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Remove Kill-Death-Scores on the scoreboard

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As many of you know NS2 is a complex game of pushing, fighting and sometimes dying. I see a lot of people doing wrong decisions like waiting in front of a room-entrances or waiting in secured areas. in a lot of games i see marine groups not attacking the hive properly. they are just waiting in a safe distance for the skulks to come out. but not only marines, even skulks flee out of battles or sometimes they do not even try to attack marines because they are afraid to die. a lot of rookies feel bad about their KDR and think they are bad players when they die in combat. i think the game would work a lot better when people would not think about their KDR and their "reputation". As many of you know the KDR is not the most important thing to rate a good marine. playing ns2 is more than just a simple score on a scoreboard. but unfortunatly a lot of people give this scores more importance than it should have. the normal points could still be visible. i am just talking about the KDR.

i think it has a lot of benefits when it is not longer possible to see the kills and deaths of one player:

1.) players play more courageous. the game gets the gameplay that it should have. pushing marines and pushing aliens. no longer cowards waiting at entrances.
2.) stacking is more difficult. without KDR you can not see who killed a lot and who dies a lot.
3.) rookies feel better because their horrible stats are not longer recorded on the public scoreboard.
4.) people will complain less about pro-gamers with 50 kills and 1 deaths. i saw a lot of servers where NSL-players got votekicked because of their outstanding stats.
5.) fewer rage-quitts. i think rage-quitters often quit because of their bad position on the scoreboard. its not funny too start in a game with 5 deaths and 0 kills.

All in all, i think the KDR is a nice to see but it ruins the gameplay more than it helps. the stats do not affect the gameplay and have no sense at all. I think removing the KDR would really help to improve the gameplay and it will keep the rookies in game. Without KDR i think that new players will hopefully realize that the game has more to offer than a good KDR.

Improve Key Bindings

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Helllo,

is it possible to improve the key bindings system?

For example: if you type in location in the console you get your current position.

I would like to bind something like : bind "O" "say I need help at : {location} {ping_map}". Something like escaping functions.

If this already exists thanks for help.

Voice chat while loading?

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Is it possible to allow voice chat to keep functioning while changing maps?

Ingame speech & radio

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Wire the mic input to an ingame sound source attached to the players head. Have it filtered for aliens, and when calling radio. Have a unique, fun ingame immersion with extra strategic aspects, moves and comedy.

Edit: People can still assign a button to use radio just like now, but it will be heard ingame by the players around, including the enemy. A neat feature would be voice activation. I'd like to hear em curse ^^

[Survival] Dealing with decompression and fatigue

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For those of us who love the survival and the realism aspect, here are some concrete suggestions :smile:

DECOMPRESSION

Add one new meter called 'pressure'
Next to it is a number: N atm
It shows your pressure level in atmosphere
The meter is fully green as long as i remain at the same depth or dive deeper.
If i dive deeper, the meter remains green but the number next to it (the pressure) increases.

mcxtm9uuoegx.jpg


When i ascend back to the surface, the meter fills up with red for each level of difference in atm with previous pressure.
Say 1atm of pressure difference fills up 1/4th if your decompression meter.
So if you ascend strait 4atm of pressure nonstop you'd fill up your decompression meter fully.

However, the decompression meter decreases over time - say 10-20 seconds to go all the way back to green.

As long as your decompression meter is fully red you take damage until death.

Of course, you don't get +1 atm at each meter, rather a ratio has to be determined; ex: 30m = 1atm (don't know how realistic this is).
The idea is that from say, 300m depth, you'd go from 1atm to 10atm approx.

Impact on gaming mechanics:

You'd now have to take this into account when ascending, either by ascending diagonally slowly enough or by taking breaks in your ascend, to let your decompression meter go back to green.

1) its much more realistic.

2) it totally changes your survival strategy. Now intermediate-depth bases becomes mandatory before you can handle bigger depth. No more crazy ascend to get air! Management of your air supply becomes much more critical. Which means it's also a very interesting incentive to actually build several bases at different levels as you explore deeper areas.

