Might be a bit premature to make that call Electr0...You're talking about content, which needs the engine & game logic to be relatively stable before you can really start pumping it out.
<!--quoteo(post=1902651:date=Feb 13 2012, 09:36 AM:name=Rokiyo)--><div class='quotetop'>QUOTE (Rokiyo @ Feb 13 2012, 09:36 AM) <a href="index.php?act=findpost&pid=1902651"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Might be a bit premature to make that call Electr0...You're talking about content, which needs the engine & game logic to be relatively stable before you can really start pumping it out.<!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps but there's been no info saying otherwise, the game has a lot of potential but i do suspect that release will be quite light on content, i would personally expect a quite a bit more for the money they're asking, of course i know that eventually the community will add enough to the game to make it worthwhile but on release it might disappoint some.
Would we be able to get a someone loose ETA on fixes so that the UI scales down with changing resolutions? Things such as server browser showing servers at lowest resolution, being able to buy weapons from armory at lower resolutions without using console, and having server adds and in game tips not blocking out your reticule?
Thanks!!
And in case someone asks, the lowest resolution gives better performance for some (myself included) which just makes the game somewhat playable.
I don't know about 8 maps... but I think there's at least 5 or 6 maps planned. Tram Mineshaft -Rockdown (may or may not be extended) -Junction (may or may not be extended) *Summit (community-generated) Docking ?others
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited February 2012
<!--quoteo(post=1902308:date=Feb 12 2012, 12:27 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Feb 12 2012, 12:27 PM) <a href="index.php?act=findpost&pid=1902308"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the Railgun could do damage to Fades in Blink (maybe read it somewhere, maybe not)?<!--QuoteEnd--></div><!--QuoteEEnd--> Probably me requesting it, as it would be nice to have one weapon in the marine arsenal that can do this. I remember cory, or someone else, posted way back that railguns are supposed to be a counter to fades. For them to not appear before v1.0 worries me though, on that regard.
If the railgun did a lot of damage with single-shots, it would naturally already be a counter for fades, in the same way that a shotgun is: you can only attack fades during their short periods of vulnerability, so that means you have to do more damage within that timeframe. Relatively speaking, the fade is a much larger target than a skulk, so a single-shot weapon would be easier to use (more useful) on a fade than a skulk, further increasing its..... counteringness. >_>
Well whatever happens on release, I have 100% faith in the devs to keep the patches rolling out from people's feedback. Can't believe how good they are, someone asks a question and BAM reply from the people making the game with the answer. Loving the Gorilla patch!
<!--quoteo(post=1902836:date=Feb 14 2012, 04:14 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 14 2012, 04:14 AM) <a href="index.php?act=findpost&pid=1902836"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know about 8 maps... but I think there's at least 5 or 6 maps planned.<!--QuoteEnd--></div><!--QuoteEEnd--> Currently the official list of maps that we are planning to release with 1.0 includes:
Summit Tram Mineshaft Docking Refining
There are also several community maps in development that we are looking very closely at making official, and at least one or 2 of those should be ready in time for 1.0 <!--quoteo(post=1902726:date=Feb 13 2012, 10:19 PM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Feb 13 2012, 10:19 PM) <a href="index.php?act=findpost&pid=1902726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Perhaps but there's been no info saying otherwise, the game has a lot of potential but i do suspect that release will be quite light on content, i would personally expect a quite a bit more for the money they're asking, of course i know that eventually the community will add enough to the game to make it worthwhile but on release it might disappoint some.<!--QuoteEnd--></div><!--QuoteEEnd--> Not quite sure where you are coming from with this "light on content" view, but considering how much is already in the game and how much is still planned for release (Shift, Welders, Babblers, Exosuit, and several new maps as was mentioned above, just to name some of the things) I would say NS2 is going to have a lot more content then NS1 did.
-Regarding server capacity and performance is it UWE's goal for 16 vs 16 to be the standard team size upon release? And if so how might future maps (refinery and docking) evolve from current maps when considering the doubling of players per server?
-What sort of Steam integration can be expected at release and is it UWE's desire for NS2 to expand into retail and onto other digital distributor platforms (Origin and D2D come to mind)?
