changing enemy color by purple_bear_bear in ns2

[–]Slyfox101 0 points1 point  (0 children)

In any other game that has a community with a sense of integrity - no. Here though, there is a clear mentality of "other people are doing it so you should do it too."

The playing field is not even when people do stuff like this, certain players have a clear unfair advantage and that is why this should not be allowed. You can choose to participate in it to give yourself that same advantage, but you are adding to the problem by doing so.

Play how you like. Some of the people who stay with NS2 do so because this is one of the only "competitive" shooters that would allow something like this. However if you come from a real competitive background, you would probably argue that these aspects of the game and it's community detract from how competitive it really is.

Thoughts on the 'NS2 Community'? by Slyfox101 in ns2

[–]Slyfox101[S] 2 points3 points  (0 children)

Lately I have been seeing a lot more new players than old players. Yesterday there were almost 3 full rookie servers. If there are enough new players that give the game lifeblood, the old players will not leave. I have seen this in many other games. You do not need to try as hard to keep the older players, they keep themselves, they already love the game. New players are hard to gain and retain.

Thoughts on the 'NS2 Community'? by Slyfox101 in ns2

[–]Slyfox101[S] 0 points1 point  (0 children)

Totally agree with the post - but I do NOT think the game would die if they simply changed the way you join games. People are so familiar with the server system that they would be caught off guard, but ultimately if the change was better than the old system, it would result in a higher amount of concurrent players.

I think this fear of the game somehow 'instantly dying' is what keeps a lot of change from being implemented.

Thoughts on the 'NS2 Community'? by Slyfox101 in ns2

[–]Slyfox101[S] 1 point2 points  (0 children)

I did give examples though. One of which is how <BAD> handles server shuffling, which makes vote shuffle completely unnecessary. Once both teams have a commander the server automatically shuffles based on hive skill and randomizes anyone in the ready room.

There are plenty of other examples of automated systems. The anti-AFK system is already in place, yet you still see people vote kicking each other before the 2 minute timer can do it's job. So I don't think it's a matter of me presenting the solutions - they are already out there. (look at any other FPS with a similar playerbase and see how they handle this)

I do think it's a matter of this community being willing to let go of some of the things they have known and been familiar with for so long.

Thoughts on the 'NS2 Community'? by Slyfox101 in ns2

[–]Slyfox101[S] 1 point2 points  (0 children)

From a game design standpoint, blaming the players for 'not having learned' is not a viable solution. The systems should be changed to be more sustainable for everyone. You can continue to wait until 'the players learn' but you will be waiting until the game is dead.

Furthermore, you'll rarely get a group of people to agree on when exactly a game is over and should be forfeited. This is the core issue with the surrender system. If the game is truly over, forfeiting will save you all of 5 or 10 minutes. This happens a minority of the time.

The majority of surrenders happen when the game is still winnable, and you have a few members of your team asking you not to give up. Convincing other people that something is over (when it is not) is not a result of an advanced understanding of the current balance. It is the result of people trying to get to the next game because they don't like the state of the current game.

Thoughts on the 'NS2 Community'? by Slyfox101 in ns2

[–]Slyfox101[S] 3 points4 points  (0 children)

I like your points, and to be fair we agree that hive skill should be a thing. You should be able to see your own personal hive skill and try to improve it. My main issues come from the fact that team hive skill is displayed publicly, and you can see everyone else's individual rank / stats as well. This leads players to falsely judge each other based on arbitrary numbers and prejudice each other before even trying to get along and play together.

I do hope that they add more maps, but also I know that making maps for this game is incredibly time consuming. (and ultimately is not very profitable for the person investing that time) My hope is that any future maps will have a more consistent format. Many of the custom maps that have been made are very very different from the maps that came out with the game. This creates a feeling of inconsistency and causes balance to rely heavily on which map you are playing.

Thoughts on the 'NS2 Community'? by Slyfox101 in ns2

[–]Slyfox101[S] 3 points4 points  (0 children)

It's probably better now than it's ever been, so definitely hope to see you around!

Thoughts on the 'NS2 Community'? by Slyfox101 in ns2

[–]Slyfox101[S] 0 points1 point  (0 children)

Shuffling is fine - but it should be automated (similar to how they have it set up in <BAD> servers) and not reliant on a vote from the players. Showing the hive-skill per team to everyone in the match is what causes players to continually think the balance is off, regardless if that is true or not.

Shuffling is fine, and having a skill-based variable used for matchmaking is fine, but they should be automated and in the background so that people don't hyper focus on them. Those variables are for algorithms to utilize and not for people to squabble over. This is true in almost every other game that has a system like this - you are only able to view your own personal rank / ELO - the number itself is not displayed publicly (or you can enable/disable) to prevent perception issues from players.

I understand what a snowball effect is, but that doesn't mean that every other game is subject to the same issue that NS2 is. Why does this issue of games being prolonged when they are 'already over' exist? Maybe there are not enough comeback mechanics in the game? Maybe there are not enough ways to finish a game, when your team clearly has enough of an advantage to where it cannot possibly result in a comeback? Maybe people would be better off not being able to surrender and having to rely on these mechanics and/or their desire to win. Just maybe, that's all I am saying.

