Title: Savage 2: It is What it is. Post by: bhodi on December 25, 2007, 07:16:19 AM Quote S2 Games has some very special announcements for the Holiday season. First off, the NDA has been lifted! Feel free to tell the world about Savage 2, and to help you do that we’re launching a very special Christmas Day promotion. Anyone who has created an account prior to or on December 25th will have the option of activating their account for beta access. Their account can be activated by logging into the front page of http://savage2.s2games.com on December 25th ONLY. If they activate their account on that day they will enjoy complimentary beta access to the game until January 16th 2008. This also brings up a very important topic, currently we do not have ranked servers and a large amount of “fresh blood” is being introduced to the game. Try your best to help the new players along and remember that destroying them immediately will only destroy their desire to play the game and ultimately result in less competition for you. We hope you and yours enjoy a safe and happy holiday season, Maliken If you create an account (https://savage2.s2games.com/create_account.php) TODAY ONLY, you'll get access to the beta. here's some info about savage (http://savage2.s2games.com/gp_overview.php) I enjoyed savage 1, and it still gets broken out at lan parties. Title: Re: Savage 2: It is What it is. Post by: Megrim on December 25, 2007, 07:46:10 AM So, wait, do you still have to pay for it?
* Edit: Nevermind, had to reload the site. Downloading now. Title: Re: Savage 2: It is What it is. Post by: Krakrok on December 25, 2007, 10:20:58 AM Nice! Savage was awesome and you have to give props to a developer that bypasses the distribution chain and sells online. Downloading. Title: Re: Savage 2: It is What it is. Post by: Trippy on December 25, 2007, 11:17:20 AM They probably didn't have much choice in the matter (read: Savage didn't sell well).
Title: Re: Savage 2: It is What it is. Post by: schild on December 25, 2007, 03:10:13 PM Hm.
Scratch that, just enter "schild" under who referred you. Turns out, you don't need to putz with emails. Title: Re: Savage 2: It is What it is. Post by: Megrim on December 25, 2007, 04:24:18 PM Ok, it runs well on a relatively low-end system and seems pretty easy to pick up. The downside is, there is apparently no-one playing.
Title: Re: Savage 2: It is What it is. Post by: geldonyetich2 on December 25, 2007, 07:27:39 PM The downside is, there is apparently no-one playing. The legacy lives on.Title: Re: Savage 2: It is What it is. Post by: DarkSign on December 25, 2007, 08:34:31 PM Savage was a great game. That is all.
Title: Re: Savage 2: It is What it is. Post by: Arrrgh on December 26, 2007, 05:51:07 AM Ok, it runs well on a relatively low-end system and seems pretty easy to pick up. The downside is, there is apparently no-one playing. Christmas day isn't likely to be busy. Title: Re: Savage 2: It is What it is. Post by: Megrim on December 26, 2007, 06:42:09 AM Ok, it runs well on a relatively low-end system and seems pretty easy to pick up. The downside is, there is apparently no-one playing. Christmas day isn't likely to be busy. pfft, excuses. Title: Re: Savage 2: It is What it is. Post by: DarkSign on December 26, 2007, 08:08:33 AM I went ahead and bought my way in since Savage 1 was freakin' awesome...and I want to support these guys.
Title: Re: Savage 2: It is What it is. Post by: Prospero on December 26, 2007, 04:02:02 PM I never could quite get into Savage. The "commander" interface always seemed very crude. Natural Selection >> Savage.
Title: Re: Savage 2: It is What it is. Post by: geldonyetich2 on December 26, 2007, 04:32:48 PM Natural Selection >> Savage. Very true. Unfortunately, Natural Selection 2.0 == Long In Coming.Title: Re: Savage 2: It is What it is. Post by: Nija on December 27, 2007, 11:14:07 AM This game is pretty awesome.
The movement and ability useage alone could be copy/pasted into a MMO and it would be great. The default movement speed and camera speed while in 3rd person works PERFECT for me. Once some balance issues get worked out it'll be A++. The sad thing is that Savage has a hard time attracting players. The learning curve is like Eve, where absolutely nothing makes sense for a couple hours. A few hours into i, EVERYTHING suddenly clicks at once. Title: Re: Savage 2: It is What it is. Post by: Samwise on December 27, 2007, 11:23:15 AM Have you played Natural Selection? If so, how does this compare?
