Oh okay, I have one question Cann alien still build Restowers without infestation? The Restower could keep itself alive due the ressource node. Okay, I will see once the patch is out.
BTW <b>I found a glitch</b> If you go via the twitter link to the video it says "Video deleted by user" If you just click the news buttpon here it works fine O.o
I think Whips were powerfull when they are at the corners and now they are überpowerfull. There should be something which makes them weak or unable to attack while moving i think. So after a replant time (e.g. 2 seconds) they can attack.
The great part of the video is DI which is the start of NS2 point. I think more than energy based DI, Im thinking performance of game engine. Please remove gorge and alien com infestation, or restrict ti as it possible and include infestation by mapper with its roots where it can re-grow itself after completly destroyed, and then let rines destroy infestations but roots remain. I think you will remove this new infestation idea because game is unplayable without infestation and i cant imagine what happens when all map infested and ind addition to much more textures+polygons, sending this info to client players also make network load too.
So for DI briefly: - very very restricted DI by gorges - invulnurable roots added by mappers, when the map starts it start with half infrested and it grows in its range - marines may able to destroy DI
Amazing nightvision. Infestation looks like a giant decal ^^ i guess it is. But good it is in!
It would be fun seeing a Whip army walking to marine base <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/folder_post_icons/icon6.gif" border="0" class="linked-image" />
<!--quoteo(post=1832803:date=Feb 17 2011, 07:37 PM:name=yimmasabi)--><div class='quotetop'>QUOTE (yimmasabi @ Feb 17 2011, 07:37 PM) <a href="index.php?act=findpost&pid=1832803"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think Whips were powerfull when they are at the corners and now they are überpowerfull. There should be something which makes them weak or unable to attack while moving i think. So after a replant time (e.g. 2 seconds) they can attack.<!--QuoteEnd--></div><!--QuoteEEnd-->
ahm, whips cant attack anyways when moving, they have to be rooted, still the same old whip, i dunno what you mean
<!--quoteo(post=1832806:date=Feb 17 2011, 02:48 AM:name=sheena_yanai)--><div class='quotetop'>QUOTE (sheena_yanai @ Feb 17 2011, 02:48 AM) <a href="index.php?act=findpost&pid=1832806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ahm, whips cant attack anyways when moving, they have to be rooted, still the same old whip, i dunno what you mean<!--QuoteEnd--></div><!--QuoteEEnd-->
Same here, plus shotguns absolutely destroy stationary Whips. At the speed they crawl in 163, I don't think it'll make much of a difference for shotty marines.
<!--quoteo(post=1832809:date=Feb 17 2011, 02:53 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 17 2011, 02:53 AM) <a href="index.php?act=findpost&pid=1832809"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will crags be able to move at some point? They have those little tentacle feet just like the whip.<!--QuoteEnd--></div><!--QuoteEEnd-->
Mobile Babbler hives <3
But I doubt it, Crags are already tough healing stations, let the Gorge be the mobile healer :)
maybe u can just set a FLAG or something like that and DI grows in that direction.
say DI is capable of growning 1square meter per second and u set NO flags, it grows dynamicly in all directions.
if u set 1 flag it tries to reach this position wit 1m²/s
u set two flags it tries to reach the positions with 0,5m²/s
and so on
it should always grow in all directions but, much more slow when it grows in a direct direction
drifters sould build infestation too, for situations where no gorge is around and that the team can life without a gorge too. ofc then a gorge would be an immense advantage to have :)
just my cents
write an other dev Q&A blogupdate pls! write and no video, because you can answer so much questions so much faster if you just write em down. and it rly helps keeping up with the game and gives us a feeling of being cared of being involved.
it would be nice if the alien eyes glowed when they activated their special vision mode.
That way the marines have some reference point when fighting in the dark.
it would be awesome for the atmosphere of the game if the alien sitting on the roof/wall above your marine buddy was hidden in the dark and then all of a sudden the eyes glow and all hell breaks loose
Is DI relevant for Hive builds as well? So Aliens can't just go building in central and west early game?
My concern is that you spend a lot of the early game building lines up to the front and not fighting.
I particularly like the idea of derWalter whereby it grows in the direction you click at a certain rate depending on energy. Sort of click and forget until told to stop. Then at least you'd know it was all connected, instead of trying to place it in the 'perfect' spots that 'just' linked it up. Sort of how you have to be very careful with sentry placement and angle for covering one another in 162.
Did anyone notice that skulk view mode in darkness they have shown in the experiment video was a lot cooler and much more original than this one they are going to release??
I liked so much that sort of bat view where the skulk seemed to collect info about the sorroundings using the emission of some sort of sound waves...
Wow this next patch looks really amazing. Can't wait to see what's changed regarding the gl. :p
I also like the balancing implications of the DI. The alien com is critical now to direct/repair DI (no more hoping out cause there's nothing left to research). Finally something for alien players to do (go gorge, communicate with their com about DI, make/repair DI) instead of non-stop ip rushing. And it's nice how it's no longer possible for a gorge to hydra rush marine start.
