STEAM 组
Sernix Coop Insurgency SCINS
STEAM 组
Sernix Coop Insurgency SCINS
29
游戏中
393
在线
成立于
2015 年 1 月 29 日
语言
英语
国家/地区
United States 
正在显示第 151 - 160 项,共 1,013 项条目
3
Suggestion on Suggestions
引用自 prospirit
Playtesting is of course required for game balance, and there is really no way around that. There are literally a zillion variables that can be changed that will tilt the balance. When players play and notice changes, they always tend to say "oh something changed since the LAST time." Well, that begs the question: what is the LAST time? Was it last night or last week or last month? As a developer you get really confused as to what version this player is talking about. All bug tracking systems stipulates that the issue reporter identifies the version being commented on. Well, unfortunately this is a discussion forum not a bug tracking system. So it would be hard fetched to expect commentators to identify the version. But let's not overengineer this either.

It would help that the releases are scheduled in a structured schedule. A period of clearly identified playtesting and another period of stability. This can be done weekly or biweekly or whatever fits your schedule. For example, you may announce that release candidates will be playtested on Monday through Thursday, and stables releases will be set for Friday-Sunday. Release candidates may be promoted to stable releases or may be reverted.

A simple, universal structure like this will help developers and players sync up their commentary and suggestions.


My schedule is sporadic and currently I'm ramping up work towards insurgency so its becoming overwhelming. While I try to be somewhat organized on my end, its impossible for me to communicate structurally to the community. Most games will have changelogs up the wazoooo and if you can keep track of what was happening in January to whats happening in June.. chances are, you'll remember only key things and most players wont read it.


My work flow consists of what I'm drawn to, how much time I have, and or what needs priority. If Im burned out from work, I'll come home and do nav_mesh improving or something sort of mindless and simple vs designing a new coding iteration that requires more brain power. As said before, its a simple form of asking a question instead of demanding a change.

What I do and will do again is outline where we are at on a grand scale when we get closer to it like I have done before (check pinned discussions).



引用自 HarmLess
Yes please leave it for few days to see how it work out...
Engineer used to be useless until we start climbing the map and voila it's new vantage point that overpower.

I believe players will find a way to go around the jug problem


Nothing is forever.. If its on the server for an extended time, it means Im busy and cant address it fast enough or Im not aware of a bug (delayed respawns werent firing).

Engineers are evolving and players adapt fast... Thats what makes it fun.
109
Member roll call - who are you?
My name is Scott and I live in a Chinese underground coding prison. I've managed to work my way up the chain a bit and now I head a small group of MMORPG gold miners. When I'm not hitting weekly gold quotas I'm working on Sernix and run an interchangeable dual desktop to hide my hobby.. When my boss remotes in I have managed to hack their RDP feed to play a video stream of me working on random shit from previous days.. I g2g, my boss is coming ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh save me!


In all seriousness, I'm a 30 year old currently working as an IT consultant. I grew up in Southern California and love the outdoors/mountains here. Picture of our last years campsite ~ 10,500 feet elevation[www.dropbox.com]. I started gaming pretty young 5-8 on the Nintendo NES and back when Doom was on a floppy disk.

I started to dabble into modding when I was in my early 20s and only wish I got into it earlier. Also in my 20s I started to grow out of PvP games more and always loved cooperative type games because they are way more relax and their is something calming / satisfying about killing tons of bots. (also not having to hear negative shit-talking every 5 minutes is a plus).

I first started playing Insurgency back around September 2014 when I got a free copy from a friend. I was immediately searching for a modded server and stumbled upon Jballous COOP server, saw the potential and it wasn't very long after when I started SERNIX (my progress would not be possible without Jared and the modding community + your guys support).

Panda I believe was my first donor and when I first met him on my server I literally typed "rcon ban pan..." until someone responded to his loud mouth in a jokingly way and I realized he wasn't the douchey troll I assumed he was but instead a fun/soft Panda that everyone grew to love =P. I started the SERNIX group in January 2015 and the rest is pretty much history. The SERNIX name first originally came from a few guys that I hosted DayZ servers with and still rent server space from (Server #1 to this day). The name came from a Windows CD Key that was something like QWX78A-SERNIX-DQ78SY lol.
3
Suggestion on Suggestions
I see a bit of a trend and I feel like its partially my fault.

Right now we have reactive concerns which is good and bad. While many are completely valid, some of the suggestions that follow sort of start to spiral off the grid. I try to read through most of it to gauge concerns but its hard to manage the time to do so while also considering what I/others helping have planned that almost makes certain suggestions obsolete.


Example:
"Too many juggernauts." 100% valid and the delayed respawn wasn't working(should now) which gave this very obscured version of what I envision and envision in future. So we have reactive suggestions of lowering armor, maybe buffing guns, etc.. Valid suggestions but not necessary for now.

Too many juggernauts promote players to use higher caliber guns.. Juggernauts in the long run are supposed to be a specialty spawn. You're supposed to be like "Oh shit, run!".



Conclusion:
Many features coming out are all pieces of a bigger puzzle. Know things will change and that sometimes Im testing concepts, small and large, and tinkering will occur..

Keep the suggestions coming but try to ask questions before having any knee-jerk suggestions because 99% of the time you guys are my testers (I literally wrote 2 hours of code for squad spawning and did not test at all) so if I say one thing and it seems off/odd, ask if it should be like that...

Right now I feel we are tinkering over lots of little things that start to obscure and put things out of balance and create more work.

I'll write a post up to help detail my vision which I sort of detailed in parcels on here already.


33
Pointman role
69
Without Points Server
12
Too many jugg-heads
69
Without Points Server
3
Possible solution for missing props at round end save / admin respawn
5
Blueshy's Sernix Highlight Reel
69
Without Points Server
正在显示第 151 - 160 项,共 1,013 项条目