<div class="IPBDescription">feelings thoughts?</div> Now that others have had the chance to play w/ all the fixes what's the general feeling, better, worse, what should be the next big thing to be implemented?
i think that <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> shouldnt be able to own 3 <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> alone in a pickup over and over again.....
just played a pickup where my team sucked...
and ppl say that the bite is annoying, well, they suck!
I think the next big should be some thingy to put on the skulks mouth so he cant open it, like they put on dogs....
I got to play 1.03 once before I left for thanksgiving and really couldn't enjoy it b/c of the horrible lag. I know that NS is a resource hog and that the developers are doing a damn good job in working on it but once a server gets over 16 players the average lag is around 500-700.
Erm... No. Actually, since 1.02, I can connect to American servers (I'm living in Europe) with around 20 people and still get pings around 200 (playable). Either, you've got yourself a bad server, or it was too far away, or your connection just wasn't up to the task.
<!--QuoteBegin--Nemesis Zero+Nov 28 2002, 12:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Nov 28 2002, 12:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What new 'features'? There are none, except the teambalance code.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Exactly, All of the teambalance things, and things that make the game end faster are very annoying.
The reason for not letting people switch teams (they can find where the hive is), doesn't make any sense. The marine commander can find where the hive is as soon as the game starts by listening at each of the locations. All this feature does is keep people from balancing unfair teams (which is hard enough as it is).
The "end game when teams are imbalanced by 5 or more" thing would be fine on its own. But combined with not allowing people to switch teams, it can end games way before they should be over (one person leaving can have a landslide effect since people can't balance the teams anymore).
Everyone understand the reason for autokill when there's no hives, but there really should be a couple minutes of delay on this, give the gorges a chance on this. Waiting two minutes is not going to ruin someone's day.
I really liked being able to heal with evolutions, it wasn't really unfair or anything, someone couldn't really exploit this unless they had lots of time and resources to burn.
And also, about the fixing of the armor bug. I notice that skulks go down signifigantly faster than they used to. I would like to know how long this "bug" was in place. If it was there for all of playtesting then this change could be seriously unbalanced.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The reason for not letting people switch teams (they can find where the hive is), doesn't make any sense. The marine commander can find where the hive is as soon as the game starts by listening at each of the locations. All this feature does is keep people from balancing unfair teams (which is hard enough as it is). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ahem things one could do to make it easier
1. Go Gourge Build a Sensory Tower First 2. Cominbation of 1, Build Towers on Resource Spots so you can't cap them till the tower is dead 3.As Marine, Go Commander Spend the first 100 C on 6 Spawn Portals... 4. Go Commander build Four CC's, On your players of course
There was alot people could do by switching to the other team real quick that would REALY mess up thier chance's of winning
<!--QuoteBegin--Nemesis Zero+Nov 28 2002, 12:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Nov 28 2002, 12:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Erm... No. Actually, since 1.02, I can connect to American servers (I'm living in Europe) with around 20 people and still get pings around 200 (playable). Either, you've got yourself a bad server, or it was too far away, or your connection just wasn't up to the task.
Sorry, but it's not always the games fault.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'm actually not blaming the game at all, I'm blaming the servers for not reasonably caping the number of players on the server. Thats why I said that I know NS is a resource hog, all I was saying is that I hope the NS dev. keep streamlining the code so 20+ games aren't a happy accident.
<!--QuoteBegin--Mr Bean+Nov 28 2002, 12:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr Bean @ Nov 28 2002, 12:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The reason for not letting people switch teams (they can find where the hive is), doesn't make any sense. The marine commander can find where the hive is as soon as the game starts by listening at each of the locations. All this feature does is keep people from balancing unfair teams (which is hard enough as it is). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ahem things one could do to make it easier
1. Go Gourge Build a Sensory Tower First 2. Cominbation of 1, Build Towers on Resource Spots so you can't cap them till the tower is dead 3.As Marine, Go Commander Spend the first 100 C on 6 Spawn Portals... 4. Go Commander build Four CC's, On your players of course
There was alot people could do by switching to the other team real quick that would REALY mess up thier chance's of winning<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Once again, 1.03 DOESN'T SOLVE THIS. If people REALLY want to switch teams, they can just reconnect and join their desired teams (very easy to do, just type retry in console).
