mu
- Posts
- 75
- Location
- Edinburgh, United Kingdom of Great Britain and Northern Ireland
- Joined
- 6 May 2005
At least he's ideologically consistent. He obvs never figured out the good bits of NS1 and has now implemented all the terrible stuff into NS2.
At least he's ideologically consistent. He obvs never figured out the good bits of NS1 and has now implemented all the terrible stuff into NS2.
OK, that’s a bit of a harsh post. NS2 is quite a fun game. I doubt it will be around as long as NS1 but who knows? The bit I find annoying is that they could have taken the good parts of NS1 and built on them but they didn’t. It could have been an amazing sequel with all the extra exciting different crap they wanted. But it isn’t, because nobody seems to have any sort of handle on what made NS1 (or any decent FPS games) good. It is NS1’s successor in looks and name only but is pretending otherwise. Does this make me a purist?
Again, not even that bothered about bhop. Although Bacillus is right, the treatment of it and other issues is symptomatic of the dev process as a whole.
e: look what the official NS forums have done to me, I feel like I have to pre-emptively defend myself against bullshit. fuck yeah
Go outside. Try to commute in a busy city. That's where you realise the crux of this problem is the human race. People are fucking oblivious as to where their bodies are. They have the spatial awareness of a drunken, blind man with no ear canals. This is why the 'old school' FPS is doomed to disappear, along with any concept of including movement skills in a game.
we had in depth discussion with foss-guy about this yeasterday (might be paraprhasing a little)
marko: ns2 sucks
fana: yeah
marko: ns2 sucks
fana: yeah
marko: ns2 sucks
fana: yeah
marko: but might turn out to be good
fana: ...
marko: just kidding
fana: yeah
anyway, I find that post alarming and seems to indcate how much devs (flayra atleast) are out of touch of things that made ns good. we're just not their target audience anymore is my guess.
I'm pretty sure Tane is on the money with ranged vs melee. The two main points that have been missed by NS2 are good ranged/melee combat and the fluidity of combat; both in skirmishes and at the map scale. Both of which I think are necessary to make the game work.
I fear Flayra is largely viewing the success of the gameplay through the prism of strategy only. I agree with their points about the learning curve being too brutal and that yes, strategy in NS1 was very limited but I disagree with how its been treated because it has lost site of fluid ranged/melee aspects. By moving their target audience away from strong melee/ranged combat, it feels as though the core of the game has been twisted into a hybrid which just won't achieve either set of objectives. Basically, the high level design feels misplaced slightly and it is leading to mis-judged decisions.
Just look at the synergy of each lifeform's abilities and their respective movement system in NS2 at the mo: only the skulk works. I don't know what crack the official forums are smoking but the next halfway working lifeform, the lerk, is incredibly easy to kill even with spore all over the place with every weapon the marine's have and I can't even aim half as well as I used to. Fade is about as deep as a puddle, gorge is OK and the onos has always been a bit of the Heavy Weapons Guy of NS so it gets a pass as long as the rest of them are working well.
Although just concentrating on ranged/melee is a little un-just, the fluidity of map control has totally been removed and the gameplay becomes very static when territorial buffs such as infestation are featured as a central design tenet. The res system for the alien team is off as well, I could talk about how the system is boring and has removed all elements of meaningful lifeform/economy/tech trade-offs for the individual but I'll stick to what I think is the biggest problem within the NS2 system: the skulk is both the free default lifeform but also featured as an integral part of alien strategy (and therefore inherently strong). This means a player can save up for a higher lifeform without thinking and it results in every player going lerk or fade at the same time (which is terrible). If skulks were slightly under-tuned by default and had the option to spend res on demand to get a boost in power somehow then it would mimic NS1's strategic lifeform timings and actually improve on NS1's alien tech system by allowing a pressuring marine team to chip away at alien resources in a manner analogous to non-confrontational lerks spore spamming economically strong marine teams.
There were at least 2 more people in that thread asking for a NS:source. So it would be a 2v2 already.
IN YOUR FACE
On-topic, I feel I don't care anymore about NS2. It's just the good drama which make me still read the posts there. UWE goes mainstream, but they will probably not succeed against Activision & Co. I'd be happy for them if they would, but I simply doubt they can pay their checks 6 months after release. The market for casual gamers is aggressive, over-satisfied and hard to survive in it in my opinion.
I'll just wait for the next indie dev catching up the idea about skill/gameplay instead of graphics/achievements/DLC and resell all the new kids bunnyhop under a different name. Like a Notch person for FPS. I think the market exists, and currently is heavily undersatisfied, or, at least not well-used by marketing.
For such, I'd even restart making bad quality videos telling the world about my new internet connection while missing Tane's best frag in life.
After reading this topic, all that I can see is:
ps. good posts mu, don't shoot
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