-What additions to the map editor is the team working towards currently? Can we expect improved texturing and geometry tools as well as elevators?
<!--quoteo(post=1902879:date=Feb 14 2012, 03:55 PM:name=Mandrake Delphi)--><div class='quotetop'>QUOTE (Mandrake Delphi @ Feb 14 2012, 03:55 PM) <a href="index.php?act=findpost&pid=1902879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-What additions to the map editor is the team working towards currently? Can we expect improved texturing and geometry tools as well as elevators?<!--QuoteEnd--></div><!--QuoteEEnd-->
a new material system with better options for mappers aswell i guess
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Cloak for the Shade is definitely going to get an overhaul, and possibly even removed. Either way, the effect for cloaking and/or camo will change from pure invisibility to some kind of shader effect. We haven't been able to do this because it has relied on both a new material system and transparency being implemented into the game, but<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b> the new material system is almost done</b><!--colorc--></span><!--/colorc-->, and once transparency is in we can do a pass on all of the Shade cloaking/camo FX, both 3rd person and first person.
<!--quoteo(post=1902879:date=Feb 14 2012, 05:55 AM:name=Mandrake Delphi)--><div class='quotetop'>QUOTE (Mandrake Delphi @ Feb 14 2012, 05:55 AM) <a href="index.php?act=findpost&pid=1902879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-Regarding server capacity and performance is it UWE's goal for 16 vs 16 to be the standard team size upon release? And if so how might future maps (refinery and docking) evolve from current maps when considering the doubling of players per server?<!--QuoteEnd--></div><!--QuoteEEnd--> We are actively working towards optimizing the game to be able to run servers with 16 v 16, but that is not our specific goal for the standard team size. We'd like the game to remain flexible enough to support a variety of players. To this end we are developing maps of different sizes, so that servers with a smaller player count may choose to run smaller maps like Tram and Summit, and 32 player servers might run the larger maps, such as Mineshaft and Docking. Most likely competitive play, much like NS1, will tend towards a smaller player number, like 6 v 6, but we are working towards having NS2 scale better with different player counts then NS1 did. <!--quoteo(post=1902879:date=Feb 14 2012, 05:55 AM:name=Mandrake Delphi)--><div class='quotetop'>QUOTE (Mandrake Delphi @ Feb 14 2012, 05:55 AM) <a href="index.php?act=findpost&pid=1902879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-What additions to the map editor is the team working towards currently? Can we expect improved texturing and geometry tools as well as elevators?<!--QuoteEnd--></div><!--QuoteEEnd--> At the moment we are focused on getting the game done, and it unfortunately does not leave a lot of time to work on the tools. There is a large list of features and fixes and additions we want for the map editor, but most likely much of them will need to wait until after release. However, one large improvement is updating the map editor to use the current version of the game renderer, which is not an easy process. However, it is pretty far along, and this will allow the editor to more closely match the look of the game, by displaying some of the lighting effects such as bloom and atmospheric settings. We still hope to have some form of color grading added, as well as the ability for mappers to place decals, both features which we are planning to have done before release. There are some additional improvements we are hoping to make to the editor, as well, but it is uncertain if we'll have the time before 1.0. Elevators is not a priority for release, so those will definitely not be be added before 1.0
<!--quoteo(post=1902899:date=Feb 14 2012, 07:24 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 14 2012, 07:24 AM) <a href="index.php?act=findpost&pid=1902899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->At the moment we are focused on getting the game done, and it unfortunately does not leave a lot of time to work on the tools. There is a large list of features and fixes and additions we want for the map editor, but most likely much of them will need to wait until after release. However, one large improvement is updating the map editor to use the current version of the game renderer, which is not an easy process. However, it is pretty far along, and this will allow the editor to more closely match the look of the game, by displaying some of the lighting effects such as bloom and atmospheric settings. We still hope to have some form of color grading added, as well as the ability for mappers to place decals, both features which we are planning to have done before release. There are some additional improvements we are hoping to make to the editor, as well, but it is uncertain if we'll have the time before 1.0. Elevators is not a priority for release, so those will definitely not be be added before 1.0<!--QuoteEnd--></div><!--QuoteEEnd--> Alright, here's a thought, not so much a feature-request, but a massive favour to yourselfs: add the ability for brushes to be parented to entities (eg. make them follow the entity-parent's movement\rotation). If that is put in, modders can go ahead and create the most elaborate elevators\doors\machinery you can imagine, it would require zero further effort on your part.