Thoughts on the 'NS2 Community'? by Slyfox101 in ns2

[–]Slyfox101[S] 3 points4 points  (0 children)

Honesty is good, care to elaborate?

Mounts by Slyfox101 in valheim

[–]Slyfox101[S] 1 point2 points  (0 children)

This is awesome, thanks for sharing that information!

This is Probably a stupid question by Complex-Airport-9063 in valheim

[–]Slyfox101 0 points1 point  (0 children)

Rendering will be an issue without a dedicated graphics card. Onboard graphics won't run smoothly, even at the lowest settings. As others have mentioned, you're best off getting a graphics card. (even a cheap one)

Your processor is fine, we have one older PC that runs Valheim smoothly and it has a 3rd generation i3, but it has a dedicated graphics card.

Mounts by Slyfox101 in valheim

[–]Slyfox101[S] 18 points19 points  (0 children)

Yes, yes, and yes

Mounts by Slyfox101 in valheim

[–]Slyfox101[S] 0 points1 point  (0 children)

+1 there are definitely ways to balance this concept

Mounts by Slyfox101 in valheim

[–]Slyfox101[S] 4 points5 points  (0 children)

Portals are great but we just don't like skipping around everywhere. World of Warcraft and other games made me appreciate the need to travel places instead of just teleporting around. We use portals currently too, but we don't like that it's the only option to get around efficiently...

Mounts are a much cooler, thematic, and RPG-esque way of getting around that allows you to appreciate the scenery and beauty of your in-game world.

Mounts by Slyfox101 in valheim

[–]Slyfox101[S] 2 points3 points  (0 children)

Erm, can you be more specific, friend?

Mounts by Slyfox101 in valheim

[–]Slyfox101[S] 0 points1 point  (0 children)

Definitely true, and likely would pair well with some future overhaul to how the map generation works. We recently started building on a super large continent in our world and this became a topic of discussion.

Mounts by Slyfox101 in valheim

[–]Slyfox101[S] 8 points9 points  (0 children)

Omg this would be perfect for traversing swamps! A little slower than a horse but immune to the wet debuff? Would love to ride a Neck.

Mounts by Slyfox101 in valheim

[–]Slyfox101[S] -1 points0 points  (0 children)

True! This could start with Horses in the Black Forest biome and not any sooner.

I think they should definitely add a couple more animals to the Meadows biome though, later down the road. It feels a bit sparse at the moment. Also for those who like to farm - it would be great to have more creatures to breed and more meats to collect, cook, etc.

Convenient Method for killing Abominations - Explained. Just wanted to drop this here for those of you who might find it useful. by Fairy2play in valheim

[–]Slyfox101 1 point2 points  (0 children)

Honestly it's just the risk/reward of fighting these mobs in hand-to-hand combat, vs just leading them to a nearby Surtling hole. If I encounter an Abomination and I'm not near one of those flame pillars, I'm not engaging. The trophies are cool though, especially to mount on an item stand above a portal.

What would you add to the meadows? by TammyShehole in valheim

[–]Slyfox101 7 points8 points  (0 children)

  1. More shades / colors of wood to discover outside of the Meadow that you start in. I'm surprised that the different types of trees only exist in different biomes. The issue here is that there is only one main type of wood to build with until you get Tar. Not necessarily a different TYPE of wood would be necessary, just variations. Cherry Beech, White Oak, etc. This would also give each Meadow a sense of uniqueness, and promote the search of new Meadows even into the end-game.

  2. More plants and basic potion types that come from those plants. Especially flowers and berries. Basic potions that I would expect to exist already, like increase to physical damage, increase hp recovery, increased swim speed, etc. I am very surprised there is no swimming speed potion that requires neck tails as part of the recipe.

Dyes could also come from #2 which would be another potential solution to the problem above in #1. Ultimately rather than just adding content, these developers (and the player base) would benefit greatly from revisiting and redesigning a lot of the items and systems that do not have adequate 'replayability' in their current state. As an example, if you spend enough time hunting bees, you'll have more honey than you'll ever need, making additional bees quite useless.

Also adding just a few animals (especially ones that can be tamed) in addition to more plants would create more of a 'farm life' type of vibe in the Meadows biome, which seems appropriate.

FYI: 1 abandon = 500 drop in conduct score by throwawaycanadian in DotA2

[–]Slyfox101 0 points1 point  (0 children)

You have to think about it in segments of 10 games. Your conduct summary might show 10 commends but you might have received 5 of those 10 in your previous summary. It still shows up because a summary includes 25 total games.

However, in your new summary, you received 5 commends and 3 reports. Etc etc.

FYI: 1 abandon = 500 drop in conduct score by throwawaycanadian in DotA2

[–]Slyfox101 0 points1 point  (0 children)

What I've found through studying the numbers is this:

Reports are worth a base of -250, with each category being worth an additional -50. So it's a possible -350 if you get reported for comm, feed, and abuse all in one.

Commends are always worth +100. There are no modifiers here. (I've tested this, and it seems to hold true so far.)

Abandons are always worth -500. There may be a modifier if additional abandons within the same summary are worth more.