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Topic: Curious how the SCP is coming along!
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The two guys making this mod are just SS2 fans like you. With jobs and lives. Okay, one of them may have a life. Anyway, the point is: It's all fine to express that you're looking forward to their mod, but try to avoid pushy semantics please. If you're bored, take a look at ShockEd. That should keep you distracted for a year or five.

67403c329187fThe Silver

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The two guys making this mod are just SS2 fans like you. With jobs and lives. Okay, one of them may have a life. Anyway, the point is: It's all fine to express that you're looking forward to their mod, but try to avoid pushy semantics please. If you're bored, take a look at ShockEd. That should keep you distracted for a year or five.
I know, I'm a modder too (another game obviously) so I perfectly understand all the thing about expectations, real life delays, free time, release dates etc, but there's no reason to not keep the comunity updated about the development, I don't know when I will release my mod but I can obviously tell if I still have x things to do and if I expect that thing or another to be difficult (for example I post weekly updates, even if it's "nothing new this time, that thing consumed all my free time"), so if I say "very soon" and another month is gone without any news I expect people to ask what's happened and I'm ready to say "development took longer than expected because of this", or something like that. So I think that noone should be surprised if there's people that wants to understand why things doesn't work as intended, and it's a different thing than whining "Release NOW I'm tired!", I'm sure you understand. :)
« Last Edit: 03. September 2013, 12:16:07 by The Silver »

67403c3291d5fvoodoo47

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The two guys making this mod
three, actually.
one of them may have a life.
not me.


also;



let's say that we are hoping SCP will be a "distract kids from back to school" gift.

67403c3291e7fThe Silver

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@ voodoo47 & ZylonBane: Thank you both for your answers, I appreciate it! :)
« Last Edit: 03. September 2013, 12:51:31 by The Silver »

67403c3291fd5ZylonBane

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Let's just say, your patience will be rewarded. Some very nice stuff is getting added as we approach the home stretch of the beta release.
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Would you consider doing a little preview video to showcase the tech before release? Only to raise general awareness. Folks did it for the KOTOR restoration projects and it became a massive hit. DayZmod wouldn't even be known if it wasn't for people making Youtube vids for it.

When you get down to it, compared to the people who know / have played the game at some point, there aren't a whole lot out there actively browsing System Shock 2 news sources. I only came across the NewDark news by accident and about four months late. If you're aiming for an autumn release, you need to start reaching out to people.

67403c3292213ZylonBane

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I don't understand what the advantage is of creating desire for something that can't be had yet. As a consumer, I would always rather see "AVAILABLE NOW" than "COMING SOON".
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After it's done then. I'm serious, you guys need/deserve to have more reach than this little forum.

67403c3292439ZylonBane

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Well here's a question for the community--

Midwife laser shots: Should we speed them up a little?
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I never felt they were too slow and never heard such a complaint. They are hard hitting when you're surprised and just about dodgeable when you see them coming. So just right?
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Midwife shots? PERFECT AS IS......

If you change them... I will pull out my foam sword and hit you with it.

67403c3292708ZylonBane

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Let's look at the various "laser" projectile velocities:

Rick turret shot: 500
Turret laser bolts: 200
Droid laser bolt: 100
Midwife shot: 50

Soooo slow. Even the monkey fireballs are faster than that. Maybe it would seem less silly if the shot didn't look like a laser bolt.
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Probably the devs wanted shots from stationary sources to be faster, because they cannot chase you.
If the difference between these shots seems too much I'd rather have the turret shots slowed down, because it's impossible to evade them, even when you're very agile. But then we're used to that and there are ways to avoid them. So don't fix what isn't broken. My 2 cents.
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Well here's a question for the community--

Midwife laser shots: Should we speed them up a little?
Make all lasers instant-hit weapons.  :pirate:

Jokes aside, some advice from a dear friend:
SCP is different from ADaOB in that it doesn't try to rebalance the game. It takes more of a purist bugfix/polishing approach.
Acknowledged by: Briareos H

67403c3292e19voodoo47

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it does try to rebalance the weapons though (or rather, inherits the rebalanced weapons from ADaoB) - this is quite a common thing in official patches as well, so it's perfectly within the scope.

but yeah, let's leave the midwife shot alone for now.
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 Yay, meanwhile getting it out within the decade would be a great thing to focus on!

     :thumb:  :thumb:  :thumb:  :thumb:  :thumb:  :thumb:



   Nahh take all the time you need <3 I know it will be great!
« Last Edit: 04. September 2013, 13:39:58 by Dizzy »

67403c32930a9ZylonBane

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Apparently I underestimated how afraid you all are of the Midwives. Fine, I'll leave their pathetically easy to dodge projectiles as-is.
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Thanks Zylon! You are such a dear.

                  :happyjoy:

67403c32933f3icemann

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That'd be like changing the fireball shoot speed that the imps in Doom do to up the challenge level. Sacrilege.

Sometimes easy to dodge attacks are that way due to design choices.

67403c3293719ZylonBane

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That'd be like changing the fireball shoot speed that the imps in Doom do to up the challenge level.
Umm...
In the Nightmare! skill levels, like all other monsters, imps become ultra agressive and don't stop shooting after they start. Their projectiles become significantly harder to dodge especially in packs. Their projectiles also move 50% faster and become as fast as a baron of hell's.
http://doom.wikia.com/wiki/Imp

67403c3293b73The Silver

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That'd be like changing the fireball shoot speed that the imps in Doom do to up the challenge level.
Umm...
In the Nightmare! skill levels, like all other monsters, imps become ultra agressive and don't stop shooting after they start. Their projectiles become significantly harder to dodge especially in packs. Their projectiles also move 50% faster and become as fast as a baron of hell's.
http://doom.wikia.com/wiki/Imp
So you mean that in the patch you want to make that the projectile speed increases with the difficulty level?
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I don't like that idea, just my two cents.

67403c3293f02ZylonBane

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So you mean that in the patch you want to make that the projectile speed increases with the difficulty level?
If I mean something, I say it. Did I say that?

67403c32941feThe Silver

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If I mean something, I say it. Did I say that?
-Increase projectile speed?
-No it would be like increasing the speed of the projectile from the doom game with the difficulty.
-They do that.

From this I can understand either that you want to do that, or that your post was only a reply completely unrelated to the SCP just to say that icemann is wrong. Apparently it's simply the second option, ok thanks. :)
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