What about Dynamic Infestation?
Vekniss
Join Date: 2012-01-13 Member: 140323Members
<a href="http://www.youtube.com/watch?v=pnaJLk8MhL4" target="_blank">http://www.youtube.com/watch?v=pnaJLk8MhL4</a>
I know perfectly well this was years back but I need some clarification here. Are the developers still trying to refine the Infestation aesthetic or did it not make it into the game? Right now I am a bit concerned because they are no longer adding any new features and would love to see something like what was displayed in the video present within the game.
Anybody want to help me out here?
EDIT: On a side note, is it possible to infest vents? That would be so nice to see it spread literally everywhere!
I know perfectly well this was years back but I need some clarification here. Are the developers still trying to refine the Infestation aesthetic or did it not make it into the game? Right now I am a bit concerned because they are no longer adding any new features and would love to see something like what was displayed in the video present within the game.
Anybody want to help me out here?
EDIT: On a side note, is it possible to infest vents? That would be so nice to see it spread literally everywhere!
Comments
Iv seen forum mods claim current infestation is 'dynamic'.
Additionally this patch loads of vents seem to have dissipeared from maps.
Plus I'd rather have it as is than kill my FPS for some silly, irrelevant graphical fluff.
Infestation will always be cyst based because marines need to be able to kill it with the hatchet, because requiring a flamethrower to clean it out is insanely tedious and boring.
Having it grow "dynamically" (randomly) around would also be a nightmare for the Khamm, especially when he want to expand in a certain area but the infestation doesn't feel like it.
Just imagine if creep tumors in Starcraft 2 spawned creep in random directions.
There were actually issues with this in the SC2 beta and it was changed to a perfect round, symmetrical spread.
And Dynamic doesn't mean random. I don't know how you got that, considering the words are practically opposite.
The "Cystem" is probably staying as is... with polishing of course (random zits appearing out of thin air?). Oh and tentacles, can't forget those.
When it spreads it could look like it does in the early video.
That wouldn't affect game play for either team much.
The vines would be the first thing to grow out, quickly, and swirl together to form a cyst. Then the infestation could grow along the path laid out by the vines.
I'm ok with this, just as long as it doesn't eat up FPS like mad.
Maybe we'll have something like this in 1.1 or whatever the first huge patch will be called.
Plus I'd rather have it as is than kill my FPS for some silly, irrelevant graphical fluff.
Infestation will always be cyst based because marines need to be able to kill it with the hatchet, because requiring a flamethrower to clean it out is insanely tedious and boring.
Having it grow "dynamically" (randomly) around would also be a nightmare for the Khamm, especially when he want to expand in a certain area but the infestation doesn't feel like it.
Just imagine if creep tumors in Starcraft 2 spawned creep in random directions.
There were actually issues with this in the SC2 beta and it was changed to a perfect round, symmetrical spread.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think I should have been more specific. I am %100 fine with the cyst mechanic, it is just the appearance of the infestation I would like to see in addition to its effect on the environment. For example, I want it to warp the area around it with growth bulging out and scrambling electronics (though that may be a bit much, they mentioned it earlier). I would also like to see the new appearance of the infestation as seen in the video.
If I could think of anything else I would want, I'd like to infest vents.
"Dynamic infestation", i.e. infestation that spreads dynamically around the level as opposed to the static infestation that was in NS1, is already in the game. The cyst mechanic by which it spreads is here to stay.
High quality infestation that uses proper procedurally generated geometry (like in the video) is still planned, but won't make it into 1.0. Max has started on getting it working, and it already looks awesome, but couldn't get it done in time for lockdown, so has gone back to working on performance until 1.0 ships.
As it's has not been marketed to new comers and they don't even know about it.
Also it's a cosmetic feature, there are so many other issues jet to fix.
"Dynamic infestation", i.e. infestation that spreads dynamically around the level as opposed to the static infestation that was in NS1, is already in the game. The cyst mechanic by which it spreads is here to stay.
High quality infestation that uses proper procedurally generated geometry (like in the video) is still planned, but won't make it into 1.0. Max has started on getting it working, and it already looks awesome, but couldn't get it done in time for lockdown, so has gone back to working on performance until 1.0 ships.<!--QuoteEnd--></div><!--QuoteEEnd-->
so the infestation generated by the cysts is going to look like the infestation in the video?
Charlie: "Max has been working on something in his spare time...I think it's pretty cool"
May: "Yeah, I'm not very satisfied with what's in the game right now, I think Cory isn't either - so we'd like to get something in that looks cooler. We'll see" (that means after 1.0 - working on balance/performance is priority).
There seems to be something, so no worries.
For the record, the current infestation model isn't really, truly "dynamic" - it grows to a specific radial amount, but that's basically it - the real 'dynamics' that we'd all love to see - such as creeping into/filling power nodes and blocking them, etc, are hopefully still coming.
Personally, I'm not too bothered about all that has been cut from 1.0 (Onos door smash, dynamic infestation, railgun etc etc) - I've waited several years, and I can wait a bit longer. I just appreciate having word from the devs/knowing that these things are still planned (and I think I speak for everyone when I say that)
For the record, the current infestation model isn't really, truly "dynamic" - it grows to a specific radial amount, but that's basically it - the real 'dynamics' that we'd all love to see - such as creeping into/filling power nodes and blocking them, etc, are hopefully still coming.
Personally, I'm not too bothered about all that has been cut from 1.0 (Onos door smash, dynamic infestation, railgun etc etc) - I've waited several years, and I can wait a bit longer. I just appreciate having word from the devs/knowing that these things are still planned (and I think I speak for everyone when I say that)<!--QuoteEnd--></div><!--QuoteEEnd-->
I made a topic talking about how the devs should wait and add this stuff in then release but everyone said that stuff wouldn't effect gameplay THAT BADLY so it could wait till after v1.0. and yes devs please actually say something in that reguard
Well, they did say something in the QnA on Twitch that Max is working on something DI related, which might make it in before v1.0. Also we didn't say it wouldn't affect gameplay all that much, we said they should wait for after post 1.0 so they can switch to a slower release schedule (1-2 weekly to 4 weekly) so the new features can be tested more, also for higher quality standard per patch.
But as I keep saying... Performance and balancing FAR OUTWEIGH new features. Features can always be added, performance is what drives people away when they buy a game that is no longer in Beta. They expect it to have good performance and balance, but even balancing can be tweaked after it goes gold.
1. Performance
2. Balancing
3. New features