Your comm wouldn't have been pushing with you though, he could have secured the tech points with his MACs => CCs and/or a couple sentries. At least leave some MACs to scout? Good play by the aliens and an oversight by the marine commander, imo.
I'm loving the new FPS increase, using crossfire actually helps now, and THANK YOU for putting a pop up map in.
I also noticed I <i>still</i> can't play on tram at all without it crashing and the text going white. Which sucks because I was looking forward to playing it.
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
It was a nice little video, and future post-patch videos of some sort would be welcome. It may be easier and to just have somebody do a quick summary of the patch (like cover the highlights) and if there are developments that deserve a bit more attention then the responsible party could maybe provide a brief explanation (like how Brian showed off the map annotation feature). Its a nice idea to have the team members show of the work they did for the latest patch, even if you just point the camera to the screen to point out a change as listed in the log, but if everyone is done for the day or if the changes speak for themselves then there isn't a need to make a big production out of it for the sake of having a video. Unless you guys really want to talk about something the present changelog or quick run through and a "have fun" is enough.
other thoughts -the music wasn't offensive but it was a little distracting... people aren't flipping channels, its NS! -seeing whats on the screen while someone talks about it works -tech stuff would be great if the concepts can be communicated well enough... the most important part is to explain what the development means for the state of NS2.
Awesome update, Max is a master. The rest of the team aswell though. Massive performance increase in 162. All that is left now is a bit of network performance en we can start playing full on.
I dig the video. Seeing a changelog is all fine and dandy, but with a video like that, you get a few seconds so say things like "We added X because we felt we needs a bit more of the Y concept and tweaked Z to help promote this new gameplay." Even though you do not hit every point in the log (really, we don't need a walkthrough of why LMG damage was reduced by .05 DPS), we get to know why some of the big things were done and even see/hear some things that were added/tweaked for a future feature/system.
In a log we only see: Added X Changed Z
Keep the vid's rolling!
BTW - I think this is one of my first posts :) I've been following you guys daily since the very early stages of NS1, but ehh... not in a creepy way, you know... in an "I appreciate your gaming sweetness" kinda way
Me likey the video. You guys seem to be picking up a lot of momentum here, keep at it!
Have you considered extending the flamethrower's disabling effect to alien structures as well? Eg. Setting a structure on halves its rate of fire or resource gathering rate, doubles its cooldowns or other ongoing timers... Etc. Ofcourse, the flamethrower would also do less direct damage to structures in this instance too.
I'll be interested to see how the flamethrower's new numbers will be further tweaked in coming builds. Pushing this crippling effect too far will leave us with an AoE devour (cue 15 flamethrower heavies chasing after an onus while screaming HOW YOU LIKE ME NOW HUH?), not pushing it far enough will cause this weapon to simply get ignored instead.
i also want to see what comes NEXT so i could be impatient
what happend with the end of the video :P black screen music running?
and i feel like too much blabla to less content, give out more information, more details on technicals and so on. wolffire is doing great (ofc got much more exp) at this!
make it easy: visuals for newbs and speech for techfreaks = combined the average player could follow with a mix of WOW and mhhhmmmmmm :)!!
Its not based on just this patch, but would you guys take a look at skulks with ladders? Skulk doesnt need ladders, but the guy really gets stuck with those once a skulk touches them.
<!--quoteo(post=1827345:date=Jan 26 2011, 05:15 PM:name=finky45)--><div class='quotetop'>QUOTE (finky45 @ Jan 26 2011, 05:15 PM) <a href="index.php?act=findpost&pid=1827345"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope you left some damage to the flamethrower, so a marine can at least defend himself with it and not be completely dependent on a team mate.<!--QuoteEnd--></div><!--QuoteEEnd--> L4D did extremely well with the concept that human players could more effectively defend others than themselves. While I'm not saying NS2 should go to the same extremes, it can't hurt to borrow a few ideas.
<!--quoteo(post=1827338:date=Jan 26 2011, 02:49 PM:name=derWalter)--><div class='quotetop'>QUOTE (derWalter @ Jan 26 2011, 02:49 PM) <a href="index.php?act=findpost&pid=1827338"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->cory should talk louder<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah. Or they could just increase the volume for his part.
I like the direction you've taken with marine movement/physics, it's much better than it was, regardless of some new quirks. I like the new flamethrower direction as well, but the idea of it affecting fade movement makes me uneasy. It's like taking away a marine's ability to shoot.
Nice fps progress, but now the net code problems are coming more to the surface, with 3-7 ticks per second much of the time in a large server, 6v6. There are also still problems with basic input, with inconsistent turn per mouse movement, and movement per keyboard input, because performance and hitching is tied to input somehow. There is also input latency, and turning around 180 still brings the engine to its knees. The engine issues here are the only ones that really deeply concern me about the game as a whole. Are they possible to truly eliminate?
