AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
one thing though. If i only want one thing for the next patch, it's that the flamethrower should not blind the aliens anymore. currently it's VERY hard, and really unfun to play against flamethrower. Sure, you can kill them, i even had a game just before where the marines where stuck at one base in a 7v7 game (jay!) and nearly all had flamethrowers, but they still could not win. but its just not fun to get blinded. in the end i had to quit the game because i couldn't stand it anymore
Having a major issue with IPs that should be working... not working.
Having a major issue with armouries randomly deciding to become hollow and unusable.
Game still extremely laggy (ping, fps and server), no improvement seen. For example, 3v3 with NO turrets and NO hydras - server tick rate 5. FPS <30. ping 180+ (even though it should have been below 100 according to the server list/player list)
1.fade health bar disappear after some time 2.eggs spawning in walls 3.at one point when i was a skulk and I was hiding in a corner standing on the wall and next to me is a box the hole level would render for couple of seconds and disappear and come back again and disappear...
For me it felt less laggy in terms of FPS but it's still pretty bad for me. I can put it on ridiculously terrible graphics setting where everything looks pants and it still performs the same as on the highest setting :D
Also I don't want to poke at obvious things but I thought the pivotal tracker was up-to-date. These items that were classed as delivered in this patch are still classed as 'Accepted':
<ul><li>Footsteps missing (trace ray not returning material name) - Accepted</li><li>Add hot loading for scripts - Accepted</li></ul>
Some things i noticed: -first time that i played a round without any crashes -there's still a lot of lag, and warping around in the "late game" (unplayable) but it's (very) ok in the beginning. -flamethrower should not blind players, especially when you don't even know where the flame comes from, due to teleporting marines -no big problems with FPS but it's still laggy as hell in terms of internet -people who joined later (after my game was already lagging) said that their game ran smoothly -hydra spam is still a problem -at some point during the game my hud (as skulk) got messed up. The circles left and right were both empty and the healt/stamina bars were stuck -when the game starts lagging its not possible to hit anyone as fade -ns2 is awesome anyway
-There is some strange set of very small letters on the left side. (screenshot -left side) -after being comm some messages were "stuck" to me/my screen (screenshot - right side) <a href="http://www.abload.de/image.php?img=ns21cfa8.jpg" target="_blank"><img src="http://www.abload.de/thumb/ns21cfa8.jpg" border="0" class="linked-image" /></a>
edit: btw it was a not completely filled 12 slot server afair.
Game ran better , and on a server with more players than I have ever seen in one match until SG and Hydras started appearing then there was some stuttering but all in all it was tolerable.... for a beta.
I had major trouble hitting moving targets, skulk runs straight at me I empty a LMG clip into him , green goo all over the place but no dead skulk instead they get the kill, frustrating as hell when you are trying to cover a teammate and you may as well be loaded with blank bullets. Fired a grenade to bounce around a corner and the game stuttered I could see the nade pause in mid air , also there was a delay in firing the thing again... was trying to land one in a whip so I would pop out and shoot and hide, except the nade would fire into the wall when I was hiding instead.
In all fairness I was on a server that showed my ping at 150 ms, and the game did run fairly well, much better than previous builds ( or at least allowed for more players on ), I would imagine the game would be a tad smoother if the pings were lower on the server and the players joining.
Ok i tried another game on the armorychamber server and i suffered <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=111510&view=findpost&p=1810554" target="_blank">this</a> awful bug again. It beginns with some texture missing (especially the marine/alien structures but also some map props), the text gets messed up completely then solves itself again, then more and more textures turn into pink checker and finally the game crashes suggesting a bugreport with minidump.
@BoBiNoU, lol just saw you on the same server complaining about 159 being worse than 158 preformance wise :D
OK so I finally managed to play it. Lag is significantly worse than the previous build. Lots of rubber banding, and game stutters a lot which ruin combat. Hydras were still causing lag.
it's realy hard to aim compared to 158, i don't know why but aim its hard like before build 155 in the alpha, you don't feel the bulet and skulk or marine seem to be invincible taking hudge amount of damage.
i remenber in build 158 i knew when i hit or no but now i can't tell if i'm hiting or missing, may be the green blood splash animation have been remove don't know.
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
true, sometimes as a marine i felt like i'm the ueber marine killing every skulk, and then sometimes you can have a skulk thtat takes bullet fire from 4 marines that just won't die.
But further test need to be done, but i suspect that something in the hitreg is not working.
- Multiplayer seem works better now, no noticeable lag, stable ping and less fps drops. - Client side performance basically is the same as always since engine test, bad. - Duplicate sound bug when fire shotgun is still there. - When you buy something in the armory and hit the exit button the player shoots, and it shouldn't happen.