This feature only creates annoyance and doesn't solve ANYTHING.
<!--QuoteBegin--Nemesis Zero+Nov 28 2002, 05:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Nov 28 2002, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Erm... No. Actually, since 1.02, I can connect to American servers (I'm living in Europe) with around 20 people and still get pings around 200 (playable). Either, you've got yourself a bad server, or it was too far away, or your connection just wasn't up to the task.
Sorry, but it's not always the games fault.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Agreed.
I live in America and actually connect to a Swedish server with a ping of 70, so... It's obviously not the fault of NS. I think it's time for you to get off that 56k and modernize if you're still gettin pings of 700.
[edit] And yes, the server has a reasonable number of people. Is 18 too much? [/edit]
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I still haven't been able to join a server.
my shell.mdl is not the right one, which annoys me because......
I haven't changed a frigging thing.
Bah Humbug
Back to AvP2 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Just install the 1.03 patch, the shell.mdl is included there.
What would I like to see? I'd like to see a client-side patch (v1.1) that fixed some of the visual inconsistancies. The most annoying atm is how animations are often broken for buildings and sometimes even on player models.
That, and collision detection REALLY needs to be done client side. I don't care if the server has to do some checking to make sure someone's not cheating, but it's silly how it is now. Blink is useless because people keep blinking into walls and buildings.
For example, do all building collision client-side, but have the server check it when it receives it, and if the player should have been blocked (Going through something he shouldn't have), then move him.
<!--QuoteBegin--Guspaz+Nov 28 2002, 01:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ Nov 28 2002, 01:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What would I like to see? I'd like to see a client-side patch (v1.1) that fixed some of the visual inconsistancies. The most annoying atm is how animations are often broken for buildings and sometimes even on player models.
That, and collision detection REALLY needs to be done client side. I don't care if the server has to do some checking to make sure someone's not cheating, but it's silly how it is now. Blink is useless because people keep blinking into walls and buildings.
For example, do all building collision client-side, but have the server check it when it receives it, and if the player should have been blocked (Going through something he shouldn't have), then move him.
Regards, Guspaz.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That's silly. The server would still be doing the same amount of processing... in some cases possibly even more; and then it would add more processing to the client. Blink is an interesting ability, but it takes practice to learn to use it properly. I find it quite easy to work actually, but I can probably realize when it's best to be used also. My suggestion... Practice more.
<!--QuoteBegin--Mr Bean+Nov 28 2002, 12:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr Bean @ Nov 28 2002, 12:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The reason for not letting people switch teams (they can find where the hive is), doesn't make any sense. The marine commander can find where the hive is as soon as the game starts by listening at each of the locations. All this feature does is keep people from balancing unfair teams (which is hard enough as it is). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ahem things one could do to make it easier
1. Go Gourge Build a Sensory Tower First 2. Cominbation of 1, Build Towers on Resource Spots so you can't cap them till the tower is dead 3.As Marine, Go Commander Spend the first 100 C on 6 Spawn Portals... 4. Go Commander build Four CC's, On your players of course
There was alot people could do by switching to the other team real quick that would REALY mess up thier chance's of winning<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> It doesn't stop this. You could just type "retry" in console and return to the server to join the other team. Once you go to the ready room after the teams are unbalanced, you are basically trapped in there, since you can't go back to marines or join aliens.
I agree was playing a game earlier the alien side was largly made up of a clan, they then had to leave for a scrim but the game was a great game. 5 of them left and the game ended we couldnt balance the teams.
Ask this question again when the majority of players in my country AREN'T drunk and/or lethargic from mass food consumption. Being that it's Thanksgiving, the servers are full of lamers coming out of the woodwork, which kinda makes it hard to judge the patch. Never before have i seen so many banal, gloating, bunnyhopping CS rejects on the marine team.
The only thing i can say i have a problem with at this point is the "no team switching" deal. It DOES make it harder to even up the teams in order to avoid a "5 player advantage" loss. But, then again, few people ever lifted a finger to even up the teams before 1.03, so it works out sort of. It's a sticky thing to try and fix.
