It's been done better in...

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  • ManqsManqs Join Date: 2009-12-10 Member: 69559Members
    This might been mentioned before and if so I apologize. I'm going to mention something as odd as Dungeon Keeper. What I'm referring to is the close combat effects when possessing a creature. Having just a red see trough 2d animation for biting people was excellent.

    My point is that when ever one try to bite enemies in NS you essentially turn blind for a moment. If you try to bite alot, you're blind alot. And that hurts my stats. See through animations or weapon models for the aliens would be nice and the ability to choose between regular and see trough would be even greater so everyone could be happy.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited December 2009
    <!--quoteo(post=1735143:date=Nov 1 2009, 05:02 AM:name=Temphage)--><div class='quotetop'>QUOTE (Temphage @ Nov 1 2009, 05:02 AM) <a href="index.php?act=findpost&pid=1735143"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's a reason Tribes vets absolutely swear by this system.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, that'd be the fact that they're used to it, and the fact that they've memorised all the commands' keystrings.

    <!--quoteo(post=1734572:date=Oct 31 2009, 03:00 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Oct 31 2009, 03:00 AM) <a href="index.php?act=findpost&pid=1734572"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is why games like the DotA games are moving everything into a positional hotkey setup.<!--QuoteEnd--></div><!--QuoteEEnd-->
    HoN, DotA's 'spiritual successor' has all the keys, by default, using Q, W, E, R (for the skills) for all heroes, as well as A, S, and D, combined with modifiers (e.g. ALT) and the mouse buttons to perform most of the actions in the game. DotA was somewhat deficient when it came to this, as the keys were spread all over the left side of the keyboard, though I haven't seen what it's like recently. HoN's method is much more practical, efficient and intuitive.
    I'm not sure how you could apply the same technique to NS2 or any other FPS, though.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1744063:date=Dec 16 2009, 07:53 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Dec 16 2009, 07:53 PM) <a href="index.php?act=findpost&pid=1744063"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->HoN, DotA's 'spiritual successor' has all the keys, by default, using Q, W, E, R (for the skills) for all heroes, as well as A, S, and D, combined with modifiers (e.g. ALT) and the mouse buttons to perform most of the actions in the game. DotA was somewhat deficient when it came to this, as the keys were spread all over the left side of the keyboard, though I haven't seen what it's like recently. HoN's method is much more practical, efficient and intuitive.
    I'm not sure how you could apply the same technique to NS2 or any other FPS, though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This was with respect to the quick in-game voice shout outs. Have a kind of grid show up and the hotkeys are all positional, making memorizing which ones do what easier. Also, I'm hoping the menu for the commander stays with a positional hotkey system.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    in the new AvP game

    <a href="http://www.youtube.com/watch?v=lDp3cKRbbV8" target="_blank">http://www.youtube.com/watch?v=lDp3cKRbbV8</a>


    the predator jump mechanic would be an excellent way to implement the oldschool fade "blink" ability - you select where you want to blink to - you actually teleport like the old way.
  • JirodyneJirodyne Join Date: 2010-01-12 Member: 70095Members
    One thing seen done better in most of the half life games and mods, is the ability to custom bind anything you want to any key, including special commands from modded servers, or just phrases. i wouldn't mind seeing that here in NS2, to let the good commanders be able to give commands easily, and let us build our own "Medic!" shouts and stuff.
  • barbarossabarbarossa Join Date: 2003-10-25 Member: 21941Members, Constellation
    The voice chatting commands from Left 4 Dead would make a lot of sense in NS. Watch the video - every time a player is reloading, he says "reloading!" When he sees (or tries to pick up) a healthpack on the ground, he mentions it. When there's contact with a special infected, he'll yell out something like "Spitter!" or "Jockey!" There's a fine line to be walked with how spammy this could get, but i think having the first marine in a group who sees an onos shout out something like "ONOS INCOMING!" could really add to the atmosphere, and more importantly, the teamworking gameplay.

    After all, you're more likely to turn around and help your teammate with that skulk on him when he yells out 'reloading!' after screaming in pain.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/LXxkGVg7Sv8"></param><embed src="http://www.youtube.com/v/LXxkGVg7Sv8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • barbarossabarbarossa Join Date: 2003-10-25 Member: 21941Members, Constellation
    In addition to that, L4D would send notifications when one player "saved" another - killing an enemy while an ally was reloading or had their back turned. This might be a little tricky to code, but it encourages teamwork, especially if you keep track of saves or reward them. There are probably some of these saves in that video above.
  • barbarossabarbarossa Join Date: 2003-10-25 Member: 21941Members, Constellation
    Wall walking in Aliens vs Predator 2. Simply put - you pressed shift to hold onto a wall; releasing would let go. This simple mechanic is better than NS, in my opinion, because it's a much more natural way to let highly mobile aliens stick to surfaces. Maybe when I'm walking up to a wall, I don't want to stick to it - so I don't hold the shift key.