Title: Re: Savage 2: It is What it is. Post by: Kail on December 27, 2007, 06:44:24 PM Have you played Natural Selection? If so, how does this compare? Been a long time since I played NS, but from what I can recall: -Graphics, obviously, in S2 are a lot better. There's some things that bug me (the titular Savages have this sad, puzzled expression on their faces that I can't stand) but generally it looks nice. -Combat is generally outdoors, in wide open areas. You're hiding behind rocks and trees and stuff, rather than running down corridors and securing rooms. -A bit of a stronger emphasis on personal gear/choice. In NS as I recall, it was the commander who gave everyone everything (for Marines, at least). In S2, the commander researches technologies, but players have to upgrade themselves with their own money. Player money is separate from team money (though players can donate and commanders can gift money to players). Players can also level up and stuff. -Stronger emphasis on melee combat, especially early on. Slower move speed than NS, and than S1, as far as I can recall, which makes the melee combat a bit less spastic and random. I could be imagining that, but the melee combat does feel a lot more reasonable than it did in S1. -Game is currently buggy as hell. Presumably this will be cleaned up, but I'm not putting money down until it is. Game minimizes to desktop the first time I click "spawn" in every match. Menus and lists (like the server list, or your lifebar) seem to fuck up the UI and spill over to the end of the screen. Sometimes I spawn into the map and find that none of the assets have loaded, so everything but the ground is invisible. Random crashes to desktop. Tutorials have a lot of "Fill this part in later" entries. After every match I can't figure out how to do anything except disconnect from the server or exit the game. -Steeeep learning curve. Every character has something like five or six different weapons, which are represented by indecipherable blobbly little icons. Some of them are fairly self-explanatory (e.g. select one and your guy pulls out a shotgun) while some of them are not (select another one and your guy glows purple for a second). The game lacks a physical manual or useful tooltips, so the only way to figure out what these things do are to die or go back to your base and hilight the items in the loadout screen for every character and try to remember them. There is no real way to practice against bots either, which is kind of annoying for soldiers and very annoying for someone who wants to be a commander (though as I recall, this was the case with NS as well). Title: Re: Savage 2: It is What it is. Post by: tazelbain on December 28, 2007, 09:24:20 AM I don't have much to say other than I am glad I didn't pay money to prove once again that I suck at twitch.
Title: Re: Savage 2: It is What it is. Post by: DarkSign on December 30, 2007, 04:57:25 PM I wouldnt say "buggy as hell"..that makes it sound like it's entirely unplayable.
Yes, the tutorial is a bit bugged and there's some timer thing that never bothers me that stays red...but the game is entirely playable. There's supposed to be a way to practice..not only in the tutorial but also when you're idleing and waiting for more...but that doest quite work either. Quite fun actually - despite the fact that it's easy to die quickly. If you had a group on TS/Vent you could quickly dispatch with another team. Title: Re: Savage 2: It is What it is. Post by: Azazel on December 30, 2007, 09:34:56 PM If you had a group on TS/Vent you could quickly dispatch with another team. erm, that applies to any kind of team combat game. "if you had an organised clan/guild/group/etc all on TS/Venti you would pwn pickups". No shit? Title: Re: Savage 2: It is What it is. Post by: DarkSign on December 31, 2007, 06:10:45 AM Fair enough.
Title: Re: Savage 2: It is What it is. Post by: Nija on January 23, 2008, 07:06:34 AM It's out 'retail' now. $30, downloadable off their site.
You get 5 free hours to try it out if you want to download it anyhow. It's only 700 megs. http://savage2.s2games.com/main.php (http://savage2.s2games.com/main.php) They do a bunch of cool stat tracking, including keep replays on file for every match played ever. Here's a link to my stats and some of the games I've played. I'm still figuring it all out, so I'm not exactly great yet. http://savage2.s2games.com/player_stats.php?id=18701 (http://savage2.s2games.com/player_stats.php?id=18701) Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on January 23, 2008, 07:09:13 AM So, is it fun?
Is this the game that was an RTS + FPS hybrid? EDIT: Yep, it is... Main site (http://savage2.s2games.com/) has a cool Gameplay Vid. Title: Re: Savage 2: It is What it is. Post by: Nija on January 23, 2008, 09:38:37 AM Yeah, it's pretty fun. You can watch a few replays to see what all is going on - I don't think they'll count towards your 5 free hours. You just have to make a replays folder in one of the sub-folders and copy the files there.
