UWE bias to marines

Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
<div class="IPBDescription">Again</div>I think by now I understand UWE view of NS2, they have a tunnel vision of small slot games. This is the only way I can see their reason to constantly nerf alien respawn production.

They nerfed egg production from the hive so many patches ago and now they have nerfed the eggs from the shift.

While a constant egg production may have been an issue before, I ask UWE why did they have to kill it? 3 eggs for 3 Tres and a 10 second cool-down would have taken care of the problem but UWE can’t see beyond the 16 slot sever.

Comments

  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    You are unbelieveable MBSGriever.. enoughsaid.
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    <!--quoteo(post=2036557:date=Nov 28 2012, 10:22 AM:name=Know pain)--><div class='quotetop'>QUOTE (Know pain @ Nov 28 2012, 10:22 AM) <a href="index.php?act=findpost&pid=2036557"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think by now I understand UWE view of NS2, they have a tunnel vision of small slot games. This is the only way I can see their reason to constantly nerf alien respawn production.

    They nerfed egg production from the hive so many patches ago and now they have nerfed the eggs from the shift.

    While a constant egg production may have been an issue before, I ask UWE why did they have to kill it? 3 eggs for 3 Tres and a 10 second cool-down would have taken care of the problem but UWE can’t see beyond the 16 slot sever.<!--QuoteEnd--></div><!--QuoteEEnd-->


    GIVE IT A REST!!!!
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    I can't see this thread going anywhere constructive.
  • OhnojojoOhnojojo Join Date: 2011-08-01 Member: 113400Members
    If I remember correctly (and I do) I used to go shift Hive first and could fill almost any room up with an infinite supply of eggs.
    Even now, egg-locks happen but honestly... not that often.
    Blame your nooby teammates that run off and die and waste eggs.

    In any given game that I commanded, before the nerf to shift. I would have 70-200 eggs strewn across the map.....
    This nerf was necessary and pub aliens need to learn to stop running into combat and dying every 2 seconds.....

    Enough said. now quiet you...
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    As I see it, in large slot servers say 20+ aliens tend to get egg locked around 2-3 mins. This means new commanders will get a shift hive and shifts and spend far too much on eggs from a shift (I think we can all agree that eggs are too expensive). If it's a veteran commander they tend to get ejected cause their not spending huge amounts of Tres on eggs cause, wait this game has been out about a month and alien rookies like to ru in a straight line.

    As far as the ratios are concered maybe more players are learning to use aliens and not the first person shooter as marines.
  • sumguy720sumguy720 Join Date: 2011-02-09 Member: 81101Members
    As a pub player, beta participant, casual gamer, and exclusive FPS player in NS2 I have no concept of this 'egg lock' of which you speak.

    I have noticed that sometimes it takes an annoying amount of time to spawn but I never have any idea why. I guess it's just because I've spent fewer than five minutes alien commanding in the last six months.

    Maybe the problem is that there are negative impacts from players dying that the players are unaware of.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    OP has a point, there are some problems with the alien spawns that need addressing imo, but it has been discussed in other threads. There's no need to start a new one and accuse UWE of marine bias. That's not gonna help at all.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=2036563:date=Nov 28 2012, 11:27 AM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Nov 28 2012, 11:27 AM) <a href="index.php?act=findpost&pid=2036563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You are unbelieveable MBSGriever.. enoughsaid.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's him? Haha, everything makes sense now.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    edited November 2012
    <!--quoteo(post=2036557:date=Nov 28 2012, 04:22 PM:name=Know pain)--><div class='quotetop'>QUOTE (Know pain @ Nov 28 2012, 04:22 PM) <a href="index.php?act=findpost&pid=2036557"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think by now I understand UWE view of NS2, they have a tunnel vision of small slot games. This is the only way I can see their reason to constantly nerf alien respawn production.

    They nerfed egg production from the hive so many patches ago and now they have nerfed the eggs from the shift.