Well, I have played on some 1.03 servers and although the changes were not obvious at first, the many little changes are starting to amount to an overall balance in NS. Keep up the good work NS team!
<!--QuoteBegin--othell+Nov 29 2002, 02:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (othell @ Nov 29 2002, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ummm... This is NOT a client side patch. If people are installing this patch on their PCs then they're going to screw up their systems.
If you are having problems with NS... uninstall it, re-download it, and then reinstall it. That should fix your problems.
There are NO client side patches for NS at the moment.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Errr... the patch only patches the server part of the mod, not the client part. Patching it won't mess you up.
<!--QuoteBegin--Nimbus+Nov 28 2002, 01:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nimbus @ Nov 28 2002, 01:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Mr Bean+Nov 28 2002, 12:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr Bean @ Nov 28 2002, 12:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The reason for not letting people switch teams (they can find where the hive is), doesn't make any sense. The marine commander can find where the hive is as soon as the game starts by listening at each of the locations. All this feature does is keep people from balancing unfair teams (which is hard enough as it is). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ahem things one could do to make it easier
1. Go Gourge Build a Sensory Tower First 2. Cominbation of 1, Build Towers on Resource Spots so you can't cap them till the tower is dead 3.As Marine, Go Commander Spend the first 100 C on 6 Spawn Portals... 4. Go Commander build Four CC's, On your players of course
There was alot people could do by switching to the other team real quick that would REALY mess up thier chance's of winning<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Once again, 1.03 DOESN'T SOLVE THIS. If people REALLY want to switch teams, they can just reconnect and join their desired teams (very easy to do, just type retry in console).
This feature only creates annoyance and doesn't solve ANYTHING.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Nimbus - everything you said in your first post in this thread is 100% true. I agree. The changes don't really solve anything - all they do is create more restriction on what the player can do - or force people who actually care enough to cheat by switching teams all the time to just go one step further and /retry instead of just F4 and join the other team.
The changes solve none of the actual problems and really do just open the door for more issues.
At least the patch didn't break anything as far as I can see, but then I've been playing both 1.02 and 1.03 servers all afternoon.
I've played 8 games with 1.03 and the new team balance is totaly crap. I've seen 3-4 people all disconnect from 1 side, leaving the teams 10-6. I had a plugin for adminmod(see server and server operators forum) which let me move people between teams to let me even the teams out. Now I cant do that or they just disconnect cause the new code doesnt let them change team.
PLZ remove this code and write something like PTB from cs, it works, this new code doesnt.
In fact it recks the game.
This is like when the people changed the jumping in cs. Alot of ppl left CS after that, cos the new jumping style is crap. Dont let this happen to NS
Idiots that want to screw the game over now have to leave the server, and hope to get back in. They just don't seem smart enough yet to do that, haven't had any games wrecked lately (other than by the commander not wanting to try and dig out of a hole, instead he'll just recycle the spawn portals to end the game quicker)
I really don't like the 'aliens lose all hives and DIE immediately' change. A few minutes wait while the aliens try a last ditch action isn't going drive people away from the game.
After all, we don't see marines falling over dead when the CC is killed.
<!--QuoteBegin--othell+Nov 28 2002, 10:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (othell @ Nov 28 2002, 10:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ummm... This is NOT a client side patch. If people are installing this patch on their PCs then they're going to screw up their systems.
If you are having problems with NS... uninstall it, re-download it, and then reinstall it. That should fix your problems.
There are NO client side patches for NS at the moment.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Incorrect.
The 'server side only' patch v1.03 included a new .mdl file, either by mistake or by design, that on any server that has model consistancy turned on can make it impossible to join the server due to missing models.
Installing a server-side-only update on a client will never 'screw up their systems' in the slightest. Any 'client' can host a 'server' as well, say, at a LAN party, or just a simple Listen server, non-dedicated.
Please check your facts before posting rhetoric. :-)
<!--QuoteBegin--othell+Nov 28 2002, 10:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (othell @ Nov 28 2002, 10:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That's silly. The server would still be doing the same amount of processing... in some cases possibly even more; and then it would add more processing to the client. Blink is an interesting ability, but it takes practice to learn to use it properly. I find it quite easy to work actually, but I can probably realize when it's best to be used also. My suggestion... Practice more.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> A user's machine can handle the client-side processing of their single player handilly. Saying that the calculations are done twice is not an argument against it, it's a trivial fact that shouldn't have any bearing on this discussion.
