Patch 286 Released on Steam! - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Patch 286 Released on Steam! - Natural Selection 2
Hey everyone! Part of our goal as a development team is to look at player retention for the long term, not just how we stand now. A lot of our...
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Biggest update in years.
Looking forward to playing the new update, though!
I'm closing this thread for now until the post is actually public
Is this similar to the Primable Power Nodes whereby you have to finish the building to hit the power, or will the power just finish automatically?
Also, What's a "Ranked" server? Is that a shiny new way to say "Hive Whitelisted"?
If you walk into a room and the commander sockets a power node it will build until 99% and not allow you to finish until there is a structure in the room. Otherwise power nodes work the same if say a res node is dropped and the power is socketed automatically.
yes, ranked is just that.
Yes, similar to primable power nodes, but a little tweaked based on playtesting.
Yes thats it, less confusing for new players to say ranked instead of white listed. but its the same thing
Now however, NS2 has gone down that route.
What next? Are you going to go through every aspect of the game.. Find all the areas where someone could do something which is sub-optimal, and remove the choice from the game?
This game is about choices, decisions and mistakes. You are now trying to remove those from the game and force us to all play the same way. I know, in a future update, remove the ability for players to actually play the game, and just have them perma-speccing a bot, which plays the game exactly as people want it to be played, rather than you know, making, choices decisions and mistakes.
But i must say Soulrider is a bit right on this one.
I can't shake the feeling it's @BeigeAlert assuming the voice of a space marine with some really sweet post processing.
But that can't be it, right?
edit: Also, Wooza's 46 player server running "ns2large" appears as ranked? What's up with that?
Anyways, any chance you can increase the quality of the reflections so they aren't as blurry? Like for glass n' stuff, it really stands out in some maps.
So the Powernode will resist being finished until a structure is blueprinted in the room? Or until the structure is complete? Is there any mechanic to bypass this limit (flashing your flashlight was the mod)?
Thanks for the feedback. Give it a try and tell me what you think of this implementation. It's not the same as the mod, and it is likely you won't even notice it in normal gameplay.
I can't believe it is @BeigeAlert either. For those of us that occasionally play games with him, it really is quite a shock to hear him sound so .... I don't even have the words to describe it.
I think Beige did a great job and his voice is just too perfect for the video. Good work @BeigeAlert.
Now do Morgan Freeman.
I'm alone in cargo, comm drops node. I have to build power, run all the way across the huge room, build rt, then run all the way back to tap power? No thanks.
He said something about screaming into a pillow until he was hoarse before recording that VO. That's some dedication to his craft, eh?
So pwr will automatically go up if primed once rt is built? Don't need to go back to tap it?
Edit: maybe I'm still misunderstanding, but you're saying if there's no structures in the room, pwr only primes but still needs to be tapped one a structure is dropped? But if the comm drops a structure, the pwr is no longer primeable?
So if comm drops pwr in a room first and I try to build it, it will prime first. then decides to drop rrt after pwr is primed I still need to run back to tap?
I've 100% built power in Hub and commander is waiting for res to drop PG. Comm drops pg, I finish it, but it is not active, I'm heading back to power node and die on my way. PG has no power, skulks destroy it.
At first I thought it would activate itself when at least one structure is built in the room, otherwise it will remain indestructible. That would be good change.
only thing UWE's gotta do it listen to reason
Definitive List of Questions via scenarios about Primable Power Nodes:
I'm asking about each state as it stands now, no "If something else happens, then yes".
You can finish.
You can finish.
You can finish.
You can finish.
You need to go tap it... (but you could have finished the power the moment the building blueprint was dropped)
Whoa there, what's this Override option and how do I do it?
Also: Based on this behavior, this change won't affect like 90% of players. It will stop the newbies from fucking up by finishing power in completely unused rooms. I'm all for this.
Made my day xD
How do you override a primed power node? If it's interacting with it again, what stops new players from walking up to it and finishing it like before?
How often do we build power in a room for something like pg especially and just it want it to go up as soon as it's finished building. Correct me if I'm wrong but now you'll have to make a second trip back to power after it's built since pwr was dropped before structure and is locked @ primed and now needs a tap. Whereas before, if desired, you could just build pwr and once structure is up, you're golden. This is useful in many occasions, most notably forward gates.
Again plz correct if I'm wrong.