    While a constant egg production may have been an issue before, I ask UWE why did they have to kill it? 3 eggs for 3 Tres and a 10 second cool-down would have taken care of the problem but UWE can’t see beyond the 16 slot sever.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The patch that changed this was released NINE days ago, since then a NEW PATCH has been released...
    Honestly, if your going to complain atleast do it close to when the changes are made...

    Complaints have already been made about this, Charlie has already said that the eggs spawning still needs tweeks, you complain the devs dont know what they are doing or that they are bias and yet you complain so late after the change has been made? Complain after even the devs have accepted it is a problem?

    Well done sir, a credit you are to us all.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Preventing egg locking is currently having a shift somewhere and droping 10 res worth of eggs. It's a bit stiff in the price, but it does the job, I've never been egg locked while I've had a shift in the field and a bit of money to spend.
  • m0rdm0rd Join Date: 2012-11-26 Member: 173223Members
    To be honest it's pretty damn noticeable on larger servers. The 5 res cost for 2 Eggs is just far too much. Keep the cooldown but reduce the cost to 2, the eggs are weak enough as it is.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    all you need is someone to make a mod which increases egg spawn rate, like the insta/short respawn mod in tf2.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited November 2012
    <!--quoteo(post=2036763:date=Nov 28 2012, 03:42 PM:name=tarquinbb)--><div class='quotetop'>QUOTE (tarquinbb @ Nov 28 2012, 03:42 PM) <a href="index.php?act=findpost&pid=2036763"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->all you need is someone to make a mod which increases egg spawn rate, like the insta/short respawn mod in tf2.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You mean like the servers which absolutely destroy balance and make hard wins meaningless? Like the instant-vehicle+player-respawn BF servers?

    Yeah, someone needs to make that mod. As long as it's flagged in yellow I won't mind.

    Also, bias to marines = lol. You've played with camo in the last 3-4 builds amirite?
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2036764:date=Nov 28 2012, 05:44 PM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Nov 28 2012, 05:44 PM) <a href="index.php?act=findpost&pid=2036764"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You mean like the servers which absolutely destroy balance and make hard wins meaningless? Like the instant-vehicle+player-respawn BF servers?

    Yeah, someone needs to make that mod. As long as it's flagged in yellow I won't mind.

    Also, bias to marines = lol. You've played with camo in the last 3-4 builds amirite?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I've won playing against it many many times. It's fun. Such an easy win!
  • tk-421tk-421 Join Date: 2006-11-03 Member: 58315Members, Reinforced - Shadow
    Just going to copy and paste Cory's response to your incessant complaining from the <i>last thread</i> where you posted about this...

    <!--quoteo(post=2027681:date=Nov 17 2012, 11:35 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 17 2012, 11:35 PM) <a href="index.php?act=findpost&pid=2027681"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We love marines. They are so cool, waaayy better then smelly aliens. I have a plushie marine that I cuddle with every night. Flayra has a custom made suit of marine armor that he dresses up and even wears to work sometimes. If it was up to us we'd give the marines nukes, and all the exosuit players would be able to combine into a single gigantic alien stomping robot. But the silly alien loving players would probably whine too much.

    But our marine vs marine mod is coming along nicely, and we may just be able to remove all the aliens for good.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
  • ShrimmShrimm Join Date: 2012-10-05 Member: 161652Members
    edited November 2012
    <!--quoteo(post=2036557:date=Nov 28 2012, 11:22 AM:name=Know pain)--><div class='quotetop'>QUOTE (Know pain @ Nov 28 2012, 11:22 AM) <a href="index.php?act=findpost&pid=2036557"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->UWE can’t see beyond the 16 slot sever.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Because the game is not designed around anything larger. It is not UWE's fault people host over 16 player servers. This game is note meant to be played around 10v10 or 12v12 etc. etc. etc. If you play on those servers expect to have a subpar experience. That's your problem that you choose those servers, not UWE's problem.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2037230:date=Nov 29 2012, 09:50 AM:name=Shrimm)--><div class='quotetop'>QUOTE (Shrimm @ Nov 29 2012, 09:50 AM) <a href="index.php?act=findpost&pid=2037230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because the game is not designed around anything larger. It is not UWE's fault people host over 16 player servers. This game is note meant to be played around 10v10 or 12v12 etc. etc. etc. If you play on those servers expect to have a subpar experience. That's your problem that you choose those servers, not UWE's problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Does this excuse seemingly intentionally retarding the play experience at those player numbers?