The fact is, there are some points where the client is getting confused about what things are solid and what aren't, causing the client to 'fight' with the server for where the viewpoint should be. This should be addressed.
Also, please remember that as it is, the client already does most of the movement-prediction that the server does for it as well. The server has to do it, <b>always</b>, to prevent cheating. The client <i>should</i> do it, to hide the effects of lag, both visual and otherwise. This is common multiplayer programming practice, and there's a great deal of research that has, will, and is currently going into this across the spectrum of gaming, not just in Natural Selection's or even just Half-Life's neck of the woods.
And claiming 'just practice more' is a very rude suggestion. Sometimes, blink simply won't work in an area, even sometimes due to a simple clip brush a map builder may have placed on a 'round' pipe to prevelt the bevelled edges from interferring with jumping aliens and marines atop the pipes. Some kind of visual indicator as to how far, or where one will 'blink' isn't uncalled for. If it causes a frame-rate hit, it can be disabled on a user's computer if they don't find it useful, or if it's much like the mp_drawdamage and limited by a server-side variable as well, that's quite reasonable, but some kind of visual indicator of if, or where, a blink will go would be useful for simplifying learning and/or training with the same.
<!--QuoteBegin--othell+Nov 28 2002, 06:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (othell @ Nov 28 2002, 06:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ummm... This is NOT a client side patch. If people are installing this patch on their PCs then they're going to screw up their systems.
If you are having problems with NS... uninstall it, re-download it, and then reinstall it. That should fix your problems.
There are NO client side patches for NS at the moment.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Ummm... You're missing THE point. I'm responding to the question, what would I like to see in the next patch.
<!--QuoteBegin--othell+Nov 28 2002, 06:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (othell @ Nov 28 2002, 06:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Guspaz+Nov 28 2002, 01:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Guspaz @ Nov 28 2002, 01:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What would I like to see? I'd like to see a client-side patch (v1.1) that fixed some of the visual inconsistancies. The most annoying atm is how animations are often broken for buildings and sometimes even on player models.
That, and collision detection REALLY needs to be done client side. I don't care if the server has to do some checking to make sure someone's not cheating, but it's silly how it is now. Blink is useless because people keep blinking into walls and buildings.
For example, do all building collision client-side, but have the server check it when it receives it, and if the player should have been blocked (Going through something he shouldn't have), then move him.
Regards, Guspaz.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That's silly. The server would still be doing the same amount of processing... in some cases possibly even more; and then it would add more processing to the client. Blink is an interesting ability, but it takes practice to learn to use it properly. I find it quite easy to work actually, but I can probably realize when it's best to be used also. My suggestion... Practice more.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I think you're missing the point on my first suggestion.
I think WolfWings got the gist of what I'm saying, but here goes: Collision detection, as it is done now, is broken. You don't seem to know much about multiplayer networking engines, then you'd realize that there is already much that is done on BOTH the server and the client. It's the entire basis for lag-correction, which all games do to some extent (And Half-Life already does extensively). Imagine if the server wouldn't let you walk or move, or even look around until it had received the information from the client and sent confirmation back. This is part of what is happening now with the current model collision detection. As for the extra processing, it is completely trivial. Half-Life is probably the lightest load of all games on the market, and the calculations we're talking about are infintesimal.
As for Blink, both you guys misunderstood me. I'm not talking about blinking up to walls, I'm talking about actually blinking into surfaces. Burried inside a wall, pipe, bevel, etc. So that you are completely stuck. This happens VERY often in this version, on the order 10-20% of the time. It also happens to everyone, enough so that even after I discovered it, other people were complaining about it, and the unspoken consensus was that we would just have to avoid using blink. After all, blinking inside a wall is a pricey and time consuming endeavour (50RP to get yourself back up to spec, not to mention respawning and gestating through it all over again, then getting back to where you were before geographically).