Is it me or is the flamethrower still the same? <a href="http://www.youtube.com/watch?v=Z-4lgOMO4aM&feature=player_detailpage#t=129s" target="_blank">http://www.youtube.com/watch?v=Z-4lgOMO4aM...tailpage#t=129s</a> To bad we don't saw the new alien buy menu :(
The flamethrower trailing did not make it in, it was on started then disappeared. I expect they have been working mostly on DI - as I don't think anyone expected it in this patch.
<!--quoteo(post=1832819:date=Feb 17 2011, 06:31 AM:name=aliasWarlord)--><div class='quotetop'>QUOTE (aliasWarlord @ Feb 17 2011, 06:31 AM) <a href="index.php?act=findpost&pid=1832819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did anyone notice that skulk view mode in darkness they have shown in the experiment video was a lot cooler and much more original than this one they are going to release??
I liked so much that sort of bat view where the skulk seemed to collect info about the sorroundings using the emission of some sort of sound waves...<!--QuoteEnd--></div><!--QuoteEEnd-->
as ns2 will be a fast-paced multiplayer game, the chosen style is the better one. the rays looked cool, but it could rather be placed in a singleplayer like AvP, it adds atmosphere for the lack of game speed. imagine being a skulk in the dark waiting for the next beam of .. sound or whatever wandering through the darkness until u can proceed fighting a marine who is running around..
This is starting to look like a game at last :D, great work guys.. I would love to have like "heart beating" effect on marine when using the "Thermal Vision" :D.
I hope you guys release the 163 before i get home :D.
Whats up with the portable power packs? (Thought that task was accepted app. 2 weeks ago?)
love the Alien-Nightvision, Running Whip & working GL! Sentry placement needs a little more work I think but I saw a little positive change in Comm-UI!
I also looking for 163 --> the new Scoreboard, new Alien-Evolve Menu, Minimap-Icons.
Whats up with the portable power packs? (Thought that task was accepted app. 2 weeks ago?)
love the Alien-Nightvision, Running Whip & working GL! Sentry placement needs a little more work I think but I saw a little positive change in Comm-UI!
I also looking for 163 --> the new Scoreboard, new Alien-Evolve Menu, Minimap-Icons.
AWESOME big Feature Pattchyyyyyyy! Like it! :)<!--QuoteEnd--></div><!--QuoteEEnd--> Hydra optimisation is accepted every week and yet it's there every week again ;-)
Sooo excited to see the feature I've been waiting for since NS2 was announced in the game (albeit prototype form). If, in it's final form, DI is even remotely like the initial prototype video initially released, it will be pure sex. Can't wait to play the new patch! I've been refreshing the progress tracker a bajillion times when I first saw DI was added.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
Charlie and the team always surprise us. Now I'm aching download the patch! =D
<!--quoteo(post=1832831:date=Feb 17 2011, 05:24 AM:name=GeneralBowser)--><div class='quotetop'>QUOTE (GeneralBowser @ Feb 17 2011, 05:24 AM) <a href="index.php?act=findpost&pid=1832831"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hydra optimisation is accepted every week and yet it's there every week again ;-)<!--QuoteEnd--></div><!--QuoteEEnd--> Actually, Hydra Optimization was never "Started". =P
Honestly, i am not really impressed by DI. But i know you've worked hard on it and i don't ###### on your heads, that's just my feeling of the current implementation as seen in the video.
i hope this is not the final DI <i>MECHANIC</i> the DI seems to consist of individual "patches" that behave like buildings, place it, it grows to full size, has HP.
this is just fine for trying out gameplay mechanics, but in the future, will we see something continuous (non-discrete) like in the prototype video?
Comments
Also, does DI creep up walls/ceilings as well?
UWE rule!
enough said ;-)
Oh okay, I have one question Cann alien still build Restowers without infestation? The Restower could keep itself alive due the ressource node. Okay, I will see once the patch is out.
BTW <b>I found a glitch</b>
If you go via the twitter link to the video it says "Video deleted by user"
If you just click the news buttpon here it works fine O.o
There should be something which makes them weak or unable to attack while moving i think. So after a replant time (e.g. 2 seconds) they can attack.
The great part of the video is DI which is the start of NS2 point. I think more than energy based DI, Im thinking performance of game engine.
Please remove gorge and alien com infestation, or restrict ti as it possible and include infestation by mapper with its roots where it can re-grow itself after completly destroyed, and then let rines destroy infestations but roots remain. I think you will remove this new infestation idea because game is unplayable without infestation and i cant imagine what happens when all map infested and ind addition to much more textures+polygons, sending this info to client players also make network load too.
So for DI briefly:
- very very restricted DI by gorges
- invulnurable roots added by mappers, when the map starts it start with half infrested and it grows in its range
- marines may able to destroy DI
Infestation looks like a giant decal ^^ i guess it is.
But good it is in!
It would be fun seeing a Whip army walking to marine base <img src="http://www.unknownworlds.com/ns2/forums/style_images/tsa/folder_post_icons/icon6.gif" border="0" class="linked-image" />
There should be something which makes them weak or unable to attack while moving i think. So after a replant time (e.g. 2 seconds) they can attack.<!--QuoteEnd--></div><!--QuoteEEnd-->
ahm, whips cant attack anyways when moving, they have to be rooted, still the same old whip, i dunno what you mean
Same here, plus shotguns absolutely destroy stationary Whips. At the speed they crawl in 163, I don't think it'll make much of a difference for shotty marines.