3) the mechanics remains very simple game wise (no need for complicated decompression chambers with sceals, and the decompression time doesn't need to be calculated and is very quick, etc). For simplicity's sake, it could also be that this mechanics only works when the player is not in a sub like the cyclops or the seamoth, or it could also work when you are ascending your subs.

4) Going down can be done quickly, but going up takes planing and care

EDIT: This can easily be added as an option, so that it can be turned off for whose who want to explore without decompression issues.

FATIGUE

A meter for fatigue can be added. This one would drain very slowly, i.e., it can last a day and a night before it's exhausted.
When it is exhausted, you can no longer swim, so you fall to the sea floor (or base floor). When you don't swim, it's going back up, but also very slowly.
So you could "rest" a few minutes on the sea floor (provided you have enough air) to recover enough stamina, say, to reach your sub or your base. But mostly, if you are still in the water and you no longer have stamina, you are pretty much going to drawn.

Inside the base or sub a bunk-bed ca be added (constructed). When used, it:
  • Sets your spawn point
  • Refresh your stamina
  • Recover life to a minimum (say to 50%, the rest can only be recovered using med kits)

ns2_mineral

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Hello everyone. It's been far too long since I visited this forum, and touched the Spark editor in general. I should have been working on this map for over 2 years now but didn't have any motivation or incentive to do it properly until now.

I am currently building a NS2 map called Mineral(based on what used to be ns_crude_b3, and ns2_crude(never released)) and have released the first alpha version of it on Steam Workshop. What I would like is if people were interested in looking at the map, playing it in 6vs6 settings and all the standard see if there are bugs and such. If the games are streamed as well that is a huge bonus as I can watch what is going on in the games. Anything helps!

This is a university project for me this year as well so any help and feedback I can get is worth a lot to me. I am aiming to have the map fully playable and balanced for competitive by the end of the project's course. Any visual detail in the map will be a bonus, but I am sure I can make at least some rooms pretty before I "run out of time". The map will continue development even if the uni project ends. Right now it is only grey floors and developer textures on the walls. Everything technical is working fine so the map should be fully playable. There is currently no occlusion geometry as I didn't think it would be needed for such a low level of detail.

Current layout:

ns2_minneral_a1Layout.jpg

Marine start is always in Surface Access and aliens can start in Drill Site or Mineral Tanks.

I've already had Maxamus from Gorge Busters put it up on their server and have been allowed to do 6vs6 testing there. Pelargir will be adding the map to the 2hrslater and NSL Match Lyon servers. So a huge thank you for that! If any other server operators or teams/players would like to test the map and give me constructive criticism that would be sweet!

Here is the workshop link for the mod:

http://steamcommunity.com/sharedfiles/filedetails/?id=226965879&searchtext=mineral

And the mod ID is "d87397" for server admins wanting to get it up an working quickly.

Any feedback about the map can be posted in this thread, or sent to the level's email address ns2mineralfeedback [at] live.com

Anything you guys can think of is of help to me in developing this map and I'd like to thank you in advance for any effort towards providing feedback!

PC died, need help choosing new one

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- Got about 1000 euro to spend.
-Only need the PC itself (no mouse etc).
-I prefer 'ready made' system i can order and have in house before the weekend (last no-ns-weekend was horrible enough and i dont trust myself building a pc, glueing processor etc).
-need something i get 1 reciepts of so i can (try) and get some money back threw work-program.
-I live in the netherlands.

Any suggestions?

Natural Selection 2 F2P?

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Is there any plans of doing Natural Selection 2 a F2P like NS1 ? And what's the current selling number of the game? Cause it feels like the most servers are running empty cause of the number of players. A great boost would be to make the game F2P. Cause right now the developing team is focusing on Subnautica, and not NS2....

Cyclops Open Sea Docking Platform

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Cyclops Open Sea Docking Platform Concept and Mock Up...