Disclaimer: I'm assuming this is not possible yet, I've had a try with the level-editor but it appears to offer no such feature.
<!--quoteo(post=1902863:date=Feb 13 2012, 11:01 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 13 2012, 11:01 PM) <a href="index.php?act=findpost&pid=1902863"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Currently the official list of maps that we are planning to release with 1.0 includes:
Summit Tram Mineshaft Docking Refining
There are also several community maps in development that we are looking very closely at making official, and at least one or 2 of those should be ready in time for 1.0
Not quite sure where you are coming from with this "light on content" view, but considering how much is already in the game and how much is still planned for release (Shift, Welders, Babblers, Exosuit, and several new maps as was mentioned above, just to name some of the things) I would say NS2 is going to have a lot more content then NS1 did.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
NS1 can be forgiven for being a mod built on an established game with a lot of content already available, i mean no offence by my comments but 5 official maps, one of which was a community map and talk of more community ones going official doesn't really count and is frankly quite poor for a purely multiplayer game, indie or not the asking price doesn't show in the content, remember most games have a main single player mode even if the multiplayer is lacking and i don't think many indie developers would dare to release a game with so few environments or modes to play without at least other stuff going for it.
I understand that you are an small team but i think you made the mistake of not getting more people working on content early on, it's all very well saying there's more to come 'eventually' but most of it is what's normally expected of an fps, once you release with the basic set of features which we already know, i think it won't take long before players feel like i have done seeing summit played 24/7.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1902899:date=Feb 14 2012, 08:24 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 14 2012, 08:24 AM) <a href="index.php?act=findpost&pid=1902899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most likely competitive play, much like NS1, will tend towards a smaller player number, like 6 v 6, but we are working towards having NS2 scale better with different player counts then NS1 did. --Cory<!--QuoteEnd--></div><!--QuoteEEnd--> Nice to see that you keep us competetive players in mind. I also like that you want the game to scale with different numbers of players, that will only benefit the game, but it's a hard math task. Do you have any plans on making a balance team of competetive players, or take balance advise from competetive players, before release? Seeing the official balance changes are being made off public stats, really worries me, as that is not the way to properly balance a game. Also wanted to also refer to the video in this topic, as it is on that exact subject: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116276" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=116276</a> Perfect balance is impossible to achieve, but you can get pretty damn close, and the release would greatly benefit from it. Competetive players hearing that other competetive players helped balance the game only makes them more likely to buy a copy themselves. Anyway, keep cranking on it, I still believe in you guys!
<!--quoteo(post=1902863:date=Feb 14 2012, 06:01 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 14 2012, 06:01 AM) <a href="index.php?act=findpost&pid=1902863"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not quite sure where you are coming from with this "light on content" view, but considering how much is already in the game and how much is still planned for release (Shift, Welders, Babblers, Exosuit, and several new maps as was mentioned above, just to name some of the things) I would say NS2 is going to have a lot more content then NS1 did.<!--QuoteEnd--></div><!--QuoteEEnd-->
What you described is about the same amount of content as NS 1.0 had. I remember the gaming magazine that I used to read back then criticised it for having too few maps (I think NS had 8 on release), so I hope a couple community maps will be ready soon. Compared to NS 3.2 with its additional game mode and loads of maps, NS2 lacks in content.
One thing I'd like to see improved still is the flame-thrower effects. I have to say, they definately have gotten better, but it still just looks like a flame sabre. Looking at the cinematic trailer for Aliens: Colonial Marines ( <a href="http://www.youtube.com/watch?v=EfOOOAN9e9w" target="_blank">http://www.youtube.com/watch?v=EfOOOAN9e9w</a> ) should be more what you guys are aiming for. It shouldn't be a primary thing to work on yet, but will we ever see anything similar to this? I really dig the effects how the flames actually evaporate in mid-air.
