Not to change the topic or anything but "PT feedback: Show lerk sniper path".
So the lerk is a flying sniper? Btw it is hilarious that the play testers want the lerk to have tracers.
Wait hold on. I thought NS2 was so close quarters and fast paced that sniping would be impractical. So does this mean a marine sniper would fit in NS2, or possible scope attachment for rifle?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->OK NS2 patch is off to Valve! The Steam servers will update shortly. :)<!--QuoteEnd--></div><!--QuoteEEnd--> yay!!!
<!--quoteo(post=1802941:date=Oct 26 2010, 10:31 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Oct 26 2010, 10:31 PM) <a href="index.php?act=findpost&pid=1802941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not to change the topic or anything but "PT feedback: Show lerk sniper path".
So the lerk is a flying sniper? Btw it is hilarious that the play testers want the lerk to have tracers.
Wait hold on. I thought NS2 was so close quarters and fast paced that sniping would be impractical. So does this mean a marine sniper would fit in NS2, or possible scope attachment for rifle?<!--QuoteEnd--></div><!--QuoteEEnd--> You do know that the alt-fire is sniping mode, right?
<!--quoteo(post=1802964:date=Oct 27 2010, 12:30 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Oct 27 2010, 12:30 AM) <a href="index.php?act=findpost&pid=1802964"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You do know that the alt-fire is sniping mode, right?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1803920:date=Oct 31 2010, 02:58 PM:name=Sydero)--><div class='quotetop'>QUOTE (Sydero @ Oct 31 2010, 02:58 PM) <a href="index.php?act=findpost&pid=1803920"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All I hope is that they put all fixes and features on hold and just focus on performance at the moment.<!--QuoteEnd--></div><!--QuoteEEnd-->
This statement distorts the reality facing the UWE team. Some work on gameplay, others on sounds, others on art, others on models, and some work on the engine. Obviously the performance issues mean that the people working on the engine must focus on performance. But it doesn't make sense to tell everyone else to stop work while they do.
<!--quoteo(post=1803923:date=Oct 31 2010, 01:41 AM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Oct 31 2010, 01:41 AM) <a href="index.php?act=findpost&pid=1803923"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This statement distorts the reality facing the UWE team. Some work on gameplay, others on sounds, others on art, others on models, and some work on the engine. Obviously the performance issues mean that the people working on the engine must focus on performance. But it doesn't make sense to tell everyone else to stop work while they do.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm pretty sure that goes without saying. However, some of the staff may have additional programming backgrounds which may allow them to help out.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited November 2010
<!--quoteo(post=1803924:date=Oct 30 2010, 10:29 PM:name=Sydero)--><div class='quotetop'>QUOTE (Sydero @ Oct 30 2010, 10:29 PM) <a href="index.php?act=findpost&pid=1803924"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm pretty sure that goes without saying. However, some of the staff may have additional programming backgrounds which may allow them to help out.<!--QuoteEnd--></div><!--QuoteEEnd--> In the past I agreed with the perspective that they have a division and so gameplay shouldn't stop developing while engine is being improved... but it seems like the issues have persisted for so long that a new tactic should be used to nail down the bugs. Continuously adding features while trying to fix performance issues creates a moving target for the engine team to try to hit. Even if the engine team had frozen at the last patch and been building from there, who knows what would have happened when all the new stuff got merged in. And if they didn't freeze, it makes it hard to really gauge whether what is being done is helping because changes that actually help performance could be obscured by new features that end up inducing a lot of lag.
<!--quoteo(post=1804080:date=Nov 1 2010, 03:25 PM:name=Bloodhouse)--><div class='quotetop'>QUOTE (Bloodhouse @ Nov 1 2010, 03:25 PM) <a href="index.php?act=findpost&pid=1804080"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah next monday<!--QuoteEnd--></div><!--QuoteEEnd--> But...but... there are so many already Delivered!