I don't believe I've ever had this problem with blink before, so I assume it's a recent bug.
<!--QuoteBegin--Lindstrom+Nov 28 2002, 09:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lindstrom @ Nov 28 2002, 09:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I got to play 1.03 once before I left for thanksgiving and really couldn't enjoy it b/c of the horrible lag. I know that NS is a resource hog and that the developers are doing a damn good job in working on it but once a server gets over 16 players the average <b>lag</b> is around 500-700.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> You mean ping.
Comments
There are none, except the teambalance code.
just played a pickup where my team sucked...
and ppl say that the bite is annoying, well, they suck!
I think the next big should be some thingy to put on the skulks mouth so he cant open it, like they put on dogs....
(this was not a serious post)
Actually, since 1.02, I can connect to American servers (I'm living in Europe) with around 20 people and still get pings around 200 (playable).
Either, you've got yourself a bad server, or it was too far away, or your connection just wasn't up to the task.
Sorry, but it's not always the games fault.
There are none, except the teambalance code.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Exactly, All of the teambalance things, and things that make the game end faster are very annoying.
The reason for not letting people switch teams (they can find where the hive is), doesn't make any sense. The marine commander can find where the hive is as soon as the game starts by listening at each of the locations. All this feature does is keep people from balancing unfair teams (which is hard enough as it is).
The "end game when teams are imbalanced by 5 or more" thing would be fine on its own. But combined with not allowing people to switch teams, it can end games way before they should be over (one person leaving can have a landslide effect since people can't balance the teams anymore).
Everyone understand the reason for autokill when there's no hives, but there really should be a couple minutes of delay on this, give the gorges a chance on this. Waiting two minutes is not going to ruin someone's day.
I really liked being able to heal with evolutions, it wasn't really unfair or anything, someone couldn't really exploit this unless they had lots of time and resources to burn.
And also, about the fixing of the armor bug. I notice that skulks go down signifigantly faster than they used to. I would like to know how long this "bug" was in place. If it was there for all of playtesting then this change could be seriously unbalanced.
Other than those things the bug fixes are great!
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ahem things one could do to make it easier
1. Go Gourge Build a Sensory Tower First
2. Cominbation of 1, Build Towers on Resource Spots so you can't cap them till the tower is dead
3.As Marine, Go Commander Spend the first 100 C on 6 Spawn Portals...
4. Go Commander build Four CC's, On your players of course
There was alot people could do by switching to the other team real quick that would REALY mess up thier chance's of winning
Actually, since 1.02, I can connect to American servers (I'm living in Europe) with around 20 people and still get pings around 200 (playable).
Either, you've got yourself a bad server, or it was too far away, or your connection just wasn't up to the task.
Sorry, but it's not always the games fault.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm actually not blaming the game at all, I'm blaming the servers for not reasonably caping the number of players on the server. Thats why I said that I know NS is a resource hog, all I was saying is that I hope the NS dev. keep streamlining the code so 20+ games aren't a happy accident.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ahem things one could do to make it easier
1. Go Gourge Build a Sensory Tower First
2. Cominbation of 1, Build Towers on Resource Spots so you can't cap them till the tower is dead
3.As Marine, Go Commander Spend the first 100 C on 6 Spawn Portals...
4. Go Commander build Four CC's, On your players of course
There was alot people could do by switching to the other team real quick that would REALY mess up thier chance's of winning<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Once again, 1.03 DOESN'T SOLVE THIS. If people REALLY want to switch teams, they can just reconnect and join their desired teams (very easy to do, just type retry in console).
This feature only creates annoyance and doesn't solve ANYTHING.
my shell.mdl is not the right one, which annoys me because......
I haven't changed a frigging thing.
Bah Humbug
Back to AvP2
Actually, since 1.02, I can connect to American servers (I'm living in Europe) with around 20 people and still get pings around 200 (playable).
Either, you've got yourself a bad server, or it was too far away, or your connection just wasn't up to the task.
Sorry, but it's not always the games fault.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Agreed.
I live in America and actually connect to a Swedish server with a ping of 70, so... It's obviously not the fault of NS. I think it's time for you to get off that 56k and modernize if you're still gettin pings of 700.
