effect, if you think it should be otherwize go play starcraft. There is no way to balance a first person shooter in such a way where teams won't rely on the more skilled players to do the things that will end up winning them the game.
  • CodemanCodeman Join Date: 2002-11-21 Member: 9497Members, Constellation, Reinforced - Shadow
    I'm not a huge fan of CO (usually it just annoys me with all the spawn camping and ultra-slow respawn times), but I find NS often just isnt fun anymore because the game times get so short. I long for the days of epic 45+minute battles, of perma-gorging and sensory networks spanning the majority of a map...

    Maybe I'm dreaming though...
  • Dark_HandDark_Hand Join Date: 2002-11-06 Member: 7248Members
    <!--QuoteBegin-Codeman+Jul 14 2004, 06:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Codeman @ Jul 14 2004, 06:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I find NS often just isnt fun anymore because the game times get so short. I long for the days of epic 45+minute battles, of perma-gorging and sensory networks spanning the majority of a map... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's exactly what I miss, in NSC, too. I miss it so much that I've gone entirely the other way; I've only played CO since it was released. I'd rather have a really short game or a really long game, rather than work hard to get a good game going and having it end seemingly early.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    even if you bring teamplay back youd need a pretty good comm, otherwise youre more boned than an alien team against a bad comm without teamwork ;p
  • spinviperspinviper Join Date: 2003-05-08 Member: 16151Members
    edited July 2004
    I think they should force the player limit in CO to 6 or something as it was made for when there aren't enough people to get a proper game of NS going.
  • TheThe Join Date: 2003-06-16 Member: 17417Members, Constellation
    yes, my server has Co and NS and now we only have NS in mapcycle because a 20+ people in combat are insane and not funny.
    And when i put a Co (with few people) i make a rules, Small Cos No FAdes NO Onos and No HA. It is because a 3 vs 3 and 2 Fades and a Onos is very sad.
    That combats with Lerks , skulks ans gorges are funny and balanced
  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    I completely agree with Shockwave. When I was reading about CO before it came out, I too was under the impression that it was to be used in small games where NS wouldn't be balanced, or there wouldn't be enough for a real game.

    I was also a little unpleasantly surprised when it turned out to be much more than what I read about. Then I got into playing it, and thought it was great. Now I think it's old and boring. I don't like it anymore. NS classic's the way to go.
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    I like combat quite alot.
    Mindless fragging that doesn't really hurt the team like in the 'shotgun/fade selection' gametype.
  • tafttaft Join Date: 2004-07-16 Member: 29947Banned
    I really enjoy short but sweet games of combat which have a ten minute time limit with good players. Playing combat is like reshining your skills or unrusting them if you haven't played for a while. It allows situations such as using leap and focus, or being a lerk capable of melee attacks, an entire combat game where you otherwise couldn't in regular NS. I save regular NS for competitive play where I might actually use my head and try to play with a mindframe where I am at all times connected to my team, a situation where mindless killing has no place. Combat is the relief. I can go on any pub and have no worries about who I am covering, I can also have the power to win the game by myself. Combat is especially fun as hell in pubs if the server config doesn't have a 20 minute or higher time limit, that is.

    But the problem is..

    The vets have always complained since beta testing that combat should not share balance issues with regular NS. This would make both for better experiences which the developers have not chosen to implement, yet.

    But the other problem is..

    Newbies. Not that i'm saying all newbies are bad, I myself would have killed for something like a training or trial run of NS before I actually tried the real deal, but that combat seems to also have started to appeal to newbies too much. talesin can say whatever he wants, but arguably the true purpose for combat was to have it appeal to CS players of all people, I say this judging from my experience in the vet program. New players don't seem to understand that NS even exists, a lot of them find NS to be nothing but a bigger, slower, lamer game of combat and proceed to leave the server every time it might switch to regular NS, for one running a CO map.

    But the worst problem is..

    Newbies getting brutalized in combat and then thinking NS sucks so they just give up on it, because that is how combat works. Shouldn't they see the potential NS has to offer in terms of beginner stuff and skills before they can make the decision to leave? Isn't this all I have to say?

    Focus and implementation for combat should be continued as a very important part of NS for the reasons i've stated, but I think that a lot of people, especially new people, have been shown that 50 minute combat games of umbra and onoses against a camping marine team can be fun? What the **** is up with that?

    Bite the bullet. Regular NS and NS:C are two games which now should have two different roles, and in that, require two different balances.
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