I guess also just to ask in general, are a lot of the 2D effects like the IP blue circular motion, nano shield, and other marine effects final? The Lerk spore is perfect the way it is imo. Better than the first look. Gorge Spit can improve, but I'm really liking smudge on Marine FP view.
And will we see the 3D marine HUD coming in a near future build?
Or do people have to use my version? <img src="http://i44.tinypic.com/mtb4tv.jpg" border="0" class="linked-image" /> I really need to update that image...... and would enjoy the ability to spawn a marine who has his flashlight on.
For release I'd just be happy to see something on par with NS1 but that already seems to be the intention of the development team. Post-1.0 any more features or game-play elements are purely just a bonus - not expected but certainly welcomed. Keep up the good work.
<!--quoteo(post=1903195:date=Feb 14 2012, 07:39 PM:name=RockyMarc)--><div class='quotetop'>QUOTE (RockyMarc @ Feb 14 2012, 07:39 PM) <a href="index.php?act=findpost&pid=1903195"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As long as there's no achievements / unlocks / hats later down the track, will be happy :)<!--QuoteEnd--></div><!--QuoteEEnd-->
You mean that Gorge with the Santa hat during Christmas isn't coming? :(
<!--quoteo(post=1902991:date=Feb 14 2012, 12:34 PM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Feb 14 2012, 12:34 PM) <a href="index.php?act=findpost&pid=1902991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS1 can be forgiven for being a mod built on an established game with a lot of content already available, i mean no offence by my comments but 5 official maps, one of which was a community map and talk of more community ones going official doesn't really count and is frankly quite poor for a purely multiplayer game, indie or not the asking price doesn't show in the content, remember most games have a main single player mode even if the multiplayer is lacking and i don't think many indie developers would dare to release a game with so few environments or modes to play without at least other stuff going for it.<!--QuoteEnd--></div><!--QuoteEEnd--> TF2 and L4D did not ship with much more content, or maps, in comparison. Also, I don't see how community maps going official doesn't count. Summit for example had multiple unique props and textures that UWE created specifically for it, and we've spent a lot of time on paintovers and providing feedback for many of the changes that map has gone through.
If you are comparing us to Call of Duty and BF3, well, that is why we charge half the price that those games do. If we were selling for 60$ + then I can see how comparisons about our lack of content for the price point could be made. <!--quoteo(post=1903047:date=Feb 14 2012, 03:24 PM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Feb 14 2012, 03:24 PM) <a href="index.php?act=findpost&pid=1903047"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What you described is about the same amount of content as NS 1.0 had.<!--QuoteEnd--></div><!--QuoteEEnd--> We have what is basically an entirely new class, which is the alien commander, and that has a lot of additional content that NS1 never had. On top of that there is DI, MACs, Drifters, flamethrowers, mobile siege turrets, the exo which has multiple types of additional weapons and is much more complicated then the heavy was in NS1, and any number of additional gameplay features that are new to NS2 that are in the game or being added. Would you rather that we had 20 different guns that all basically do the same thing, which is one of the main ways many FPS can claim to have more content? <!--quoteo(post=1903134:date=Feb 14 2012, 09:09 PM:name=Crispix)--><div class='quotetop'>QUOTE (Crispix @ Feb 14 2012, 09:09 PM) <a href="index.php?act=findpost&pid=1903134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess also just to ask in general, are a lot of the 2D effects like the IP blue circular motion, nano shield, and other marine effects final? The Lerk spore is perfect the way it is imo. Better than the first look. Gorge Spit can improve, but I'm really liking smudge on Marine FP view.