    I can definitely forgive some problems for being unsolvable as the play numbers shift significantly, for example the relative increase in power of upgrades vs the relative decrease in power of things like turrets (because 3 turrets can kill 1 skulk much easier than it can kill 4), adjusting spawn rates is not one of them however. Spawn rates could very easily scale as player number scales without hurting the game.

    I'm not asking UWE to fully balance the game at all player numbers, but they can handle a few logical concessions in making the attempt to have larger and smaller player numbers playable.
  • ShrimmShrimm Join Date: 2012-10-05 Member: 161652Members
    <!--quoteo(post=2037237:date=Nov 29 2012, 10:06 AM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Nov 29 2012, 10:06 AM) <a href="index.php?act=findpost&pid=2037237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does this excuse seemingly intentionally retarding the play experience at those player numbers?

    I can definitely forgive some problems for being unsolvable as the play numbers shift significantly, for example the relative increase in power of upgrades vs the relative decrease in power of things like turrets (because 3 turrets can kill 1 skulk much easier than it can kill 4), adjusting spawn rates is not one of them however. Spawn rates could very easily scale as player number scales without hurting the game.

    I'm not asking UWE to fully balance the game at all player numbers, but they can handle a few logical concessions in making the attempt to have larger and smaller player numbers playable.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I do believe UWE have stated that they will be doing just that (adjusting spawn rate to player count) eventually. It's just not a high priority because as I said the game isn't designed around over 16 players, so there's more important things to do.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2037238:date=Nov 29 2012, 10:09 AM:name=Shrimm)--><div class='quotetop'>QUOTE (Shrimm @ Nov 29 2012, 10:09 AM) <a href="index.php?act=findpost&pid=2037238"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do believe UWE have stated that they will be doing just that (adjusting spawn rate to player count) eventually. It's just not a high priority because as I said the game isn't designed around over 16 players, so there's more important things to do.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Fair enough. I hadn't seen that quotation.
  • JuomariJuomari Join Date: 2012-11-05 Member: 167141Members
    edited November 2012
    <!--quoteo(post=2036557:date=Nov 28 2012, 09:22 AM:name=Know pain)--><div class='quotetop'>QUOTE (Know pain @ Nov 28 2012, 09:22 AM) <a href="index.php?act=findpost&pid=2036557"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->While a constant egg production may have been an issue before, I ask UWE why did they have to kill it? 3 eggs for 3 Tres and a 10 second cool-down would have taken care of the problem but UWE can’t see beyond the 16 slot sever.<!--QuoteEnd--></div><!--QuoteEEnd-->

    as far as i've understood....

    and correct me if i'm not correct....

    this game is designed for 16player games, there is sure OPTION to have more or less players, but don't expect them to be balanced, all competive games are 14 or 16p games (if i'm not wrong... ), reason why it's so, is because you CANT balance this game for all ammount of players, just go and try play 5v5 games, aliens have HUGE advantage because marines need marines to build buildings and aliens can just spread everywhere and khammander can just leave the hive and help the team while waiting resources not to mention onoses are 10 times harder to get down with so few players, where as in 12v12 games MARINES have advantage, because immense ammount of ranged firepower, endless respawns with only 15tres and aliens runs out with eggs.

    just accept that this game is meant for 16p games and live with it.
  • ShrimmShrimm Join Date: 2012-10-05 Member: 161652Members
    <!--quoteo(post=2037299:date=Nov 29 2012, 12:54 PM:name=Juomari)--><div class='quotetop'>QUOTE (Juomari @ Nov 29 2012, 12:54 PM) <a href="index.php?act=findpost&pid=2037299"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->all competive games are 14 or 16p games (if i'm not wrong... )<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just wanted to say, comp games are always 12 player.
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