Also, I had to delete local content and reinstall in order to make the build work.. problems with sound and textures and failure to load/black screens.
All in all, good progress, I really enjoyed the video. Game, tech or personalities? Yes yes yes. Oooh but don't take too much time from working.
... and OMG SUPER SEKRET KIMONO PROJEKT whatisthis?!
Tbh have NS2 HD do your editing. The content of your video was good, but how it was put together seemed a bit amateur. I don't really care all that much, but the unprofessional look may put people off.
One other thing is that, it may be a bit of extra work, but use fraps or some similar program to record anything you want to show on the computer. A camcorder view of the screen is a bit silly!
Long time no see! It's good to see you haven't been replaced by robots (Or perhaps you now are all androids).
Video casts are a plus. I'd like to see more of your new crew, what their fields are, and maybe even a bit of their current work (as you presented with Brian)! I'd like to know everyone by face and expertise since NS2 is all communal and stuff. Makes me feel like you all aren't an anonymous horde vaguely known as "The Developers". I understand if videos take too long to record.
Patch was good and solid. Not groundbreaking, but I wasn't expecting to have my mind blown. Flamethrower finally altered, great news. It was an omni-weapon before. Debuffing alien energy regeneration is an unexpected choice, but it might work. The 80% reduction seems a bit much, but whatever.
Text under soldiers in commander view is solid. I distinctly remember recently playing NS1 and thinking "This sucks. Here's an opportunity to improve in the sequel". And so my prediction came to pass. Good job.
Under the hood improvements show visible yet insignificant frame rate improvements on NS2HD's channel. More in this direction is good, but it's not enough yet.
All in all, rating satisfaction of patch and patch announcement at 7/10, where 1 is painful and 10 gets me excited for NS2 again. A few more patches like this and NS2 will officially be back on my radar.
Getting some new content (onos, jetpack, exoskeleton, new abilities for old aliens) would also be nice. I understand fixing bugs takes priority, but I still hope for a richer and fuller NS2 in the future.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Overall, a good update. Great job!
LOVE the improved commander interfaces. The grid system is so much easier to use. Keep it up! Though, I'd still like to be able to rebind the grid to the numpad rather than the QWER part and move the commander movement from the arrow keys to WASD.
Shotgun is a deathstick. Was able to one-shot kill skulks, eggs, two-shot kill hydras, do heavy damage to everything else (killing most structures within 1-2 clips).
Flamethrower might cripple a bit too much now. Combined with the random burning time it basically makes fades/skulks useless.
FPS has noticeably improved, but overall server lag has only done so modestly. Though, hit reg seems a lot better now (which seems to be part of the reason shotguns are now deathsticks).
Overall, this update is fantastic, my framerate has increased substantially, the skulk leap works exactly as it was advertised and the commander interface is plenty responsive.
I haven't been able to test it out much, but I'm having a difficult time having my hits register. People tell me that everyone else is having the same issue, but it's one thing to say that and another to dance around a marine for half a minute without bringing him down. As well, sometimes I'll turn a corner, see a marine and get pelted by bullets and be dead before I know what hit me.
Like I said, I haven't tested it enough, so it could be a matter of latency but it definitely feels harder to hit anything that's not stationary.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I like the direction you've taken with marine movement/physics, it's much better than it was, regardless of some new quirks. I like the new flamethrower direction as well, but the idea of it affecting fade movement makes me uneasy. <b>It's like taking away a marine's ability to shoot</b>.<!--QuoteEnd--></div><!--QuoteEEnd-->
Isn't that what happens while you are staring at the insides of an Onos? :)
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
I couldn't help but notice the new broken glass panels, and I love them! Tho some of them still block movement, like the window with the huge hole in Operations on Tram.
Comments
Good play by the aliens and an oversight by the marine commander, imo.
I also noticed I <i>still</i> can't play on tram at all without it crashing and the text going white. Which sucks because I was looking forward to playing it.
other thoughts
-the music wasn't offensive but it was a little distracting... people aren't flipping channels, its NS!
-seeing whats on the screen while someone talks about it works
-tech stuff would be great if the concepts can be communicated well enough... the most important part is to explain what the development means for the state of NS2.
In a log we only see:
Added X
Changed Z
Keep the vid's rolling!
BTW - I think this is one of my first posts :) I've been following you guys daily since the very early stages of NS1, but ehh... not in a creepy way, you know... in an "I appreciate your gaming sweetness" kinda way
Have you considered extending the flamethrower's disabling effect to alien structures as well? Eg. Setting a structure on halves its rate of fire or resource gathering rate, doubles its cooldowns or other ongoing timers... Etc. Ofcourse, the flamethrower would also do less direct damage to structures in this instance too.