This last build I actually had to write a script just to restart the server.. It crashes more with build 152 than any other build.. And inpatients is going to lead to people wanting there money back for a game that was promised over a year ago. But I do realize it's just a handful of people working on the game and it takes time.. But don't open your mouths about releasing something till your damn well good and ready.
<!--quoteo(post=1804097:date=Nov 1 2010, 04:26 PM:name=Martin)--><div class='quotetop'>QUOTE (Martin @ Nov 1 2010, 04:26 PM) <a href="index.php?act=findpost&pid=1804097"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What is the conversion for Monday to Valve Time?<!--QuoteEnd--></div><!--QuoteEEnd--> I think it goes something like this.
Take the place of each letter in monday and convert to the number in it's order.
M=13 O=15 N=12 D=4 A=1 Y=25 add that up gives you 70, now multiply that bay how many days in a week =490 Then round it up to the nearest hundredth giving you 500, valve likes well rounded numbers. Take 500 and multiply it by 12 months and you get 6,000. not done yet, take 6,000 divide it by 360 = 16.666666666666667 so again we round it up to 17 add on 30 for lunch and two 15 breaks leaving us with 77. So with that number of 77, now we draw straws to define weather it's minutes,hours or days.
Actually it seems to me that they managed to get way more tasks done per day than before 152.... It's looking good, i don't get all the jokes about delays and long developement
Comments
So the lerk is a flying sniper? Btw it is hilarious that the play testers want the lerk to have tracers.
Wait hold on. I thought NS2 was so close quarters and fast paced that sniping would be impractical. So does this mean a marine sniper would fit in NS2, or possible scope attachment for rifle?
yay!!!
So the lerk is a flying sniper? Btw it is hilarious that the play testers want the lerk to have tracers.
Wait hold on. I thought NS2 was so close quarters and fast paced that sniping would be impractical. So does this mean a marine sniper would fit in NS2, or possible scope attachment for rifle?<!--QuoteEnd--></div><!--QuoteEEnd-->
You do know that the alt-fire is sniping mode, right?
Nope didn't know that?
I could have sworn I even explained this to you in a post a long time ago.
Yeah, Lerks have had snipe mode since the alpha was out...
How much shortly? :D
This statement distorts the reality facing the UWE team. Some work on gameplay, others on sounds, others on art, others on models, and some work on the engine. Obviously the performance issues mean that the people working on the engine must focus on performance. But it doesn't make sense to tell everyone else to stop work while they do.
I'm pretty sure that goes without saying. However, some of the staff may have additional programming backgrounds which may allow them to help out.
orly?
In the past I agreed with the perspective that they have a division and so gameplay shouldn't stop developing while engine is being improved... but it seems like the issues have persisted for so long that a new tactic should be used to nail down the bugs. Continuously adding features while trying to fix performance issues creates a moving target for the engine team to try to hit. Even if the engine team had frozen at the last patch and been building from there, who knows what would have happened when all the new stuff got merged in. And if they didn't freeze, it makes it hard to really gauge whether what is being done is helping because changes that actually help performance could be obscured by new features that end up inducing a lot of lag.
orly?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah next monday
But...but... there are so many already Delivered!
orly?<!--QuoteEnd--></div><!--QuoteEEnd-->
monday 2009 O_o
Hope it gets sorted, really looking forward to being able to actually test the gameplay elements :)
I think it goes something like this.
Take the place of each letter in monday and convert to the number in it's order.
M=13
O=15
N=12
D=4
A=1
Y=25
add that up gives you 70, now multiply that bay how many days in a week =490
Then round it up to the nearest hundredth giving you 500, valve likes well rounded numbers.
Take 500 and multiply it by 12 months and you get 6,000.
not done yet, take 6,000 divide it by 360 = 16.666666666666667 so again we round it up to 17 add on 30 for lunch and two 15 breaks leaving us with 77. So with that number of 77, now we draw straws to define weather it's minutes,hours or days.