And will we see the 3D marine HUD coming in a near future build?<!--QuoteEnd--></div><!--QuoteEEnd--> Many of the current FX in the game are in the process of being updated and improved. So, yes, many of the FX you mention will be getting another pass, and some of them already have. For example all the gorge FX like spit and healing spray have had another pass and will be updated in the next patch. We'd still like to have a 3D marine HUD, but we need to decide if the time spent to implement it is really worth it, at least for 1.0 <!--quoteo(post=1903161:date=Feb 14 2012, 11:06 PM:name=Fragmagnet)--><div class='quotetop'>QUOTE (Fragmagnet @ Feb 14 2012, 11:06 PM) <a href="index.php?act=findpost&pid=1903161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can we expect better flashlights?<!--QuoteEnd--></div><!--QuoteEEnd--> Yes.
TF2 had about as many maps at release as NS2 plans to have. Some of them were among the best maps made for the game (granary, for competitive play...dustbowl for pubbing). The official maps we have now are excellent at showing how NS is supposed to be played - once the game picks up some momentum there will be lots of good community maps produced and things will grow more quickly.
U know the sounds of the exo-suit better be completely bad-ass :P i want to feel like a beast when using that thing lol.
A question though. Is the exo-suit's size going to be a hinderance in some maps as i can imagne it will have some height to hold those weapons so will it have a crouch to get through smaller door ways or will it have some forgiveing no-clip on the outside of the model a bit like the ONOS for mappers who might sometimes forget to make doors big enough? lol :D
EDIT: oops sry for bumping an old thread didnt see the date on the last post.
Comments
Perhaps but there's been no info saying otherwise, the game has a lot of potential but i do suspect that release will be quite light on content, i would personally expect a quite a bit more for the money they're asking, of course i know that eventually the community will add enough to the game to make it worthwhile but on release it might disappoint some.
Thanks!!
And in case someone asks, the lowest resolution gives better performance for some (myself included) which just makes the game somewhat playable.
Tram
Mineshaft
-Rockdown (may or may not be extended)
-Junction (may or may not be extended)
*Summit (community-generated)
Docking
?others
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=115982&st=0&p=1896206&#entry1896206" target="_blank">http://www.unknownworlds.com/forums/index....p;#entry1896206</a>
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=110837&st=2900&p=1898779&#entry1898779" target="_blank">http://www.unknownworlds.com/forums/index....p;#entry1898779</a>
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=116133&st=0&p=1899146&#entry1899146" target="_blank">http://www.unknownworlds.com/forums/index....p;#entry1899146</a>
Probably me requesting it, as it would be nice to have one weapon in the marine arsenal that can do this.
I remember cory, or someone else, posted way back that railguns are supposed to be a counter to fades.
For them to not appear before v1.0 worries me though, on that regard.
Loving the Gorilla patch!
Currently the official list of maps that we are planning to release with 1.0 includes:
Summit
Tram
Mineshaft
Docking
Refining
There are also several community maps in development that we are looking very closely at making official, and at least one or 2 of those should be ready in time for 1.0
<!--quoteo(post=1902726:date=Feb 13 2012, 10:19 PM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Feb 13 2012, 10:19 PM) <a href="index.php?act=findpost&pid=1902726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Perhaps but there's been no info saying otherwise, the game has a lot of potential but i do suspect that release will be quite light on content, i would personally expect a quite a bit more for the money they're asking, of course i know that eventually the community will add enough to the game to make it worthwhile but on release it might disappoint some.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not quite sure where you are coming from with this "light on content" view, but considering how much is already in the game and how much is still planned for release (Shift, Welders, Babblers, Exosuit, and several new maps as was mentioned above, just to name some of the things) I would say NS2 is going to have a lot more content then NS1 did.
--Cory
-What sort of Steam integration can be expected at release and is it UWE's desire for NS2 to expand into retail and onto other digital distributor platforms (Origin and D2D come to mind)?
-What additions to the map editor is the team working towards currently? Can we expect improved texturing and geometry tools as well as elevators?
a new material system with better options for mappers aswell i guess
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Cloak for the Shade is definitely going to get an overhaul, and possibly even removed. Either way, the effect for cloaking and/or camo will change from pure invisibility to some kind of shader effect. We haven't been able to do this because it has relied on both a new material system and transparency being implemented into the game, but<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b> the new material system is almost done</b><!--colorc--></span><!--/colorc-->, and once transparency is in we can do a pass on all of the Shade cloaking/camo FX, both 3rd person and first person.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
We are actively working towards optimizing the game to be able to run servers with 16 v 16, but that is not our specific goal for the standard team size. We'd like the game to remain flexible enough to support a variety of players. To this end we are developing maps of different sizes, so that servers with a smaller player count may choose to run smaller maps like Tram and Summit, and 32 player servers might run the larger maps, such as Mineshaft and Docking. Most likely competitive play, much like NS1, will tend towards a smaller player number, like 6 v 6, but we are working towards having NS2 scale better with different player counts then NS1 did.