This build is much better in terms of lagging. In 158, it would run OK for about 10-15mins and then start lagging like hell for no reason (no turrents & no hydras). Now I just played a couple 30min games (rockdown and Tram) and had no performance drop even with turrents and hydras.
There is the rubberband effect that's now happening, didn't remember it in 158. Egg spawning in walls Flame still blinding
Sometimes biting a power node doesn't register and you have to keep moving around it to find a spot that works. (especially worse if another skulk is bitting it too)
I think parasites on power nodes should disappear after the node has been destroyed. Sucks running halfway aross map towards a parasite only to find out that it's a destroyed node...
This build i so much better than the last. Just had 1 hour game on ArmoryChamber with hydras allover the map and sentrys and acceptable(for beta) lag - with a long stalmate until marines managed to get west wing and research flamers. Well flamers killed the complete game because as a skluk no matter if you manage to escape or not you die if a flamethrower hits you only for one millisecond. Well 1p on fire effect is ok but you should see something alll the time. you die fast enough. Please nerf flamethrower so it only harms structures but does nearly no damage to lifeforms until there are alien upgrades to minimize flame damage implemented
But overall the game is soooo much fun to play with this genious ns atmosphere.
<!--quoteo(post=1815153:date=Dec 11 2010, 08:29 PM:name=Drako)--><div class='quotetop'>QUOTE (Drako @ Dec 11 2010, 08:29 PM) <a href="index.php?act=findpost&pid=1815153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please nerf flamethrower so it only harms structures but does nearly no damage to lifeforms until there are alien upgrades to minimize flame damage implemented<!--QuoteEnd--></div><!--QuoteEEnd-->
Gorge assist build. Gorge used welding sparks for build assist (placeholder i presumed) and when a hive drops a gorge can just walk up and hit build key and hive fully builds while you assume commander position instantly.
All in all with the performance i personally seen FPS drop below 10 many times but was still playable. The last two builds have shows major improvements in performance.
Give those guys some cookies and milk and cookies.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1815169:date=Dec 11 2010, 09:25 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Dec 11 2010, 09:25 PM) <a href="index.php?act=findpost&pid=1815169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Give those guys some cookies and milk and cookies.<!--QuoteEnd--></div><!--QuoteEEnd--> >_>
<_<
I'll have my minions return their cookies, I forgot that I was holding them hostage...
<!--quoteo(post=1815145:date=Dec 11 2010, 02:56 PM:name=BlitzThose)--><div class='quotetop'>QUOTE (BlitzThose @ Dec 11 2010, 02:56 PM) <a href="index.php?act=findpost&pid=1815145"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->nope this was actually on tram...<!--QuoteEnd--></div><!--QuoteEEnd--> Wow, alright. Let me try to make this seem better than it feels in-game.
Early aggressive strategies are more powerful the younger a RTS game is. It's easier to just all-in kamikaze attack than figuring out how to stop that all-in attack. And once a certain all-in attack is figured out over a week to a month, three more flavors of all-in attacks have already appeared to take its place. This is <i>especially</i> true in NS, where each team starts with the maximum number of soldiers and don't have to build up soldier numbers during the first five minutes before attacking.
You've done the right thing complaining so developers can see testers' opinions. But don't blame the other testers. They're encouraged to experiment with abusive strategies so any imbalances can be patched before release. It's kind of like tough love. You don't really like it when it happens to you, but making people aware of the problems will make the game better for release.
Unknown Worlds Entertainment is going to get a closer "official" playtesting team, so any the community says is broken can be tested very quickly.
Alright, my computer has been able to run every build before this. Anyone know what's happening?<!--QuoteEnd--></div><!--QuoteEEnd--> Delete (manually) the file Engine.dll and then verify integrity so is downloaded again. It happened to me on B158.
Comments
Having a major issue with armouries randomly deciding to become hollow and unusable.
Game still extremely laggy (ping, fps and server), no improvement seen. For example, 3v3 with NO turrets and NO hydras - server tick rate 5. FPS <30. ping 180+ (even though it should have been below 100 according to the server list/player list)
1.fade health bar disappear after some time
2.eggs spawning in walls
3.at one point when i was a skulk and I was hiding in a corner standing on the wall and next to me is a box the hole level would render for couple of seconds and disappear and come back again and disappear...
Also I don't want to poke at obvious things but I thought the pivotal tracker was up-to-date. These items that were classed as delivered in this patch are still classed as 'Accepted':
<ul><li>Footsteps missing (trace ray not returning material name) - Accepted</li><li>Add hot loading for scripts - Accepted</li></ul>
-first time that i played a round without any crashes
-there's still a lot of lag, and warping around in the "late game" (unplayable) but it's (very) ok in the beginning.