    It becomes much easier to pounce/leap to/from an area when you can choose whether to stick to a wall once you get there or not. Especially if you always pounce in the direction in which you are looking.

    One thing i will mention is that the wall-moving system in AVP2 automatically moves your camera whenever your body moves - so if you were running on the floor then ran up a wall, you'd automatically look toward the ceiling. I didn't like this, it gets a little nauseating when moving quickly, and it becomes difficult to track targets while moving over complex materials. I think an option to toggle this auto-wall-look feature would be good, if it was included.


    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/qpdq625ndiA"></param><embed src="http://www.youtube.com/v/qpdq625ndiA" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
    (check out about the 30s mark)
  • JirodyneJirodyne Join Date: 2010-01-12 Member: 70095Members
    <!--quoteo(post=1747339:date=Jan 14 2010, 03:15 PM:name=barbarossa)--><div class='quotetop'>QUOTE (barbarossa @ Jan 14 2010, 03:15 PM) <a href="index.php?act=findpost&pid=1747339"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The voice chatting commands from Left 4 Dead would make a lot of sense in NS. Watch the video - every time a player is reloading, he says "reloading!" When he sees (or tries to pick up) a healthpack on the ground, he mentions it. When there's contact with a special infected, he'll yell out something like "Spitter!" or "Jockey!" There's a fine line to be walked with how spammy this could get, but i think having the first marine in a group who sees an onos shout out something like "ONOS INCOMING!" could really add to the atmosphere, and more importantly, the teamworking gameplay.

    After all, you're more likely to turn around and help your teammate with that skulk on him when he yells out 'reloading!' after screaming in pain.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree with this, but i think it would get boring really fast. Unless there was a feature for the player to turn it on and off for just them. I would love to see it, but then the owners would need to high voice actors to make all the sounds, and it would only effect the Marines. tho the Aliens would be able to hear the "Reloading!" and will know when to charge. Thats Bad.
  • barbarossabarbarossa Join Date: 2003-10-25 Member: 21941Members, Constellation
    RE: Automatic voice comments in Left 4 Dead
    Well, there's certainly a balance to be struck between adding to the gameplay and just spamming. I think it's done rather well in L4D, but maybe it won't work for NS. Though a good alien should be able to hear the marine reloading in the first place, maybe it'd make more sense if the marine didn't yell out reloading when he was alone.

    Or maybe only marines can hear it - after all, the aliens probably aren't supposed to understand English in the story. Or maybe it's through squad-only radios.
  • DinoDeloDinoDelo Join Date: 2010-01-18 Member: 70213Members
    just a little idea (adds to art and visual expirience)
    whene theres alien blood i think its not gonna be red it could kinda reflex lot of light or maybe even glov with a little light source and when you aim fleshlight on it it would be allmoast white
    just a little Visual idea
    ...
    dunno what else i rly wants in any menus still nubers to pick options just love oldschool ...+ maybe choose between that radials or w/e menu and like old school text menu in HL
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    <!--quoteo(post=1749179:date=Jan 26 2010, 01:22 AM:name=DinoDelo)--><div class='quotetop'>QUOTE (DinoDelo @ Jan 26 2010, 01:22 AM) <a href="index.php?act=findpost&pid=1749179"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just a little idea (adds to art and visual expirience)
    whene theres alien blood i think its not gonna be red it could kinda reflex lot of light or maybe even glov with a little light source and when you aim fleshlight on it it would be allmoast white
    just a little Visual idea
    ...
    dunno what else i rly wants in any menus still nubers to pick options just love oldschool ...+ maybe choose between that radials or w/e menu and like old school text menu in HL<!--QuoteEnd--></div><!--QuoteEEnd-->

    What are you, 13?

    Wait a minute...