I think this is the one where I got a Tempest and just rained death on the other team for a long, long time without dying. Then I crashed and went to bed. We ended up losing. Expand the demo controls at the bottom and you can look through any players view. http://www.savage2replays.com/match_replay.php?mid=11289 (http://www.savage2replays.com/match_replay.php?mid=11289) Title: Re: Savage 2: It is What it is. Post by: schild on January 23, 2008, 09:41:18 AM Enough players in this that I should buy it? I liked what I'd played.
This shit needs to be on steam. Title: Re: Savage 2: It is What it is. Post by: Nija on January 23, 2008, 09:46:56 AM The 2 nights I've looked there have been about 4-6 servers to choose from. 2 west servers filled, one server in Colorado filled, then a couple east coast ones that I ping highish to that I ignore. Like 300-400 people on during primetime, which sounds pathetic but is pretty good for a game like this.
If you like it I'd try to play sooner rather than later. The more people playing the more interest it'll generate. Title: Re: Savage 2: It is What it is. Post by: schild on January 23, 2008, 09:52:35 AM Like I said, needs to be on Steam.
Title: Re: Savage 2: It is What it is. Post by: Nija on January 23, 2008, 11:12:57 AM Yeah, i agree.
They did copy the ease of joining via buddy lists from steam or xbl or whatever. At least they have that going for them. If they do buy it, add Nijasan to friends. You can right click / info, join, msg, etc. Title: Re: Savage 2: It is What it is. Post by: KallDrexx on January 23, 2008, 03:05:22 PM Is this only sold on the web site and no where else? If so that's pretty dumb. I wouldn't even know about it if it wasn't for f13. They need marketing or it will die a quick death just like the first.
Title: Re: Savage 2: It is What it is. Post by: Dtrain on January 23, 2008, 07:06:43 PM Got the client downloaded, going to give it the free 5 hour trial later tonight or tomorrow.
If it's at all entertaining (ie. PlanetSide,) I'll probably buy it. Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on January 25, 2008, 01:42:46 PM This game rocks!
Only real complaint right now i have is the Lagg...But im not sure where that coming from. This game solves some of the issues i have with Lan party's. as in, what type of game to play. FPS. RTS. RPG. Its got it all (Not the deepest wells, but it does have it all, and i can tell, there is a structure to add more content easily). I would suggest that if any one is having fun, buy it. It has some strong shades of Planetside, Wow (Or the like), and other RTS's. I'm really impressed by the concepts displayed in this game. Its fast. Some times frantic. I really enjoyed the hours i played yesterday. Bugs aside (i have one encounterd graphical ones..and, well, lag) topnotch game. If any one wants to, add Trucegore. Oh, and they just patched today. Title: Re: Savage 2: It is What it is. Post by: Nija on January 25, 2008, 02:00:04 PM There is a "netcode bug" that has been trouble for awhile. You can tell when you start rubber banding around a lot, despite a low, constant ping. If you try to fire and you see 2-4 "shots" go off, instead of one, just reconnect to the server to fix it.
It's pretty annoying, though. Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on January 25, 2008, 02:01:16 PM There is a "netcode bug" that has been trouble for awhile. You can tell when you start rubber banding around a lot, despite a low, constant ping. If you try to fire and you see 2-4 "shots" go off, instead of one, just reconnect to the server to fix it. It's pretty annoying, though. Thats the one. I want to also through out this: Its like WoW battle grounds with out the bullshit, the Waiting, the Gear divide, and requires real skills such as aiming..... Never mind, its not like it. Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on January 29, 2008, 10:17:39 AM Just wanted to say (reason for double post) Is that the last patch seems to have cleared up the lagg i was experiencing. Played most of the weekend with not one hitch.
Thats not to say they don't have some bugs to work out. Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on February 01, 2008, 08:17:48 AM Wanted to post this here, as its a good disription and review of the game. Better than i could have written :oh_i_see: .