[edit]
And yes, the server has a reasonable number of people.
Is 18 too much?
[/edit]
my shell.mdl is not the right one, which annoys me because......
I haven't changed a frigging thing.
Bah Humbug
Back to AvP2 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Just install the 1.03 patch, the shell.mdl is included there.
That, and collision detection REALLY needs to be done client side. I don't care if the server has to do some checking to make sure someone's not cheating, but it's silly how it is now. Blink is useless because people keep blinking into walls and buildings.
For example, do all building collision client-side, but have the server check it when it receives it, and if the player should have been blocked (Going through something he shouldn't have), then move him.
Regards, Guspaz.
If you are having problems with NS... uninstall it, re-download it, and then reinstall it. That should fix your problems.
There are NO client side patches for NS at the moment.
That, and collision detection REALLY needs to be done client side. I don't care if the server has to do some checking to make sure someone's not cheating, but it's silly how it is now. Blink is useless because people keep blinking into walls and buildings.
For example, do all building collision client-side, but have the server check it when it receives it, and if the player should have been blocked (Going through something he shouldn't have), then move him.
Regards, Guspaz.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's silly. The server would still be doing the same amount of processing... in some cases possibly even more; and then it would add more processing to the client. Blink is an interesting ability, but it takes practice to learn to use it properly. I find it quite easy to work actually, but I can probably realize when it's best to be used also. My suggestion... Practice more.
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Ahem things one could do to make it easier
1. Go Gourge Build a Sensory Tower First
2. Cominbation of 1, Build Towers on Resource Spots so you can't cap them till the tower is dead
3.As Marine, Go Commander Spend the first 100 C on 6 Spawn Portals...
4. Go Commander build Four CC's, On your players of course
There was alot people could do by switching to the other team real quick that would REALY mess up thier chance's of winning<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It doesn't stop this. You could just type "retry" in console and return to the server to join the other team.
Once you go to the ready room after the teams are unbalanced, you are basically trapped in there, since you can't go back to marines or join aliens.
This is Stupid.
The only thing i can say i have a problem with at this point is the "no team switching" deal. It DOES make it harder to even up the teams in order to avoid a "5 player advantage" loss. But, then again, few people ever lifted a finger to even up the teams before 1.03, so it works out sort of. It's a sticky thing to try and fix.
If you are having problems with NS... uninstall it, re-download it, and then reinstall it. That should fix your problems.
There are NO client side patches for NS at the moment.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Errr... the patch only patches the server part of the mod, not the client part. Patching it won't mess you up.
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Ahem things one could do to make it easier
1. Go Gourge Build a Sensory Tower First
2. Cominbation of 1, Build Towers on Resource Spots so you can't cap them till the tower is dead
3.As Marine, Go Commander Spend the first 100 C on 6 Spawn Portals...
4. Go Commander build Four CC's, On your players of course
There was alot people could do by switching to the other team real quick that would REALY mess up thier chance's of winning<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Once again, 1.03 DOESN'T SOLVE THIS. If people REALLY want to switch teams, they can just reconnect and join their desired teams (very easy to do, just type retry in console).
This feature only creates annoyance and doesn't solve ANYTHING.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Nimbus - everything you said in your first post in this thread is 100% true. I agree. The changes don't really solve anything - all they do is create more restriction on what the player can do - or force people who actually care enough to cheat by switching teams all the time to just go one step further and /retry instead of just F4 and join the other team.
The changes solve none of the actual problems and really do just open the door for more issues.
At least the patch didn't break anything as far as I can see, but then I've been playing both 1.02 and 1.03 servers all afternoon.
PLZ remove this code and write something like PTB from cs, it works, this new code doesnt.
In fact it recks the game.
This is like when the people changed the jumping in cs. Alot of ppl left CS after that, cos the new jumping style is crap. Dont let this happen to NS
Idiots that want to screw the game over now have to leave the server, and hope to get back in. They just don't seem smart enough yet to do that, haven't had any games wrecked lately (other than by the commander not wanting to try and dig out of a hole, instead he'll just recycle the spawn portals to end the game quicker)
I really don't like the 'aliens lose all hives and DIE immediately' change. A few minutes wait while the aliens try a last ditch action isn't going drive people away from the game.