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Bug: Evolving to NO STRING 0% [258]

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Hi guys!

I just came across a bug, and don't know if you already know about it. I've never encountered ANY bug before, in approx. 100h of game time, so maybe this has something to do with the 258-release?

The case report is: I was playing on Docking, and had just respawned. I tried to evolve two abilities as skulk, but nothing happened. I then proceeded to move around the map, but it was as if I was "under" the map; couldn't really jump on things etc. Then suddenly I was back at base, and the following was displayed: Evolving to NO STRING 0%.

Hope it helps,
Wittfogel

Error: Loading of cloud user settings failed

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Hi,
I'm under Linux and can't get NS2 to run.
I already followed all instructions for linux and NS2 I could find, but still no avail...

My Setup:
AMD Phenom(tm) II X4 955 Processor
8 GB
XFX AMD/ATI Bonaire XTX [Radeon R7 260X], 2GB RAM
running on free radeon/mesa drivers.

Other people also encounter the same error:
http://forums.unknownworlds.com/discussion/comment/2190969/#Comment_2190969

The error:
Build 274
Linux
Steam initialized
Error: Attempted to load remote options from a file that does not exist.
Error: Loading of cloud user settings failed

Also tried disabling the steam cloud but still...


Someone please advice.

Black screen when shooting (SOLVED)

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Hello, I have a little problem here!

When I shoot with a marine or an alien, the screen turn black. Not all the screen, because I can see the "fire" of the gun in the black screen, the mini map and the ATH. When I stop shooting, the game return to normal, except with the flamethrower witch the black screen is permanent until I pick another weapon. It's look like the texture turn black...
I just download the game for the second time, but the problem persists.
I try to delete the option files, but that doesn't work too.

To resume, I shoot, and I see nothing of the game.

Two images to show the problem:
1- When I don't shoot:
50f7ni7n2dir.jpg

2- When I shoot:
zlum3jaq4lam.jpg


Other information on the problem: when I use the night vision of the alien, I can see through the black screen
Two images to show this:
3-When I shoot with the night vision disable
x57apik3axzj.jpg

4-When I shoot with the night vision unable
q0doyjrvjoax.jpg

For information, my computer is a GP70 2PE from MSI with:
Processor: Intel Core i7-4710HQ Processor
Graphic Card: NVIDIA GeForce 840M / 2GB DDR3
RAM: 16GB in DDRIII(L)


I attach my Techsupport.exe zip with the post, if you want to see it.
https://www.dropbox.com/s/o7vdsledaydieta/tech_support.zip?dl=0

With the hope you can help me with this.

Thanks for the future answer.

I figured out a way to build on the Aurora

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Ok, I used a terraformer, its close enough to the ship it self to be counted! thats the picture I took :smiley: AND I'M THE FIRST ONE TO DO IT68gvagpf40xi.jpg

Documentation about error code of the launch pad when uploading a mod ?

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Hi,

I have an error 8 when trying to upload a mod on the workshop and I can't figure out what this error means ? (or where I can find documentation about it ?)

Message: "Publish Failed: Error updating mod (error code: 8)."

The Weather

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On a planet covered mostly water, I'd like to think that the weather would be quite extreme. Water vapor would be constantly fueling whichever storm cell popped up and the wind would be howling with no land to slow it (not that i want wind all the time). Anyone else waiting for a storm to come along?

For Science!

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So, we analyze fragments of wreckage, various plants and animals. I cant help but wonder how deep the science aspect will go. Personally, I want to see genetics and cloning vats or specimen tanks and ways to capture and study everything more closely. Even a research journal or pda to record all our findings. The future tech could give rise to so many amazing things!

Scoreboard: Highlight players upon joining a team.

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Scenario 1):
The map just changed, people are bitching about the last comm and eventually picking teams.
At this point, everyone has the scoreboard open to check who they want to play with, which team they prefer for the next game and most importantly, which team is stacked.