Quote Savage 2: A Tortured Soul Review Savage 2: A Tortured Soul, developed and published by S2 Games. The Good: Unique gameplay amalgamation is fantastic and fresh, each class has its role, interesting melee combat system, stalemate avoidance, cheap price and a free five-hour demo The Not So Good: No manual means a steep learning curve, occasional lag and connection issues What say you? A stellar action role-playing strategy shooter…thing: 7/8 MY POORLY WRITTEN INTRODUCTION We’re getting very close to the point where we will see a game that combines every single computer gaming genre. And that will be one long acronym. Adding role-playing conventions to shooters or strategy games is becoming very popular, especially with the success of massively multiplayer online games (or, as the kids call them, FUBAR). So here comes Savage 2: A Tortured Soul (there was a Savage 1? Why was I not informed?), a mix of (deep breath) first person shooters, role-playing games, and real-time strategy. I’m guessing one of two things will happen: the game will be a great mixture that takes advantage of disparate genres, or a complete unfocused mess. Let’s find out which! GRAPHICS AND SOUND Savage 2 has comparable graphics to any recent role-playing game, though it lacks the obscene polish of contemporary first person shooters. The characters have nice detail: the dream catcher on the back of the summoner, the dwarf–like builder, and the giant behemoth. Character models are varied between classes and designed well: it’s easy to spot a particular class at a distance. Spells also come with pleasing effects, especially the more powerful effects that feel like magic rather than a simple light show. I also like the ominous sign of a hell spawn unit: the sky turns dark and glowing ash falls from above. The environments, however, are a generally bland and undetailed mix of green maps; there are trees and buildings and such, but when you compare the attention to detail found in games like Call of Duty 4 to Savage 2, it’s a bit disappointing. But at least the game will run fine on most everyone’s system. The audio in the game is typical for whatever genres Savage 2 would like to claim: voice notification of events, good background music (I especially like the first ~30 seconds of the menu theme), and a voiced tutorial (though it sounds like “some guy” instead of an in-game character…out of place for a fantasy setting). I’m not one to focus on graphics and sound anyway as long as they don’t negatively impact the gameplay, so Savage 2 certainly looks and sounds good enough for my tastes. ET AL. Savage 2: A Tortured Soul is an online team-based game that combines several genres into a coherent package. The game currently features only one game mode, where you must destroy the enemy base, but more are apparently planned for future updates. You can play the game for free with a handful of limitations for five hours; after that, it’s $30 for a lifetime membership with no monthly fees, which is pretty cheap. Savage 2 also archives replays of every game ever played (how much hard drive space does that take up?): an impressive feature. Savage 2 also keeps persistent stats; while they don’t provide any in-game bonuses (thank goodness), they do determine which servers you can join. Currently, there are beginners servers for levels 1 through 4, and veteran servers for levels 5 and above. As more people purchase the game, the veteran servers are becoming more populated and games are generally a lot more organized there. This keeps the new players from being completely dominated as they are learning the game. Games are easy to join using the in-game browser, though the filters always default to show all severs even if you filtered out full and empty ones the last time you played. Savage 2 is also has modding support: the interface is in XML and the game ships with a map editor, expanding upon the paltry amount of maps that ship with the game. I should also mention that Savage 2 has no intro movies; it’s been quite a while since I’ve played a game I didn’t need to wait or press “escape” before starting. Since Savage 2 is a different breed of game and it takes a while to learn each class and the appropriate strategies, it is an absolute travesty that the game lacks a manual. There is a tutorial, but it lasts too long so you can’t remember specifics. This makes getting into the game a lot more difficult than it should be. You can scour the official message boards looking for threads that explain the basics, but this should not be necessary. Also, leaving before a match is over gives you a loss. I realize why they do it, but since I have a baby daughter, I have to quit in the middle of the game quite often, and it's left me with a less than desirable win-loss record. Each round, a commander is voted into office and he/she plays the game in a real-time strategy mode. Commanders can use the team income (derived from mines) to build structures, recruit builder units that are not autonomous, and cast spells on friendly and enemy units. Savage 2 features a pretty linear technology tree: mines for income, garrisons for forward spawn points, an armory for advanced weapons, defensive towers, and three buildings to unlock better units. Players can earn gold by killing enemy units, which in turn can be pooled to help construct buildings. Builder units can construct mines on their own, but the rest of the buildings aren’t available for regular players unless there is no commander. The commander must decide whether to focus on defenses, more powerful units, or expansion, so the limited technology tree doesn’t limit strategic choices. The spells involve giving or taking away health, armor, and speed; in a close battle, the commander can intervene and give his squad a slight upper hand. The commander can also revive fallen allies and reveal the fog of war. The limiting factor for using spells is the cooldown time that prevents spamming. Commanding