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Topic: [Obsolete] SS2 Community Patch (SCP) Beta 1
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6740645aab03fvoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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bitching ain't gonna help nobody. if you have a problem, post it, and we will suggest a solution. stability has not been a problem since NewDark engine update so no idea what are you talking about, and loading mods is as easy as downloading, extracting, and enabling them in the modmanager. guides and pictures are all over the place - anyone should be able to set things up with just a bit of effort.

6740645aab355remyabel

Re: Re: SS2 Community Patch (SCP) Beta 1
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this engine is a total asshole when it comes to mod installing. just take a look at how any id/valve-made engine - plus any respective sourceport - manages mods/addons. it's a joke in comparison. also stability is non-existent really. but you guys are amazing, i wish to see you head over to kickstarter, buy the brand and port the whole game to unreal or something.

I think you have it backwards. The workshop in steam is a complete crap show.

6740645aab703ZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
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this engine is a total asshole when it comes to mod installing.
This engine is, in fact, one of the absolute easiest around when it comes to modding. You just drop files in the right folders and the engine automatically loads them. No messing about with manifest files or proprietary package formats or any of that nonsense that so many other engines require.

What you're whining about is the state of third-party mod management tools, which is an entirely different issue. And even then, most people manage to get along fine, and with less swearing.
Acknowledged by: Join usss!
Re: Re: SS2 Community Patch (SCP) Beta 1
6740645aab8a0
i was talking about the native version. and that's where the compliment thing came in, which was meant to allude to your efforts on patching the game to this amazing level.
and i didn't say i ever had any problems, i'm not whining or anything. lol u guys are sensitive.
Re: Re: SS2 Community Patch (SCP) Beta 1
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the native versions of said engines don't have any comfortable way to install multiple mods at once as well.

6740645aabbd4voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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no, not sensitive, just busy.
Re: Re: SS2 Community Patch (SCP) Beta 1
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Tank OS upgrade now adds 10 max HP instead of 5. Yeah, this is a straight-up balance change
on our part. But again, pretty much everyone agrees that the original 5 HP gain from Tank is
utterly useless.
Oh no you didn't!       -     -     -      It was a valid choice on impossible difficulty where cyber modules into END only awarded 3 extra hit points compared to the 5 of tank.

6740645aac02eZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
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Oh no you didn't!       -     -     -      It was a valid choice on impossible difficulty where cyber modules into END only awarded 3 extra hit points compared to the 5 of tank.
This post would actually make sense if OS upgrades cost cyber modules... which they don't. And even then, arguing that 5HP is useful on the least-used difficulty level doesn't make much of a case for them.
Re: Re: SS2 Community Patch (SCP) Beta 1
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Cyber modules are resources just like OS upgrades - so of course the player calculates the best use of all his resources. Example: Do I spend x amount of cyber modules into more HP or do I use a OS upgrade for that purpose?

And you are not really going to argue that impossible is the least used difficulty level in this community are you?

6740645aac4b5remyabel

Re: Re: SS2 Community Patch (SCP) Beta 1
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Oh no you didn't!       -     -     -      It was a valid choice on impossible difficulty where cyber modules into END only awarded 3 extra hit points compared to the 5 of tank.

This is the common argument for Tank on impossible. It doesn't cost cyber modules, the other choices are inferior and HP is scarce. In lower difficulties where cyber modules and HP aren't scarce, it's useless.

6740645aac5d0voodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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in the future, OS upgrades are probably going to be completely overhauled, and tank will probably make the player tougher by adding an extra armor bonus. "tank", get it?

for now, the 10hp bonus is here to stay. 5hp was simply worthless.

6740645aac86fZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
6740645aac8c2
And you are not really going to argue that impossible is the least used difficulty level in this community are you?
SCP isn't exclusively for this community. It's for everyone who has an interest in playing SS2. In that context, yes, Impossible is the least-used difficulty.

I have no interest in rebalancing SS2's difficulty for the hardcore lunatics like us who know it forwards, backwards, and inside-out. Someone else can make their own mod if they want that.
Acknowledged by: Salk
Re: Re: SS2 Community Patch (SCP) Beta 1
6740645aac9cf
Fair enough - but would it be too much to ask for the creators to drop the attitude a little and just call it System Shock Community Mod then?
« Last Edit: 06. November 2014, 19:44:49 by Ndrake »

6740645aaca7fvoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
6740645aacad2
nope. as mentioned earlier, purists can always go for the ss2tool dmls. the rest will have to live with some decisions we've made.

6740645aacb78ZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
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Or wait for the "Purist" branch that we might make after the main project stabilizes.

6740645aace2aremyabel

Re: Re: SS2 Community Patch (SCP) Beta 1
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Cyber modules are resources just like OS upgrades - so of course the player calculates the best use of all his resources. Example: Do I spend x amount of cyber modules into more HP or do I use a OS upgrade for that purpose?

And you are not really going to argue that impossible is the least used difficulty level in this community are you?

To be fair, veteran mods are by nature unbalanced. They're meant to pose a challenge to masochistic players. It wouldn't make sense for a mod that has such wide-appeal as this (just look at the number of downloads) to go that approach. The canonical approach by veteran players is to create challenges that have restrictions. Psi/wrench only, don't use saves, pacifist runs, etc. A mod like this shouldn't try to impose any of those kinds of challenges.
Acknowledged by: Salk
Re: Re: SS2 Community Patch (SCP) Beta 1
6740645aacfd0
Speaking of difficulty, the game is easy with lots of saving on impossible. But it would be frustrating to me if I didn't save often at all (I dont accept dying and respawning).

There needs to be a middle ground rule between don't use any saves and quick saving every 10 secs. IMO, the best way is ONLY saving when you've completed an objective & received cyber modules, when you're at those rooms with skill terminals or when you've loaded into a new level.

The best saving system in any game is in Alien Isolation. It makes the game challenging (which it wouldn't be otherwise) and there's risk/reward.
Re: Re: SS2 Community Patch (SCP) Beta 1
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Has anyone else had any trouble finding French epstein devices? In my playthrough with this (impossible diff), couldn't find any at the usual places.

6740645aad14bvoodoo47

Re: Re: SS2 Community Patch (SCP) Beta 1
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their availability changes with difficulty, but some should definitely be there for you to find.
« Last Edit: 08. November 2014, 09:54:56 by voodoo47 »

6740645aad235Yankee Clipper

Re: Re: SS2 Community Patch (SCP) Beta 1
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No, all 5 FEDs that used to be available on impossible vanilla have been "disappeared". They are still in the levels, but you only see them on the easier difficulties.

6740645aad309ZylonBane

Re: Re: SS2 Community Patch (SCP) Beta 1
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Huh, I thought we'd reverted that ADaOB change.
Re: Re: SS2 Community Patch (SCP) Beta 1
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Actually that was toned down at least in ADaoB 3.0. Not sure how there could be none now.

6740645aad54eYankee Clipper

Re: Re: SS2 Community Patch (SCP) Beta 1
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Here's all the devices that have been deprecated sometime from vanilla to SCP:
Re: Re: SS2 Community Patch (SCP) Beta 1
6740645aad6a2
Anyone willing to spill the beans on where this easter egg is?
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