Suggestion:
In a similar way of how the introduction of team avg skill displays on the scoreboard has shifted peoples attention away from badges and towards actual numbers (even if those are not perfect) I would like to suggest another purely suggestive method of suggestion.
The moment any player joins any team (Aliens, Marines, ReadyRoom, Spectate) the background of their name on the scoreboard (debatetable) gets highlighted (bright colour) and fades to normal in 10s.

Players will be able to tell who stacks, who switches (for good or bad) etc. It will contribute -effectively- towards less stacking in general and a more informed mindset. It is implicitly superior to any restrictive method.

I've asked mendasp. He can't see how this is easily implemented, and is currently taking a break from ns2+ (fair enough).
That's why I'm posting here, maybe someone else has an idea how to make this possible...

Give Early Access Feedback to the Dev Team

Ideas for better future

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So, after playing the game three days I have built pretty much everything, seen everything, and swam A LOT, what now? Well thinking of how this game feels and plays I was thinking inputting my thoughts for new items, gear, tech, and so on. I mean this is to be the age of the 22 Century when space travel is possible and so on. Make matter out of lasers and even have a stasis rifle but you cant make a harpoon gun or some sort of robot? Legit<Wut?

Firstly, scanners. A way to see a large scale of the area would be ideal IMHO just since you blindly swim or drive your sub around just hoping to find something interesting. Scanners would EASILY be installed into the cyclops as there is already two computer monitors there in the ships main bridge. On a second thought to scanners perhaps a tracking device sort of tech to perhaps harpoon onto more dangerous creatures like the Reaper Leviathans, so you could at least know where the big bad monster is lurking, besides hearing its blood chilling roars before seeing its four blades of bodily mashing of doom in your face right before its ripped off in a single bite. Just a thought.

Second thought as stated above harpoon gun. Something easy and simple and even basic survival for marine divers. A harpoon gun would be something interesting to have for hunting and defending yourself from creatures like Stalkers so not having to worry so much. With any weapon however, you will have malfunctions, ammo limitations, and yes having a spot to carrying them. Making them the same size as the freeze/stasis rifle would be about right and the ammo being a separate thing as well. So going out would mean a choice, do you save your limited ammo for hunting food or do you use it for taking down big game for survival?

Third thought Weapons in general. Something on the line of defending yourself from creatures like the blood sucking leeches would be nice, maybe upgrading your diving suit to perhaps have a thicker lining or even charging it with a electrifying current to force attackers from nearing you. With such a suit of course you would need to turn it on or off and have a power source so like the sea glide perhaps having your suit as well have a power slot added to aid in its functions. Fuel cell seems to large to fit but a battery to small so adding a new type of power source to power your new suit would be interesting. Solar power cells on your helmet, back, or even the entire suit itself. Just ways of making you a little less defenseless out in the deep dark waters.

Fourth thought Air tank upgrade and longevity. Having multiple tanks is great for longer times in the water exploring in caves and gathering things but it runs out so quickly, and take up so much space for gathering items, so maybe making them last a tad longer would be nice. Adding something of a air filter/reproducer would be cool to think about. Recycle spent O2 into new air for a longer dive and more exploring deeper caves. Perhaps add a spot to the paper doll equip menu of your person for the air tanks instead of them being carried in your on person inventory would be a nice change and free up space for a big item raid as well allowing a air tank amount upgrade for a bigger tank that holds more air for such a new idea. So base tank would be a normal build and the newer tanks cost the same amount plus a little more new items like say Glass+ Silicone= Tank right? Well why not for the upgrade be Tank+Tank+Silicone+Wiring Kit+Chip=Advance Air Tank Re-breather System. Something like that to make the game more in-depth and interesting.

Fifth thought Air bladder...worth the room? Honestly not for me. That one spot it takes up seems better used for medical kit or one more gold bar than having a rather same speed as just holding space bar item to ascend to the surface. Perhaps make the air bladder another on person equip item to the suit would be better IMHO.

