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Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
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Can't wait to see this new effect!
From what I understand about new Blink(s):
Blink: Hold secondary fire, Fade becomes invisible and invulnerable. Fade is thrust forward at slightly faster than NS1 Blink speed, then allows player to remain static or move about at Blink speed for as long as Blink is active.
Dash: Double click secondary fire, Fade is instantly teleported (ala current Blink) a short distance.
I wonder how the ethereal effect looks with alien vision on :P?
Ahh that makes much more sense. I have no idea why I thought of it another way.
Regarding the idea of a Fade having a quick short blink by double-tapping a direction (or double rightlick, as long as we can use direcitonal keys to choose a direction): AWESOME! Do want, so bad.
Reminds me of a game I've been checking out called Vindictus. One of the classes has a short blink that can go through enemies, and is intended for melee combat/dodging.
<a href="http://www.youtube.com/watch?v=wO0JZGNtlkk" target="_blank">http://www.youtube.com/watch?v=wO0JZGNtlkk</a>
Having short (but still energy-intensive) blinks is a lot of fun. I just think the energy cost of any blink, short or long, should primarily come from entering blink itself. Er...
Let's say hypothetically a "long" blink costs 40% max energy. I think even the shortest blink possible should then cost 20-30%. The primary cost of Blink comes from entering blink, where how long you stay is only a short addition onto that cost. This keeps a limit on how much a fade could spam blink, yet doesn't penalize people who use well-placed, planned blinks, even if they're long-distance.
Yeah this would be nice. It was pretty cool. I imagine the ethereal world to be a lot of whites and grays with the humans glowing orange/red.
I think i've seen that design in a film or a game somewhere, it looked great.
Actually it was over 400 pages. So, c'mon, get posting, lets get this baby up to 400 pages again!
--Cory
I think i've seen that design in a film or a game somewhere, it looked great.<!--QuoteEnd--></div><!--QuoteEEnd-->
This over HERE <a href="http://www.youtube.com/watch?v=dpe6oH2jZjM&feature=player_detailpage#t=129s" target="_blank">-LINK-</a> comes to mind, I would imagine there would be a kinda "wind" sound and windy post processing effect, blurry vision ( atleast on the screen borders ) and marines in color ( white or gray ) then again it will look super awsome but with the fade blinking in and out in a couple of seconds this might end up being distracting later on when players want to master the fade.
Hmm...Memorial Day off and then NS2 content on Friday? I was hoping for some content exposure this week, but I suppose two awesome days next week will be nice. Thanks for the info!
Oh, and with work I know it's hard to tell when things will be completed but..."hoping". I hear that term a lot. I don't blame you guys but rememeber what Yoda said to Luke when he asked him to lift the X-Wing out of the swamp...
There are so many variables to take into account, especially with a patch that has so many changes in it, like the one we are planning on releasing next week. Even getting all our tasks done exactly when predicted, the testing we do can find game breaking bugs that were unexpected pushing the patch release schedule out. Again, the likelihood of that happening increases the more content and game/engine changes are in a patch.
We also tend to get flamed by everyone if we give an exact date and then miss it, but we also want to give you guys a heads up regarding progress so that everyone is not kept in the dark wondering when the next patch will be. So, for now, terms like "hoping" and "approximately" and "maybe" are going to be used a lot in twitter and forum thread posts.
Sometimes I feel that lifting X-Wings out of swamps with my mind is easier then game development.
--Cory
Anyone saying otherwise and getting genuinely upset when dates end up getting pushed back probably needs to re-evaluate their priorities.
Keep up the good work guys!
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Well yeah, nobody seriously expects you to manage that, and are impressed when you do.
Game development though, pff, everyone manages that, that's <i>easy...</i>
That is why you fail.
+1
...
Sometimes I feel that lifting X-Wings out of swamps with my mind is easier then game development.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Do or do not. There is no "hoping".
j/k, I'm actually super excited about this patch more than any so far, can't wait!
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it's worth considering the choise of words. Trying, wanting, planning and aiming make you seem a lot more active while it still stays as an approximation. "Hoping" is a nice way of expressing things, but it's not a good word for the only future projection you give.
And yeah, as Juice pointed out: There's usually no reason to talk about things until you strongly believe you do or do not. Hoping has a huge noise value compared to the actual information value it has.