-flamethrower should not blind players, especially when you don't even know where the flame comes from, due to teleporting marines
-no big problems with FPS but it's still laggy as hell in terms of internet
-people who joined later (after my game was already lagging) said that their game ran smoothly
-hydra spam is still a problem
-at some point during the game my hud (as skulk) got messed up. The circles left and right were both empty and the healt/stamina bars were stuck
-when the game starts lagging its not possible to hit anyone as fade
-ns2 is awesome anyway
-There is some strange set of very small letters on the left side. (screenshot -left side)
-after being comm some messages were "stuck" to me/my screen (screenshot - right side)
<a href="http://www.abload.de/image.php?img=ns21cfa8.jpg" target="_blank"><img src="http://www.abload.de/thumb/ns21cfa8.jpg" border="0" class="linked-image" /></a>
edit: btw it was a not completely filled 12 slot server afair.
I had major trouble hitting moving targets, skulk runs straight at me I empty a LMG clip into him , green goo all over the place but no dead skulk instead they get the kill, frustrating as hell when you are trying to cover a teammate and you may as well be loaded with blank bullets.
Fired a grenade to bounce around a corner and the game stuttered I could see the nade pause in mid air , also there was a delay in firing the thing again... was trying to land one in a whip so I would pop out and shoot and hide, except the nade would fire into the wall when I was hiding instead.
In all fairness I was on a server that showed my ping at 150 ms, and the game did run fairly well, much better than previous builds ( or at least allowed for more players on ), I would imagine the game would be a tad smoother if the pings were lower on the server and the players joining.
Keep up the good work, its getting there :)
@BoBiNoU, lol just saw you on the same server complaining about 159 being worse than 158 preformance wise :D
Laggy and hitting something is nearly impossible.
next ! -_-'
i remenber in build 158 i knew when i hit or no but now i can't tell if i'm hiting or missing, may be the green blood splash animation have been remove don't know.
But further test need to be done, but i suspect that something in the hitreg is not working.
- Client side performance basically is the same as always since engine test, bad.
- Duplicate sound bug when fire shotgun is still there.
- When you buy something in the armory and hit the exit button the player shoots, and it shouldn't happen.
There is the rubberband effect that's now happening, didn't remember it in 158.
Egg spawning in walls
Flame still blinding
Sometimes biting a power node doesn't register and you have to keep moving around it to find a spot that works. (especially worse if another skulk is bitting it too)
I think parasites on power nodes should disappear after the node has been destroyed. Sucks running halfway aross map towards a parasite only to find out that it's a destroyed node...
nope this was actually on tram...
Please nerf flamethrower so it only harms structures but does nearly no damage to lifeforms until there are alien upgrades to minimize flame damage implemented
But overall the game is soooo much fun to play with this genious ns atmosphere.
Rofl, are you serious? Ahahahaha
Gorge assist build. Gorge used welding sparks for build assist (placeholder i presumed) and when a hive drops a gorge can just walk up and hit build key and hive fully builds while you assume commander position instantly.
All in all with the performance i personally seen FPS drop below 10 many times but was still playable. The last two builds have shows major improvements in performance.
Give those guys some cookies and milk and cookies.
>_>
<_<
I'll have my minions return their cookies, I forgot that I was holding them hostage...
Alright, my computer has been able to run every build before this. Anyone know what's happening?
"1.fade health bar disappear after some time"
all alien ui's disappears when health is full
Wow, alright. Let me try to make this seem better than it feels in-game.
Early aggressive strategies are more powerful the younger a RTS game is. It's easier to just all-in kamikaze attack than figuring out how to stop that all-in attack. And once a certain all-in attack is figured out over a week to a month, three more flavors of all-in attacks have already appeared to take its place. This is <i>especially</i> true in NS, where each team starts with the maximum number of soldiers and don't have to build up soldier numbers during the first five minutes before attacking.
You've done the right thing complaining so developers can see testers' opinions. But don't blame the other testers. They're encouraged to experiment with abusive strategies so any imbalances can be patched before release. It's kind of like tough love. You don't really like it when it happens to you, but making people aware of the problems will make the game better for release.
Unknown Worlds Entertainment is going to get a closer "official" playtesting team, so any the community says is broken can be tested very quickly.
Alright, my computer has been able to run every build before this. Anyone know what's happening?<!--QuoteEnd--></div><!--QuoteEEnd-->
Delete (manually) the file Engine.dll and then verify integrity so is downloaded again. It happened to me on B158.