<!--quoteo(post=1902879:date=Feb 14 2012, 05:55 AM:name=Mandrake Delphi)--><div class='quotetop'>QUOTE (Mandrake Delphi @ Feb 14 2012, 05:55 AM) <a href="index.php?act=findpost&pid=1902879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-What additions to the map editor is the team working towards currently? Can we expect improved texturing and geometry tools as well as elevators?<!--QuoteEnd--></div><!--QuoteEEnd-->
At the moment we are focused on getting the game done, and it unfortunately does not leave a lot of time to work on the tools. There is a large list of features and fixes and additions we want for the map editor, but most likely much of them will need to wait until after release. However, one large improvement is updating the map editor to use the current version of the game renderer, which is not an easy process. However, it is pretty far along, and this will allow the editor to more closely match the look of the game, by displaying some of the lighting effects such as bloom and atmospheric settings. We still hope to have some form of color grading added, as well as the ability for mappers to place decals, both features which we are planning to have done before release. There are some additional improvements we are hoping to make to the editor, as well, but it is uncertain if we'll have the time before 1.0. Elevators is not a priority for release, so those will definitely not be be added before 1.0
--Cory
Alright, here's a thought, not so much a feature-request, but a massive favour to yourselfs: add the ability for brushes to be parented to entities (eg. make them follow the entity-parent's movement\rotation). If that is put in, modders can go ahead and create the most elaborate elevators\doors\machinery you can imagine, it would require zero further effort on your part.
Disclaimer: I'm assuming this is not possible yet, I've had a try with the level-editor but it appears to offer no such feature.
Summit
Tram
Mineshaft
Docking
Refining
There are also several community maps in development that we are looking very closely at making official, and at least one or 2 of those should be ready in time for 1.0
Not quite sure where you are coming from with this "light on content" view, but considering how much is already in the game and how much is still planned for release (Shift, Welders, Babblers, Exosuit, and several new maps as was mentioned above, just to name some of the things) I would say NS2 is going to have a lot more content then NS1 did.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
NS1 can be forgiven for being a mod built on an established game with a lot of content already available, i mean no offence by my comments but 5 official maps, one of which was a community map and talk of more community ones going official doesn't really count and is frankly quite poor for a purely multiplayer game, indie or not the asking price doesn't show in the content, remember most games have a main single player mode even if the multiplayer is lacking and i don't think many indie developers would dare to release a game with so few environments or modes to play without at least other stuff going for it.
I understand that you are an small team but i think you made the mistake of not getting more people working on content early on, it's all very well saying there's more to come 'eventually' but most of it is what's normally expected of an fps, once you release with the basic set of features which we already know, i think it won't take long before players feel like i have done seeing summit played 24/7.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice to see that you keep us competetive players in mind.
I also like that you want the game to scale with different numbers of players, that will only benefit the game, but it's a hard math task.
Do you have any plans on making a balance team of competetive players, or take balance advise from competetive players, before release?
Seeing the official balance changes are being made off public stats, really worries me, as that is not the way to properly balance a game.
Also wanted to also refer to the video in this topic, as it is on that exact subject:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116276" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=116276</a>
Perfect balance is impossible to achieve, but you can get pretty damn close, and the release would greatly benefit from it.
Competetive players hearing that other competetive players helped balance the game only makes them more likely to buy a copy themselves.
Anyway, keep cranking on it, I still believe in you guys!
