Dissapointed In The "last Minute Change"
Pod
Join Date: 2002-11-03 Member: 5745Members
<div class="IPBDescription">.</div> Flayra said he changed something at the last minute, which is why its slighlty un balanced now. I can't belive he did this <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> after 4 months of testing, they obviously got it balanced. i've seen so many mods/games/whatever have bugs or be unbalanced because of a "last minute change" that wasn't propely tested. why the hell do people still do them!
Comments
Aparently the changes made the game more fun. There is another post discussing why this was done.
Fun is number 1 priority for any game
Have to remember that not everyone is use to 2.0 yet, its still very new and it will take a few weeks for people to forget how they played in 1.04
I still see people asking for GL/HMG and JP combos. The JP won't work like that anymore.
I see mappers (like the idiot who remade the misslecommand map) still making maps where they forget that you have things like Bile Bomb and Spores early on. Anyone who makes a map has to take the time to forget about 1.04 and consider all the things that happen in 2.0
So it will take a while for people to get use to the changes.
I already find that the Marines are starting to win alot more map now!
Commanders are getting better and skills are getting sharper.
Yes there are a few things that need to be changed and fixed, like the current slow walk, that is slower than a crouch walk. Back peddling is too slow also, but these are small thing that don't hurt gameplay.
Yes there are some things that do hurt gameplay, but its up to the players to adapt to these things and you will find they don't hurt gameplay as much as you first thought!
The others were quite minor.. stuff like making Parasite not damage buildings, so you could tag outposts without the Commander getting a 'base under attack' notification.
TBH i'm quite glad it was done this way - i think the RT activation time was one thing i was worried about the most - i didn't like the idea.
So you never had fun in 1.04?
Umbra spawning was taken out, a few other things too. Skulk health got changed (I think). Hard to remember exactly.
I just played a game on ns_veil as a marine. We had a good commander at the helm (though, he did have this thing with all capitals) and we had HA, HMGs, and a few shotguns churning out in no time at all. Then, we proceeded to nail Nano-Status HARD. After their nano-base was completely annihlated, we built up the RTs and moved on. We then swept through their Cargo hive and finally wiped them out at Sub-sector.
We built no more than 3 turrets through the entire game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I haven't actually played 2.0 yet, so I have nothing to complain about except one thing. Here you are trying to explain how well balanced NS 2.0 is and it sounds more like sarcasm, cause what you're little story says is that it was a walk in the park. That you annihilate the aliens wherever you faced them, with little to no resistance.
I just played a game on ns_veil as a marine. We had a good commander at the helm (though, he did have this thing with all capitals) and we had HA, HMGs, and a few shotguns churning out in no time at all. Then, we proceeded to nail Nano-Status HARD. After their nano-base was completely annihlated, we built up the RTs and moved on. We then swept through their Cargo hive and finally wiped them out at Sub-sector.
We built no more than 3 turrets through the entire game.
Hes saying this becasue the majority of ppl say the aliens can win every game and its way unfair!
Hes showing that as time goes on and ppl get better, this kinda stuff wont happen!
In theory it is very good, I agree with it. But I just don't think pub servers are ready for activation time. The level of teamplay has not matured enough yet.
It would kill the fun factor because failure to protect RTs before and after activation time would mean a serious setback for marines and low res flow for much of the game. Not fun.
Res activation is a "gameplay mechanism" that relies heavily on teamwork and I don't think pubs are there yet.
Something for a future version maybe, it is a good idea.
Sidenote: What if it was put back for Tourny mode?
[edit] I just want to add on an encouraging note that teamplay is improving! [/edit]
also, as for the res activate time. im sure thats still working, as RT's dont seem to start giving +1.0 res thingy until about a minute afterwards
This whole topic teeters on the edge of lock. Tread lightly, folks.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Active res nodes x vs y?
Tell me, would you want perfect "balance" or to have some fun while playing it.
before you asnwer. It wasnt balanced. The game had certain features that were mentioned that forced teams into specific tactics and the marines had pretty much 1 upgrade path. It has a resemblence of being balanced because it forced it upon the players. It wasnt very tactical in any respect.
Although the current build may be unbalanced in some respects, it is incredibly more fun that the previous builds. It was released as it is, because for many reasons, it was better for release.
As much as you may want to argue it, just try to understand it...
there's most definite success. As more people start to
understand that res are now critical, the amount
of 'balance' complaints will return to it's usual
background hum, I'm sure. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->