Development Blog Update - Fifth podcast

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  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1654703:date=Oct 9 2007, 03:26 AM:name=Azkar)--><div class='quotetop'>QUOTE(Azkar @ Oct 9 2007, 03:26 AM) <a href="index.php?act=findpost&pid=1654703"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->/signed

    I love all the different sorts of marine movement and alien bunnyhopping. I havent listened to the whole podcast, but I dont know if I like the idea of marines sprinting (too stereotypical to run out of breath and be winded after running for 2 seconds?)<!--QuoteEnd--></div><!--QuoteEEnd-->

    well if you did listen to the podcast you'd know that sprinting won;t have an "sprint energy bar" <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • grepdashvgrepdashv Lord of the Bugs Join Date: 2002-11-13 Member: 8487Members, Retired Developer, NS1 Playtester
    * Not every weapon needs an alt fire. It's <i>preferable</i> to give alt fire only to a particular subset of weapons.
    * I don't see a problem with having a stamina bar, as long as the flashlight doesn't drain it...
    * Mobile siege cannons = uhhh, no. Siege cannons look and sound cool, but I wouldn't miss them if they were completely removed for NS2. They created a horde of balance problems in NS1.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Are you serious, grep? I understand it when you say they created problems... But everything that was introduced new created problems. It took like what, 6-12 months and a few versions to get hand grenades right?

    BUT... siege cannons are an AMAZING gameplay dynamic in NS. It reverses the classic roles; the defenders must become the attackers, and vice versa. But only within a certain range, hence the mapper can assure balance (or try to) in the siege rooms. There's a ton of things you can say about sieges that each make them worthwhile of keeping.

    And on top of all that, they're still *optional*. Its one of the few black-and-white decisions a commander gets to make; to either siege the hive being approached or rush it. (another would maybe be HA vs JP). I (and im sure others as well) have tried to suggest other methods of taking out hives (plantable nukes anyone?) to mix it up even more, but iom, NS is a far better game because it has the siege option.
  • ikirikir Join Date: 2003-07-19 Member: 18265Members, Constellation, Reinforced - Gold
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1655012:date=Oct 10 2007, 03:44 PM:name=grepdashv)--><div class='quotetop'>QUOTE(grepdashv @ Oct 10 2007, 03:44 PM) <a href="index.php?act=findpost&pid=1655012"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->* Not every weapon needs an alt fire. It's <i>preferable</i> to give alt fire only to a particular subset of weapons.
    * I don't see a problem with having a stamina bar, as long as the flashlight doesn't drain it...
    * Mobile siege cannons = uhhh, no. Siege cannons look and sound cool, but I wouldn't miss them if they were completely removed for NS2. They created a horde of balance problems in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
    lol you are going to have to discuss that with your boss (*notices that grep is part of the dev team)
  • GehirntotGehirntot Join Date: 2007-10-12 Member: 62612Members
    <!--quoteo(post=1654299:date=Oct 5 2007, 11:40 PM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Oct 5 2007, 11:40 PM) <a href="index.php?act=findpost&pid=1654299"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please post comments on the topic Development Blog Update - Fifth podcast here<!--QuoteEnd--></div><!--QuoteEEnd-->
    its very hard to understand that with the music in the background.
    Maybe a video with subtitles <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    But okay its to lot of work <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
    Keep work on ns2 <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" />
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    Most of the players today are alien players, because most of the marine players got new computers and left to play better games <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> (notice how quickly players stack aliens <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)

    I'm still here because i still got a old computer... see that proves my hypothesis <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Anyway... can we just stop the whole balancing thing and let peoples skill with weapons be the balancing factor...along with a commanders intelligence to drop the right guns.

    My point is i really want a m14 or something semi auto that knocks the snot out of a fade in a few shots...i dont need a scope...iron sights will do fine...or 1 shot to the head for any alien. I'm not buying ns2 unless we got real kill ability on various body parts of the aliens btw...

    but anyway iron sights is in the time era of ns2, because think of it... ns1 is like the weapons between world war 1 and 2, with a funny gl thrown in for good measure... so if i wanted a m1 garand or a m14... or a ww2 bazooka... it wouldnt be such a stretch. can i get a colt 45... i'd really like that in ns2.

    Also i COMPLETELY hate games with full auto weapons that can't hit ###### at 10 meters... example: ns1 hmg, and halo1 rifle. *shoots at wall* Look at that ridicuoulous groupping... i want to use bursts of 3 or so shots to kill my enemeies, not 100+ rounds! God go play americas army... it doesnt take 3 magazines to kill a terrorist, just a couple of AIMED shots! <- its fun to aim and be rewarded for aiming...none of that crap that games are fun if you dont have to aim and ...you know

    And i dont want to hear crap like "ooo it doesnt take that many hits to hit a fade", unless this is appeneded "unless their afk/nubs"

    To restate my point... i dont want ns2 to be like ns1... i want to be able to kill things by my self, and more so when with other people.... seeing as how server size will be gigantic with what like 40+ players, i dont know.,..cant play hl2...crappy computer remember lol, that it'd make sense if one fade could kill one marine, and one marine could kill one fade...