What you described is about the same amount of content as NS 1.0 had. I remember the gaming magazine that I used to read back then criticised it for having too few maps (I think NS had 8 on release), so I hope a couple community maps will be ready soon. Compared to NS 3.2 with its additional game mode and loads of maps, NS2 lacks in content.
they better have huge boobs
cus huge boobs are important in fighting aliens :D
I guess also just to ask in general, are a lot of the 2D effects like the IP blue circular motion, nano shield, and other marine effects final? The Lerk spore is perfect the way it is imo. Better than the first look. Gorge Spit can improve, but I'm really liking smudge on Marine FP view.
And will we see the 3D marine HUD coming in a near future build?
Or do people have to use my version?
<img src="http://i44.tinypic.com/mtb4tv.jpg" border="0" class="linked-image" />
I really need to update that image......
and would enjoy the ability to spawn a marine who has his flashlight on.
You mean that Gorge with the Santa hat during Christmas isn't coming? :(
TF2 and L4D did not ship with much more content, or maps, in comparison. Also, I don't see how community maps going official doesn't count. Summit for example had multiple unique props and textures that UWE created specifically for it, and we've spent a lot of time on paintovers and providing feedback for many of the changes that map has gone through.
If you are comparing us to Call of Duty and BF3, well, that is why we charge half the price that those games do. If we were selling for 60$ + then I can see how comparisons about our lack of content for the price point could be made.
<!--quoteo(post=1903047:date=Feb 14 2012, 03:24 PM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Feb 14 2012, 03:24 PM) <a href="index.php?act=findpost&pid=1903047"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What you described is about the same amount of content as NS 1.0 had.<!--QuoteEnd--></div><!--QuoteEEnd-->
We have what is basically an entirely new class, which is the alien commander, and that has a lot of additional content that NS1 never had. On top of that there is DI, MACs, Drifters, flamethrowers, mobile siege turrets, the exo which has multiple types of additional weapons and is much more complicated then the heavy was in NS1, and any number of additional gameplay features that are new to NS2 that are in the game or being added. Would you rather that we had 20 different guns that all basically do the same thing, which is one of the main ways many FPS can claim to have more content?
<!--quoteo(post=1903134:date=Feb 14 2012, 09:09 PM:name=Crispix)--><div class='quotetop'>QUOTE (Crispix @ Feb 14 2012, 09:09 PM) <a href="index.php?act=findpost&pid=1903134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess also just to ask in general, are a lot of the 2D effects like the IP blue circular motion, nano shield, and other marine effects final? The Lerk spore is perfect the way it is imo. Better than the first look. Gorge Spit can improve, but I'm really liking smudge on Marine FP view.
And will we see the 3D marine HUD coming in a near future build?<!--QuoteEnd--></div><!--QuoteEEnd-->
Many of the current FX in the game are in the process of being updated and improved. So, yes, many of the FX you mention will be getting another pass, and some of them already have. For example all the gorge FX like spit and healing spray have had another pass and will be updated in the next patch. We'd still like to have a 3D marine HUD, but we need to decide if the time spent to implement it is really worth it, at least for 1.0
<!--quoteo(post=1903161:date=Feb 14 2012, 11:06 PM:name=Fragmagnet)--><div class='quotetop'>QUOTE (Fragmagnet @ Feb 14 2012, 11:06 PM) <a href="index.php?act=findpost&pid=1903161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can we expect better flashlights?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes.
--Cory
Can we expect better flashlights?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes.
--Cory
<!--QuoteEnd--></div><!--QuoteEEnd-->
You should have quoted my entire post to confuse people.
Would have been funny.
TF2 had about as many maps at release as NS2 plans to have. Some of them were among the best maps made for the game (granary, for competitive play...dustbowl for pubbing). The official maps we have now are excellent at showing how NS is supposed to be played - once the game picks up some momentum there will be lots of good community maps produced and things will grow more quickly.
A question though. Is the exo-suit's size going to be a hinderance in some maps as i can imagne it will have some height to hold those weapons so will it have a crouch to get through smaller door ways or will it have some forgiveing no-clip on the outside of the model a bit like the ONOS for mappers who might sometimes forget to make doors big enough? lol :D
EDIT: oops sry for bumping an old thread didnt see the date on the last post.