What should be fixed before a front page grand final on twitch

JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
edited April 2013 in Competitive Play
Some annoyances I think should be fixed for the benefit of spectators and players alike before a grand final at the ESL studio.
    C++ Runtime error crash Syncing up first person spectate Insight RT graph not recording data until it is pressed for a first time Switch to third person spectate putting you outside the map Beacon sound not playing Beacon not effecting all marines Skulk fall noises with shift held are only audible to other players Invincible alien structures Parasite effect not appearing on marines Remove lerk spike parasite effect Not being able to place clogs on top of one another Med and ammo drops falling through the floor on tech points Fade shadow step noise when going through a phase gate Gun jams - occasionally cannot reload or fire without weapon switch Marines stepping over or teleporting onto the other side of aliens on a phase gate Being able to see what building and egg effects to instantly know starting location "\" biased pattern shotgun spread (possibly fixed when I wasn't looking) Remove cyst rupture Remove not being able to reload gun on onos hit Fix incorrect win message at the end of a round Incorrect death reason message on player screen

Obviously all of these aren't complete game changers, but they've been long standing issues that can effect the game in subtle or potentially not so subtle ways.

There's likely commander specific issues I'm failing to remember.

Everything in this video maybe.

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited March 2013
    From all that list the only one I disagree with is the Cyst rupture, and we were precisely discussing it yesterday between rounds. I wouldn't go as far as removing it, but it'd be good if you could do something to avoid being blinded, like flashbangs work in CS, ie. make it have a sound before the rupture itself giving a reaction window where you can look away or something like that. That'd be more fair than insta-blinding imo.

    Edit: The med/ammo not "working" on tech points is the most annoying thing in the world.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    Skulk sounds being silent client-side but not to other players.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Forgot about that one, happens all the time in vents. If you're holding shift and fall at all you'll make the noise.
  • NighttimeNighttime Join Date: 2012-11-21 Member: 172793Members
    medpacks falling through tech points, grates and other things
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    Skulks making regen sounds as the client first draws them. Trying to ambush a capper is hard when the marine can hear a regen sound when he's getting close to the skulk. :p
  • AiorosAioros Join Date: 2003-03-24 Member: 14850Members, Squad Five Blue, Reinforced - Shadow
    Mendasp wrote: »
    From all that list the only one I disagree with is the Cyst rupture, and we were precisely discussing it yesterday between rounds. I wouldn't go as far as removing it, but it'd be good if you could do something to avoid being blinded, like flashbangs work in CS, ie. make it have a sound before the rupture itself giving a reaction window where you can look away or something like that. That'd be more fair than insta-blinding imo.

    Edit: The med/ammo not "working" on tech points is the most annoying thing in the world.

    what he said!
    nice summary

  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited April 2013
    "Marines stepping over or teleporting onto the other side of aliens on a phase gate"
    This is because you are blocking the phase position and entirely your own fault if this happens. Call it a skill/knowlegde about the game to know how to avoid it.
    wiry wrote: »
    Skulks making regen sounds as the client first draws them. Trying to ambush a capper is hard when the marine can hear a regen sound when he's getting close to the skulk. :p
    You sure about this one? I thought it happened because skulks were taking an upgrade(carapace?).
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    Well, I've heard it happen a few (very few) times. A buddy insisted that it happens when the first (i guess) skulk gets into drawing distance.

    I can't really confirm it, maybe I haven't really paid much attention to it, but on rare occasion, yes they do make a faint sound.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited April 2013
    This is because you are blocking the phase position and entirely your own fault if this happens. Call it a skill/knowlegde about the game to know how to avoid it.

    I've seen some very questionable phase teleports, regardless of appropriate positioning to avoid it. I still think there are cases where it's inconsistent and out of player control. For the majority of cases I agree however.
  • ScrajmScrajm Join Date: 2011-10-17 Member: 127859Members
    Med packs on CC might be fixed next patch. Yay! Also med packs might be even more accurate soon as well.

    Cyst rapture is lame. Less negative abilities plzomgkthnx.

    But tbh, I think ns2 is in a better shape than ever.
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    Well.. "better shape than ever" is pretty subjective.. It's improving, almost to the state where it isn't a beta any more! 3-4 more major patches should take care of that though, hopefully.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    At least half of your points have been fixed for 244. Most of the rest are either logged for fixing or being fixed.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited April 2013
    That's excellent Obraxis : D

    Not sure how I forget these two.

    Remove not being able to reload gun on onos hit
    Fix incorrect team win message at the end of a round

  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    edited April 2013
    Jekt wrote: »
    Remove not being able to reload gun on onos hit

    This bug has been around since the beginning of time. :|

    wiry wrote: »
    Well, I've heard it happen a few (very few) times. A buddy insisted that it happens when the first (i guess) skulk gets into drawing distance.