After all, we don't see marines falling over dead when the CC is killed.
If you are having problems with NS... uninstall it, re-download it, and then reinstall it. That should fix your problems.
There are NO client side patches for NS at the moment.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Incorrect.
The 'server side only' patch v1.03 included a new .mdl file, either by mistake or by design, that on any server that has model consistancy turned on can make it impossible to join the server due to missing models.
Installing a server-side-only update on a client will never 'screw up their systems' in the slightest. Any 'client' can host a 'server' as well, say, at a LAN party, or just a simple Listen server, non-dedicated.
Please check your facts before posting rhetoric. :-)
A user's machine can handle the client-side processing of their single player handilly. Saying that the calculations are done twice is not an argument against it, it's a trivial fact that shouldn't have any bearing on this discussion.
The fact is, there are some points where the client is getting confused about what things are solid and what aren't, causing the client to 'fight' with the server for where the viewpoint should be. This should be addressed.
Also, please remember that as it is, the client already does most of the movement-prediction that the server does for it as well. The server has to do it, <b>always</b>, to prevent cheating. The client <i>should</i> do it, to hide the effects of lag, both visual and otherwise. This is common multiplayer programming practice, and there's a great deal of research that has, will, and is currently going into this across the spectrum of gaming, not just in Natural Selection's or even just Half-Life's neck of the woods.
And claiming 'just practice more' is a very rude suggestion. Sometimes, blink simply won't work in an area, even sometimes due to a simple clip brush a map builder may have placed on a 'round' pipe to prevelt the bevelled edges from interferring with jumping aliens and marines atop the pipes. Some kind of visual indicator as to how far, or where one will 'blink' isn't uncalled for. If it causes a frame-rate hit, it can be disabled on a user's computer if they don't find it useful, or if it's much like the mp_drawdamage and limited by a server-side variable as well, that's quite reasonable, but some kind of visual indicator of if, or where, a blink will go would be useful for simplifying learning and/or training with the same.
If you are having problems with NS... uninstall it, re-download it, and then reinstall it. That should fix your problems.
There are NO client side patches for NS at the moment.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ummm... You're missing THE point. I'm responding to the question, what would I like to see in the next patch.
That, and collision detection REALLY needs to be done client side. I don't care if the server has to do some checking to make sure someone's not cheating, but it's silly how it is now. Blink is useless because people keep blinking into walls and buildings.
For example, do all building collision client-side, but have the server check it when it receives it, and if the player should have been blocked (Going through something he shouldn't have), then move him.
Regards, Guspaz.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's silly. The server would still be doing the same amount of processing... in some cases possibly even more; and then it would add more processing to the client. Blink is an interesting ability, but it takes practice to learn to use it properly. I find it quite easy to work actually, but I can probably realize when it's best to be used also. My suggestion... Practice more.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think you're missing the point on my first suggestion.
I think WolfWings got the gist of what I'm saying, but here goes: Collision detection, as it is done now, is broken. You don't seem to know much about multiplayer networking engines, then you'd realize that there is already much that is done on BOTH the server and the client. It's the entire basis for lag-correction, which all games do to some extent (And Half-Life already does extensively). Imagine if the server wouldn't let you walk or move, or even look around until it had received the information from the client and sent confirmation back. This is part of what is happening now with the current model collision detection. As for the extra processing, it is completely trivial. Half-Life is probably the lightest load of all games on the market, and the calculations we're talking about are infintesimal.
As for Blink, both you guys misunderstood me. I'm not talking about blinking up to walls, I'm talking about actually blinking into surfaces. Burried inside a wall, pipe, bevel, etc. So that you are completely stuck. This happens VERY often in this version, on the order 10-20% of the time. It also happens to everyone, enough so that even after I discovered it, other people were complaining about it, and the unspoken consensus was that we would just have to avoid using blink. After all, blinking inside a wall is a pricey and time consuming endeavour (50RP to get yourself back up to spec, not to mention respawning and gestating through it all over again, then getting back to where you were before geographically).
I don't believe I've ever had this problem with blink before, so I assume it's a recent bug.
Regards, Guspaz.
You mean ping.