    <!--quoteo(post=1749179:date=Jan 26 2010, 01:22 AM:name=DinoDelo)--><div class='quotetop'>QUOTE (DinoDelo @ Jan 26 2010, 01:22 AM) <a href="index.php?act=findpost&pid=1749179"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just a little idea (adds to art and visual expirience)
    when you aim fleshlight on<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1749179:date=Jan 26 2010, 01:22 AM:name=DinoDelo)--><div class='quotetop'>QUOTE (DinoDelo @ Jan 26 2010, 01:22 AM) <a href="index.php?act=findpost&pid=1749179"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->fleshlight<!--QuoteEnd--></div><!--QuoteEEnd-->


    AHHHHHHHHHHHH!
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    Please add Battlefield's hit reticule - the X that flashes up when you hit something with your gun. Make it optional.
  • NortonNorton Join Date: 2005-01-13 Member: 35264Members
    edited February 2010
    <!--quoteo(post=1750191:date=Feb 1 2010, 05:03 PM:name=Stardog)--><div class='quotetop'>QUOTE (Stardog @ Feb 1 2010, 05:03 PM) <a href="index.php?act=findpost&pid=1750191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please add Battlefield's hit reticule - the X that flashes up when you hit something with your gun. Make it optional.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How does your gun know when you hit something? I guess it just seems weird to me that you would have information that your character shouldn't really know. Unless I am missing something.
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    <!--quoteo(post=1750221:date=Feb 1 2010, 09:22 PM:name=Norton)--><div class='quotetop'>QUOTE (Norton @ Feb 1 2010, 09:22 PM) <a href="index.php?act=findpost&pid=1750221"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How does your gun know when you hit something? I guess it just seems weird to me that you would have information that your character shouldn't really know. Unless I am missing something.<!--QuoteEnd--></div><!--QuoteEEnd-->
    At this year in the future the ammo relays the info back to the HUD. It can differentiate between metal/wood and living organisms.

    And it's also well known that people mess with their configs in the future, so it would be nice to see if you're hitting them or not.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1750250:date=Feb 2 2010, 11:22 AM:name=Stardog)--><div class='quotetop'>QUOTE (Stardog @ Feb 2 2010, 11:22 AM) <a href="index.php?act=findpost&pid=1750250"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->At this year in the future the ammo relays the info back to the HUD. It can differentiate between metal/wood and living organisms.

    And it's also well known that people mess with their configs in the future, so it would be nice to see if you're hitting them or not.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Can it play Solitaire as well?

    Also, now that I think about it, having automatic voice commands could be a bad thing. I can only see voice commands being good if the player shouts out what alien life form they see, except for skulks. I say this because some marines like to ninja their way into a hive and you wouldn't want your own guy to say something when you're trying to be as quiet as possible.

    But of course if they see a Fade or Onos, then go right ahead and scream it out for all to hear.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1750191:date=Feb 1 2010, 04:03 PM:name=Stardog)--><div class='quotetop'>QUOTE (Stardog @ Feb 1 2010, 04:03 PM) <a href="index.php?act=findpost&pid=1750191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please add Battlefield's hit reticule - the X that flashes up when you hit something with your gun. Make it optional.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's not just about the X. It's more about having a hit feedback system. Other variants include Quake's "ping" sound on a hit. However, the reticle change in my opinion is the best and has been used in a variety of games from Battlefield to Call of Duty to Star Wars Battlefront (which has yet another to tell you you scored a headshot).

    Other indicators are things like blood, specific sounds, etc.
  • Matt ReganMatt Regan Join Date: 2008-03-23 Member: 63946Members, Retired Developer, NS2 Developer
    <!--quoteo(post=1750191:date=Feb 1 2010, 02:03 PM:name=Stardog)--><div class='quotetop'>QUOTE (Stardog @ Feb 1 2010, 02:03 PM) <a href="index.php?act=findpost&pid=1750191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please add Battlefield's hit reticule - the X that flashes up when you hit something with your gun. Make it optional.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Your wish is my command.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I think having blood show up and the alien make a "hurt" noise is just fine.
  • ArianolArianol Join Date: 2010-01-02 Member: 69856Members
    edited February 2010
    Okay, so this isn't so much an NS2 suggestion as it is for Spark.

    From what I've experienced, Spark gets really tedious to use if you're trying to make anything with complicated (specific sized) geometry. Even just building a section of a map at a 45 degree angle is a nightmare.

    So this is my suggestion. Let's make Spark's Line and shapes tools behave more like those in AutoCAD. The dynamic input in AutoCAD allows you to change the length and angle of line, which is VERY helpful when making angled sections. Perhaps I'm just a little OCD for wanting to make things this precisely, but I feel like this kind of functionality should at least be available to people like me.

    Pictured below is an example of what I'm talking about.