    I can't really confirm it, maybe I haven't really paid much attention to it, but on rare occasion, yes they do make a faint sound.

    I can also corroborate this, I have heard the skulk regen sound randomly play for a single tick with seemingly nothing around more times than I can count. My guess is either it is related to the origin sound bug (don't know if that was fixed yet) or something with drawing the skulk as suggested by Wiry.

  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    Jekt wrote: »
    That's excellent Obraxis : D

    Not sure how I forget these two.

    Remove not being able to reload gun on onos hit

    Wait a minute, this isn't intended? I hate that this happens, but I always thought it was intended, as its been that way since before I can remember.

    Nice list of issues though for sure, the biggest one I think that needs to be focused on would be the invincible structures.
  • hozzhozz Join Date: 2012-11-20 Member: 172660Members
    I have nothing to add, but if I ever make a bug video, it will have Nyan Cat for soundtrack :D
  • NighttimeNighttime Join Date: 2012-11-21 Member: 172793Members
    Shaker wrote: »
    Jekt wrote: »
    That's excellent Obraxis : D

    Not sure how I forget these two.

    Remove not being able to reload gun on onos hit

    Wait a minute, this isn't intended? I hate that this happens, but I always thought it was intended, as its been that way since before I can remember.

    Nice list of issues though for sure, the biggest one I think that needs to be focused on would be the invincible structures.

    It might be intended but it's a horrible 'feature' that doesn't add a fun or strategical element (and don't say "I hit marines reloading to block it") to the game. Same with ammo dropping in seperate packs when you switch/drop guns. Nothing but infuriating.
  • PampelmusePampelmuse Join Date: 2005-04-06 Member: 47641Members
    meh i can only agree nighttime.
    no more ammo in rifle -> request ammo and meanwhile use pistol -> full pistol clips and still no rifle ammo..
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Exactly that, very annoying. I purposefully try to get the ammo to miss if I change to my pistol.

    The grand final is next week, been looking at first person spectate again. If it isn't improved I wouldn't even want to see it used.
  • CountCount Join Date: 2007-01-11 Member: 59559Members
    I have noticed my weapons fall through the floor when dying shortly after an onos stomps me.
  • AiorosAioros Join Date: 2003-03-24 Member: 14850Members, Squad Five Blue, Reinforced - Shadow
    Jekt wrote: »
    Some annoyances I think should be fixed for the benefit of spectators and players alike before a grand final at the ESL studio.
      Invincible alien structures

    happens still in 244 .... offical UWE server; Vanilla Servers from clans ... happens more often now .... no ns2stats or anyothermods are there which can be blamed.
    if this happens in a live game in germany and one side losse coz of it. <3 drama!

  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited April 2013
    So I'm fairly sure all of these were fixed in B244.
      C++ Runtime error crash Med and ammo drops falling through the floor on tech points Beacon sound not playing Beacon not effecting all marines (some weird cases with CCs) Med and ammo drops falling through the floor on tech points Not being able to place clogs on top of one another

    I agree with @Scrajm, the game is at a point where we should get a series of games much more interesting than instant hive to early onos drops over and over. (Even though some of the onos traps could be exciting I'll admit). My concern is still with the actual spectating of the games.

    The big one, first person spectate. Ignoring model animations such as parasite not working, or double playback of sounds there is still the issue of first person spectate not even coming close to emulating where the player is aiming during a fight or even moderately quick and precise mouse movement. After watching the CS:GO streams these past week for a comparison reference, it is honestly so inaccurate that people unaware of this flaw would think players are using flight simulator joy sticks and racing wheels to track skulks.

    Much, much less important annoyances.

    I dislike the Insight graph, I think it distracts and disorientates viewers and shows information more appropriately analysed at the end of a round. Often casters will only ever read off the total RTs destroyed count and reference it to the time the round has been played, and for this information the entire screen needs to be consumed and any play by play stopped.

    Trying to get into a good position in free look takes too long and often has casters fumbling around with the camera and missing important engagements.
  • SoleanthiaSoleanthia Join Date: 2012-12-22 Member: 175844Members
    edited April 2013
    There's something minor I noticed when casting and watching other casts. When a caster goes from top-down view to 3rd or 1st person view, the scoreboard is cleared. Before switching views say the score is 1-0, you go into 1st/3rd person view then go back to top down, the score is gone. The information is still there, and all you have to do is switch the teams up and back real quick to get the scores back on the board, but for people just joining in the middle of a match it can get a little confusing. Since some casters will switch views quite a few times during a game, and I imagine the cast for the Invitational will be doing so, maybe this is something that can be quickly fixed so the score doesn't keep clearing every time before the game.

    An example of what I mean:

    It's about 50s in. Keep watch on the scoreboard. Tried to link it to the right time but it wasn't working.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    @Soleanthia Good catch. I was going crazy trying to figure out why the team scores kept disappearing on me while casting yesterday. Its been reported now.

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