    lets make ns2 more about the result of a team winning another team, and less like it takes 5 average marines to kill a super fade, but only if they all got shotties + heavies + medspam <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> A little extreme example? only to people that dont play marines <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • alephaleph Join Date: 2007-10-12 Member: 62620Members
    haha, what's with the Air playing in the background? smells like Premiers Symptomes
  • John TopJohn Top Join Date: 2007-10-06 Member: 62560Members
    <!--quoteo(post=1655012:date=Oct 10 2007, 01:44 AM:name=grepdashv)--><div class='quotetop'>QUOTE(grepdashv @ Oct 10 2007, 01:44 AM) <a href="index.php?act=findpost&pid=1655012"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->* Mobile siege cannons = uhhh, no. Siege cannons look and sound cool, but I wouldn't miss them if they were completely removed for NS2. They created a horde of balance problems in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Awww, you mean you don't miss seiging engine room from marine start?

    I do agree that siege cannons need to be... re... rem... removed (I hate saying that,) or replaced. If anything change the mechanic to sight only, or something other than "we're behind our wall, start pinging." They're too common of an "end game" sight, and have become like the nukes imho. Maybe a siege cannon that requires the presence of 2 marines per cannon or something. I dunno, i still can't think of a balanced way to keep them in but changing them so it's harder to use them without it being too imba.
  • resresresresresres Join Date: 2007-10-16 Member: 62652Members
    <!--quoteo(post=1654540:date=Oct 8 2007, 06:33 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Oct 8 2007, 06:33 AM) <a href="index.php?act=findpost&pid=1654540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah! Best one yet! I think you are talking about the Batman wings/cloke.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Cloak?

    <!--quoteo(post=1654540:date=Oct 8 2007, 06:33 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Oct 8 2007, 06:33 AM) <a href="index.php?act=findpost&pid=1654540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was thinking that rather than a turtel, it would be better to have them role up like a hedge hog. Roll up with a thick skin.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I disagree; Perhaps more of a glow effect pulsing on its skin or visual aura (Yellow dot/shadow) underneath the gorge would be better

    <!--quoteo(post=1654540:date=Oct 8 2007, 06:33 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Oct 8 2007, 06:33 AM) <a href="index.php?act=findpost&pid=1654540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->"...NS1, you end up playing the skulk like 90% of the time" "yeah we're fixing that" - does that mean that you aren’t always going to start as a skulk?<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->

    Also Curious..

    <!--quoteo(post=1654540:date=Oct 8 2007, 06:33 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Oct 8 2007, 06:33 AM) <a href="index.php?act=findpost&pid=1654540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines should be able to sprint for a really long time, not forever though. Or if you can, you should be out of breath and rubbish with your ranged weapons for longer. So maybe 25% or 50% of the total time you sprint for, is the time you are out of breath for after you stop sprinting. So if I sprint for 5 sec and then stop, I will be out of breath for 1.25 sec after I stop running. Meaning if a player runs around the whole map for 10 mins they will be hardly able to lift up their gun and aim. It would just keep dropping down after a few shots until they had got their breath back.

    Maybe the % increases as you run for longer until you can’t run any more?

    Also, a player would be able to keep running after they had stopped for a breather, but the time they ran for would be added to the original time, then the out of breath time would be worked out and finally the previous breathing time would taken away, giving the current breathing time.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Completely disagree; 1 Second is enough: Go play DoD imo.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1656759:date=Oct 19 2007, 03:19 AM:name=John Top)--><div class='quotetop'>QUOTE(John Top @ Oct 19 2007, 03:19 AM) <a href="index.php?act=findpost&pid=1656759"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Awww, you mean you don't miss seiging engine room from marine start?

    I do agree that siege cannons need to be... re... rem... removed (I hate saying that,) or replaced. If anything change the mechanic to sight only, or something other than "we're behind our wall, start pinging." They're too common of an "end game" sight, and have become like the nukes imho. Maybe a siege cannon that requires the presence of 2 marines per cannon or something. I dunno, i still can't think of a balanced way to keep them in but changing them so it's harder to use them without it being too imba.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You mean... you would rather see CO with a commander? And drop res just to get guns and jps?... seems a bit boring like how ns1 shoulda been... we need something totaly differant from ns1... we gotta risk pissing off the 400 or so people that currently play ns, in the US atleast, and completely make a new game... perhaps not even call it ns... call it something differant with differant weapons and fighting... in this way we won't suck even more players off the "dying" ns1... so that thing can stay the same...eh
  • John TopJohn Top Join Date: 2007-10-06 Member: 62560Members
    <!--quoteo(post=1656800:date=Oct 19 2007, 12:58 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE(FocusedWolf @ Oct 19 2007, 12:58 PM) <a href="index.php?act=findpost&pid=1656800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You mean... you would rather see CO with a commander? And drop res just to get guns and jps?... seems a bit boring like how ns1 shoulda been... we need something totaly differant from ns1... we gotta risk pissing off the 400 or so people that currently play ns, in the US atleast, and completely make a new game... perhaps not even call it ns... call it something differant with differant weapons and fighting... in this way we won't suck even more players off the "dying" ns1... so that thing can stay the same...eh<!--QuoteEnd--></div><!--QuoteEEnd-->

    All I'm going to say in responce to this, to prevent myself from flaming and also prevent a fight, is "please read my entire post." Thank you.
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