    <img src="http://www.draftsperson.net/images/2/2f/TNT_dyn-tab.gif" border="0" class="linked-image" />
  • ArianolArianol Join Date: 2010-01-02 Member: 69856Members
    edited February 2010
    [EDIT]
    Stupid internet making me double post...
  • Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
    Just remember folks, information is ammunition, and everything your character automatically shouts out loud is something the Aliens can use against you.
  • nadylinadyli Join Date: 2007-11-01 Member: 62791Members, Squad Five Blue
    Savage 2 had awesome tutorial, would be nice to have it in ns2 as well to ease the learning curve.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    What game had the best HUD I've ever seen? Starsiege.

    It starts out with two rotating models at the top. One of your vehicle and one of your target. It shows the status of each component in grey, yellow, or red. It shows your weapon status, firing chains, ammo, and usable components on the left. Your shield strength and shield modulation are shown at the bottom left. Your speed, radar, radar mode, and energy levels are shown at the bottom right. Damage reports shown at the middle right. Your text box is at the top between the rotating models. My favorite is last. It's a set of two cross hairs. The first one is where you are aiming. The second is a circle that is the calculated needed trajectory for the best of your weapons to hit the target (it leads the target for you). However, that target can change direction at any time and those shots will miss. That circle can be more harm than good.

    <img src="http://www.gamespot.com/features/starsiege_gg/screens/02_starsiege_tactics1.jpg" border="0" class="linked-image" />

    (skip forward to the combat)
    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/79VWU-4DIqw"></param><embed src="http://www.youtube.com/v/79VWU-4DIqw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • eye_em_kewleye_em_kewl Join Date: 2007-12-12 Member: 63149Members
    oh man that takes me back!
  • h4x0ticu5h4x0ticu5 Join Date: 2010-03-16 Member: 70980Members
    <img src="http://www.theaveragegamer.com/wp-content/Screenshots/GuildWars/MapBoobs.jpg" border="0" class="linked-image" />

    Guild Wars. You could write on and ping the mini map, and your party members could see it. This is a fantastic feature. Makes communication all the more easy/effective.

    Plus it encourages people to LOOK AT the map.
  • KazterKazter Join Date: 2003-08-12 Member: 19481Members, Constellation
    edited April 2010
    With the mention of Starsiege, I present to you...Starsiege: Tribes the spiritual (and superior) successor. In Tribes, you could literally do whatever you wanted with your own interface, right down to making your own interface from scratch that had shortcuts, hotkeys, and other useful information not available with the stock interface.

    Take for example the infamous Prestopack (well known by those that played Renegades Mod competetively). It showed you who had the Flag and ETA for capture. It also showed how many grenades, mines, and class powers you had in reserve. The UI in Tribes was so moddable, it had an entire following and community just dedicated to UI Enhancements (very similar to WoW). Why have most games moved away from this? It was one of the aspects that made Tribes so legendary, especially for the time.
  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    <!--quoteo(post=1747821:date=Jan 18 2010, 09:57 AM:name=barbarossa)--><div class='quotetop'>QUOTE (barbarossa @ Jan 18 2010, 09:57 AM) <a href="index.php?act=findpost&pid=1747821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->RE: Automatic voice comments in Left 4 Dead
    Well, there's certainly a balance to be struck between adding to the gameplay and just spamming. I think it's done rather well in L4D, but maybe it won't work for NS. Though a good alien should be able to hear the marine reloading in the first place, maybe it'd make more sense if the marine didn't yell out reloading when he was alone.

    Or maybe only marines can hear it - after all, the aliens probably aren't supposed to understand English in the story. Or maybe it's through squad-only radios.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It would have to be used sparingly. With teams of 16 players, that's a lot of shouting.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1770589:date=May 10 2010, 02:19 AM:name=Lemming Jesus)--><div class='quotetop'>QUOTE (Lemming Jesus @ May 10 2010, 02:19 AM) <a href="index.php?act=findpost&pid=1770589"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would have to be used sparingly. With teams of 16 players, that's a lot of shouting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    20v20 TF2 and there's never too much shouting. And it uses auto-shout within context.

    Probably just also has an auto-feature to prevent spam based on if others have done an auto-shout.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Armored Core 4. There was a patch modifier history option. Purely gameplay wise.
    Seeing how the game was coded in supposedly 99% in lua. 1% in nanites of course. It shouldn't be too difficult and anyone can play any version just by changing servers.

    There should be a server-side list/option that has the server able to play the game like it did on like 1.23 instead of the current one. So a patch during a tournament didn't screw anything up.

    Naturally it'd be separate from engine/visual patches and just stay as gameplay variables.

    It'd be like the ultra vanilla version of the game if you wanted to play by 1.0 rules.

    Just a thought from many people complaining about autopatching with steam.
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