is almost like a completely separate game and it’s fun most of the time; occasionally it can get boring as you wait for money to build up, but casting spells can fill the void. Both races in Savage 2 feature pretty much the same units: a construction unit, a scouting unit, an infantry unit, a tank unit, a healer unit, two siege units, and two powerful units unlocked by spending kills. Most units in the game have a melee attack, a ranged attack, a couple of area spells, and a special action (squad leaders also get a spawn point they can place). The beasts and the humans do differ somewhat on their spells and such, but in general the classes are the same and have a specific role in the game. You can change your class during the game between respawns based on your team’s strategy and which classes everyone else is playing. More powerful units cost additional gold to play, so keeping them alive is important. Your respawn time, by the way, is tied to your economy, so if you are losing badly, it’ll take a while to respawn. This tends to shorten the end-game once there is a team with a clear advantage. Each unit is rated in several areas: health, mana, stamina, armor, and experience. Kills, in addition to performing certain tasks like casting spells or repairing structures, give experience; when you level up, you are given attribute points to improve your base stats (health, mana, stamina, damage from spells, attack damage). These improves stats aren’t huge bonuses, but they do allow you to customize your character somewhat. Of course, if you choose to switch classes during the game, then you’ll be stuck with the upgrade path your chose. Items can also be bought to influence your stats: things like armor, health and mana potions, and speed increases. You can also collect small items from NPCs; persistent items that can be used in any future match will be implemented in a future patch. The combat system of Savage 2 is slightly more advanced than simple attacking. While you can attack with the left mouse button, attacks can be blocked with the middle mouse button, and blocks can be blocked with the right mouse button. Blocking or blocking a block results in stunning the enemy, allowing you to get a couple of hits in before they recover. The melee system is a great way of introducing some skill (and luck) into the equation, although multi-person battles tend to just be mass attacking. Ranged attacks are performed simply by aiming and shooting, and spells are simple to cast as the game locks on appropriate targets near your cursor. I would have liked the interface to indicate the type of spell (friendly, enemy, attack, etc.) in the icon; I always have to check what they mean at the respawn screen since no information is provided in-game. Players can also place turrets and armor or mana depots, and some classes just involve area of effect spells. Savage 2 has a fast pace, though individual games average between 45 minutes and an hour, mainly because you’re always doing something. There is some running around on the larger maps, but forward spawn points are plentiful if you have good leaders. The game time could be reduced if the income rate was increased, but there is a limit to the game length since mines will eventually run out of gold, preventing teams from repairing structures and building replacements. Savage 2 plays like a first person shooter with spells and its gameplay is really fun if you can get a group to work together; this is much more likely on the veteran servers. People do need to work together since the classes are so specialized, but a squad with varied abilities working together can dominate a game. Savage 2 is one of those addictive online games that features a unique combination of gameplay elements. There have been some epic come-from-behind games I have been a part of, especially on the veteran servers with higher level players that are a lot more coordinated. Battling back against seige units and hell spawn, then raiding an enemy base for victory is a feat unmatched in many online gmaes. And now, for the bad news: I have had problems with lag in Savage 2, rendering the game essentially unplayable. It is very inconsistent, however; 80% of the time everything is fine, but there are usually one or two players on each server asking everyone else if they are lagging out. This is a problem in an online-only game, and hopefully a solution is not too far away. IN CLOSING I like Savage 2. The game features a polished combination of first person shooting action with role-playing spells. The commander mode, while alone is a somewhat superficial strategy game, is a fine change of pace as a component of Savage 2. While the effects and character models are good, the environments are bland and repetitive and could look more realistic. The specific classes require good teamwork in order to be successful. The online stat tracking (including replays of every game ever) and in-game experience model infuses some role-playing into Savage 2. Savage 2 reduces stalemating through finite gold supplies and increased respawn times for losing teams. When players are working together, the gameplay parts of Savage 2 assemble nicely to produce an exciting gameplay experience. Savage 2 is simply different and refreshing, something that sets it apart from more conventional games like Call of Duty 4. Savage 2 feels like Enemy Territory: Quake Wars: a couple of innovations makes for an interesting game, though I would say Savage 2 is a bit more original. There are a couple of problems with the game that keep it from earning a perfect score: occasional but annoying lag and the lack of a manual. Still, Savage 2 is certainly worth a download and it is a great effort from an independent developer at a cheap price. I am really horribly addicted to this games game play. Title: Re: Savage 2: It is What it is. Post by: Nija on February 01, 2008, 09:29:06 AM What's your account name? I'll add you to my buddy list.