Mobile Babbler hives <3
But I doubt it, Crags are already tough healing stations, let the Gorge be the mobile healer :)
maybe u can just set a FLAG or something like that and DI grows in that direction.
say DI is capable of growning 1square meter per second and u set NO flags,
it grows dynamicly in all directions.
if u set 1 flag it tries to reach this position wit 1m²/s
u set two flags it tries to reach the positions with 0,5m²/s
and so on
it should always grow in all directions but,
much more slow when it grows in a direct direction
drifters sould build infestation too,
for situations where no gorge is around and that the team
can life without a gorge too.
ofc then a gorge would be an immense advantage to have :)
just my cents
write an other dev Q&A blogupdate pls!
write and no video, because you can answer so much questions so much faster if
you just write em down. and it rly helps keeping up with the game and
gives us a feeling of being cared of being involved.
That way the marines have some reference point when fighting in the dark.
it would be awesome for the atmosphere of the game if the alien sitting on the roof/wall above your marine buddy was hidden in the dark and then all of a sudden the eyes glow and all hell breaks loose
My concern is that you spend a lot of the early game building lines up to the front and not fighting.
I particularly like the idea of derWalter whereby it grows in the direction you click at a certain rate depending on energy. Sort of click and forget until told to stop. Then at least you'd know it was all connected, instead of trying to place it in the 'perfect' spots that 'just' linked it up. Sort of how you have to be very careful with sentry placement and angle for covering one another in 162.
I liked so much that sort of bat view where the skulk seemed to collect info about the sorroundings using the emission of some sort of sound waves...
This makes me a bit sad...
GREAT PATCH ANYWAY!
I also like the balancing implications of the DI. The alien com is critical now to direct/repair DI (no more hoping out cause there's nothing left to research). Finally something for alien players to do (go gorge, communicate with their com about DI, make/repair DI) instead of non-stop ip rushing. And it's nice how it's no longer possible for a gorge to hydra rush marine start.
We need more of those for 'big ' builds.
The game looks definitely more polished this way and the DI looks promising.
How will it work exactly ?
Is there a kind of FAQ abt it or all gameplay decisions havent been made yet ?
Will it spread regularly or will it be more like creep spread in SC2 ? ( gorge then spreading infestation "tumors" rather than infesation itself ).
<a href="http://www.youtube.com/watch?v=Z-4lgOMO4aM&feature=player_detailpage#t=129s" target="_blank">http://www.youtube.com/watch?v=Z-4lgOMO4aM...tailpage#t=129s</a>
To bad we don't saw the new alien buy menu :(
I liked so much that sort of bat view where the skulk seemed to collect info about the sorroundings using the emission of some sort of sound waves...<!--QuoteEnd--></div><!--QuoteEEnd-->
as ns2 will be a fast-paced multiplayer game, the chosen style is the better one.
the rays looked cool, but it could rather be placed in a singleplayer like AvP, it adds atmosphere for the lack of game speed. imagine being a skulk in the dark waiting for the next beam of .. sound or whatever wandering through the darkness until u can proceed fighting a marine who is running around..
This is starting to look like a game at last :D, great work guys.. I would love to have like "heart beating" effect on marine when using the "Thermal Vision" :D.
I hope you guys release the 163 before i get home :D.
Whats up with the portable power packs? (Thought that task was accepted app. 2 weeks ago?)
love the Alien-Nightvision, Running Whip & working GL! Sentry placement needs a little more work I think but I saw a little positive change in Comm-UI!
I also looking for 163 --> the new Scoreboard, new Alien-Evolve Menu, Minimap-Icons.
AWESOME big Feature Pattchyyyyyyy! Like it! :)
Whats up with the portable power packs? (Thought that task was accepted app. 2 weeks ago?)
love the Alien-Nightvision, Running Whip & working GL! Sentry placement needs a little more work I think but I saw a little positive change in Comm-UI!
I also looking for 163 --> the new Scoreboard, new Alien-Evolve Menu, Minimap-Icons.
AWESOME big Feature Pattchyyyyyyy! Like it! :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Hydra optimisation is accepted every week and yet it's there every week again ;-)
Got home and realized it's only a preview video and they haven't pushed it to Valve yet. Huge anti-climax of my long drive home.
<!--quoteo(post=1832831:date=Feb 17 2011, 05:24 AM:name=GeneralBowser)--><div class='quotetop'>QUOTE (GeneralBowser @ Feb 17 2011, 05:24 AM) <a href="index.php?act=findpost&pid=1832831"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hydra optimisation is accepted every week and yet it's there every week again ;-)<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, Hydra Optimization was never "Started". =P
Hope this will get better in the future.
the DI seems to consist of individual "patches" that behave like buildings, place it, it grows to full size, has HP.
this is just fine for trying out gameplay mechanics, but in the future, will we see something continuous (non-discrete) like in the prototype video?
But I guess that would be really hard to code... :/