Sixth thought Base home or not. Make the base bigger and nicer with larger rooms, perhaps some nice decor features like potted plants or even a aquarium since plenty of sea life to make such a wonder thing. Not really a big "OMG GOTTA HAVE IT IN GAME NAOW!" But just a thought to brighten up your rather boring and lonely life stuck on this water world. Reading some other forums and others that posted on the idea asking for something of a companion bot, not a bad idea to be honest would indeed make life on this planet a little more enjoyable. I read the thought for updates of making a moon space dome Seamoth docking port thing add on but a large blank open room so I could make a plentiful amount of lockers to store and hoard items for later use would be pretty awesome.

Most important the bugs. Items disappearing when loading back up the game. That REALLY needs to be fixed before adding anything new since well I dont think going through all the trouble getting all the items to make this new thing and have it just not being there when I come back is a good thing. I know when I went into the ship and got the item to make the subs power levels a lot stronger (200% and still drinks power like a fish) I was HAPPY, BUT, when I load up the game the next day it was GONE! I was rather bummed since I went through hell to get into the ship and hell getting back out. Dieing four times to the Reaper thanks to odd outer body pulls from the cyclops, being caught before making it back into the sub or just being killed by the crab things and being re-spawned back at the escape pod made that item a trophy and now.....its gone forever. So that item needs to be something I can either craft OR be re-given back to all players since I am sure I am not the only person to have such a treasure ripped from my water pruned fingers.

TL;DR Scanners, Harpoon gun, Tracking device system for monsters, Air tank upgrades so to last longer and hold more air, Air bladder yay or nay make an equip on suit, Base to be bigger, better, stronger, harder, and lastly BUG FIX ON SUB UPGRADE so items stop disappearing on game load.

Hidden Mod

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image

Good day everybody.
I'm currently working on a gameplay modification for Natural Selection 2 called Hidden Mod. It's based on The Hidden: Source, if anybody remembers that.
I just started recently working on it and it's my first time working with the Natural Selection 2 Lua source code, so it's pretty much alpha version right now.
But nevertheless I got enough done to showcase my work.

So what's this all about?
In Hidden Mod you have the Marine team and the Hidden. The Hidden is a Fade which escaped the research facility of TSA where they made experiments with it. Unfortunately those experiments gave the Hidden permanent upgrades which make him the perfect killer: fast (Celerity), stronger (Carapace and Adrenalin), silent, invisible (Cloak) and enhanced abilities (Shadowstep, Blink, Vortex). The Marines need to kill the Hidden within a given time, otherwise they loose and the Hidden will escape. The Hidden will be chosen randomly among all players, that's why you are only allowed to join the Marines team.

How can I play it?
It's not done yet. If it is done, just type in 'hidden' as game in your Natural Selection 2 server browser and if there are any servers which run the Hidden mod you should see them.

What's already done, what needs to be done
Most of the game rules (game start, game end, Hidden rotation, round timer) is done and also spawning the Hidden with all upgrades (including wall grip).

I'm currently working on the partially cloaking of the Hidden, changing the way how vortex works (I really want Vortex to be kind of a ranged weapon) and the Marine buy menu. The Marine buy menu lets the Marines choose between a Weapon (Rifle, Shotgun, I don't really know what else yet) plus an equipment item (Mines, Welder and other stuff). If those three things are done, I'm going to release the first beta version.

I like the idea, can I help?
Sure thing. As the team is pretty much only me right now, I could use any help I get.
Special Hidden Mod maps? I would love to see some.
If there are any programmers out there, who want to join me, just message me.
You are a server admin, who is willing to run this mod? That would be awesome!

And the most important help would be your ideas and your opinion on the mod. Please leave a comment.
I'm available via Steam or Skype. You can find my Steam user name on the Steam Workshop page of the mod, or message me here.

Thanks to
whoppaXXL - made that awesome logo

<insert fancy video here>

Source code: https://github.com/myrio/ns2-hidden
Steam Workshop: http://steamcommunity.com/sharedfiles/file...s/?id=116195832 (please remember, that it's an alpha version right now)
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