I'll be interested to see how the flamethrower's new numbers will be further tweaked in coming builds. Pushing this crippling effect too far will leave us with an AoE devour (cue 15 flamethrower heavies chasing after an onus while screaming HOW YOU LIKE ME NOW HUH?), not pushing it far enough will cause this weapon to simply get ignored instead.
Why not send the raws to NS2HD for the polish and edit?
i also want to see what comes NEXT so i could be impatient
what happend with the end of the video :P black screen music running?
and i feel like too much blabla to less content, give out more information, more details on technicals and so on. wolffire is doing great (ofc got much more exp) at this!
make it easy: visuals for newbs and speech for techfreaks = combined the average player could follow with a mix of WOW and mhhhmmmmmm :)!!
i like it, more of it!
who made the video? no credits at all????
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>HOWS THIS!!?? LOUD ENOUGH?!!</b><!--sizec--></span><!--/sizec-->
--Cory
L4D did extremely well with the concept that human players could more effectively defend others than themselves. While I'm not saying NS2 should go to the same extremes, it can't hurt to borrow a few ideas.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://www.hearos.com/images/kids-hearing-protection.jpg" border="0" class="linked-image" />
Yeah. Or they could just increase the volume for his part.
Also, where was Max?
Nice fps progress, but now the net code problems are coming more to the surface, with 3-7 ticks per second much of the time in a large server, 6v6. There are also still problems with basic input, with inconsistent turn per mouse movement, and movement per keyboard input, because performance and hitching is tied to input somehow. There is also input latency, and turning around 180 still brings the engine to its knees. The engine issues here are the only ones that really deeply concern me about the game as a whole. Are they possible to truly eliminate?
Also, I had to delete local content and reinstall in order to make the build work.. problems with sound and textures and failure to load/black screens.
All in all, good progress, I really enjoyed the video.
Game, tech or personalities? Yes yes yes. Oooh but don't take too much time from working.
... and OMG SUPER SEKRET KIMONO PROJEKT whatisthis?!
One other thing is that, it may be a bit of extra work, but use fraps or some similar program to record anything you want to show on the computer. A camcorder view of the screen is a bit silly!
--
NoEggs
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://mayihaveaword.com/Ear%20horn%20Image.JPG" border="0" class="linked-image" />
I don't think Cory needs to speak up - I think the music bed just needs to be toned down. Excellent video and please keep them coming!
Video casts are a plus. I'd like to see more of your new crew, what their fields are, and maybe even a bit of their current work (as you presented with Brian)! I'd like to know everyone by face and expertise since NS2 is all communal and stuff. Makes me feel like you all aren't an anonymous horde vaguely known as "The Developers". I understand if videos take too long to record.
Patch was good and solid. Not groundbreaking, but I wasn't expecting to have my mind blown.
Flamethrower finally altered, great news. It was an omni-weapon before. Debuffing alien energy regeneration is an unexpected choice, but it might work. The 80% reduction seems a bit much, but whatever.
Text under soldiers in commander view is solid. I distinctly remember recently playing NS1 and thinking "This sucks. Here's an opportunity to improve in the sequel". And so my prediction came to pass. Good job.
Under the hood improvements show visible yet insignificant frame rate improvements on NS2HD's channel. More in this direction is good, but it's not enough yet.
All in all, rating satisfaction of patch and patch announcement at 7/10, where 1 is painful and 10 gets me excited for NS2 again. A few more patches like this and NS2 will officially be back on my radar.
Getting some new content (onos, jetpack, exoskeleton, new abilities for old aliens) would also be nice. I understand fixing bugs takes priority, but I still hope for a richer and fuller NS2 in the future.
LOVE the improved commander interfaces. The grid system is so much easier to use. Keep it up! Though, I'd still like to be able to rebind the grid to the numpad rather than the QWER part and move the commander movement from the arrow keys to WASD.
Shotgun is a deathstick. Was able to one-shot kill skulks, eggs, two-shot kill hydras, do heavy damage to everything else (killing most structures within 1-2 clips).
Flamethrower might cripple a bit too much now. Combined with the random burning time it basically makes fades/skulks useless.
FPS has noticeably improved, but overall server lag has only done so modestly. Though, hit reg seems a lot better now (which seems to be part of the reason shotguns are now deathsticks).
Oh, and I noticed that alien melee/armor upgrades actually cost resources. Do they actually do something now?
I haven't been able to test it out much, but I'm having a difficult time having my hits register. People tell me that everyone else is having the same issue, but it's one thing to say that and another to dance around a marine for half a minute without bringing him down. As well, sometimes I'll turn a corner, see a marine and get pelted by bullets and be dead before I know what hit me.
Like I said, I haven't tested it enough, so it could be a matter of latency but it definitely feels harder to hit anything that's not stationary.
Isn't that what happens while you are staring at the insides of an Onos? :)
- I still get black screens while moving ingame.
- Biting a drifter makes a lot and wrong noises.
but now you started it, and we expect one every patch :p