Mine's Nijasan Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on February 01, 2008, 09:41:26 AM Trucegore.
I got 4 others with me, so i'm going to make a guild. ;) I added you VIA the website buddy list (thats also used in the game) Title: Re: Savage 2: It is What it is. Post by: tazelbain on February 01, 2008, 11:12:59 AM The game is only playable by heavy twitch players and heavy twitch players have better games to play.
Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on February 01, 2008, 11:14:49 AM The game is onlu playable by heavy twitch players and heavy twitch players have better games to play. What do you mean? Title: Re: Savage 2: It is What it is. Post by: tazelbain on February 01, 2008, 11:20:01 AM Its unplayable for scrubs like me. As apposed to Quake Wars which was playable for us scrubs.
Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on February 01, 2008, 11:27:17 AM Its unplayable for scrubs like me. As apposed to Quake Wars which was playable for us scrubs. I play both, and once you get over the "My tree shoots spores", you realise, its just like a shot gun. I dunno, i find both playable, savage even more so, because if your not the best FPS player, you can command, or play as a support class. The tutorial also heaps greatly in understanding the melee combat system (http://savage2.s2games.com/gp_melee.php). Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on February 08, 2008, 06:31:51 AM I have been saying this game is really really fun. I feel its a real sleeper hit. IGN seems to agree, in one of the most unbiased reviews (http://pc.ign.com/articles/850/850481p3.html) i think i have ever seen them make.
Quote Five years ago, S2 Games released a very original multiplayer game called Savage. It combined typical action elements found in many FPS and fighting games and placed them in a format that let players experience what real-time strategy games look like at the ground level. A class-based unit system and a high-level command interface added even more team-based awesomeness. Unfortunately, the game had an intimidating and often confusing learning curve that discouraged many gamers. The sequel leaves us with much the same impressions, both good and bad, that we got from the original. The action and strategy mix offers rich rewards that can't be found in any other game, but unfortunately the complexity presents a considerable barrier to entry here and the developers simply haven't done nearly enough to orient players towards the delights that can be found here. Quote Ultimately, we feel that Savage 2 is an enjoyable game that offers a satisfying alternative to the genre-bound tunnel vision of most other games. In combining the team-based action of games like Tribes and Battlefield with an original fantasy setting and a ground-level RTS mechanic, they've come up with something that's unlike anything else on the market right now...except the original Savage, of course. If you're looking for something different and don't mind hanging your fate on the skills and abilities of your fellow online gamers, then you'll find plenty of rewards in Savage 2. Did i mention this is an Indie product? For 30$, one time fee? And if you sign up you get a scratch ticket that will "Make" a persistent item? (shiny!) and it tracks a large amount of stats (http://savage2.s2games.com/player_stats.php?id=21522)? and you can watch any game ever played? Title: Re: Savage 2: It is What it is. Post by: Falconeer on February 26, 2008, 05:21:37 PM I am just trying it now and I am speechless.
What are you all waiting for? Download this NOW! I mean, seriously, NOW! And it belongs to the MMOG forum, by the way. http://savage2.s2games.com/ Title: Re: Savage 2: It is What it is. Post by: Dtrain on February 26, 2008, 05:25:04 PM Saw Falconeer had some questions about this title.
Give the trial a go if you have time and make up your own opinion, but for my 2 centavos, this game has a new strain of AIDS with cancer. Stay away. Frequent crashing, 1 side seems to always roll the other, it's not dynamic and fun, just slow and frustrating, and nobody is ever playing. Play TF2 instead. Hell, play PlanetSide instead. Title: Re: Savage 2: It is What it is. Post by: schild on February 26, 2008, 05:31:48 PM No, it doesn't belong in the MMOG forum. Thx for trying though.
Also, merging with other thread. Title: Re: Savage 2: It is What it is. Post by: Falconeer on February 26, 2008, 05:40:06 PM Too late here, I should just sleep.
Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on February 27, 2008, 05:51:32 AM Just wanted to let any of the curious know, they have been making updates very regularly, many performance issues have been addressed and soon and update and change to how melee works is coming. If you had issues with performance before (all mine are now basically gone) then you should give it another shot.
Quote Hey guys, First off, I'd like to apologize for the removal of the melee thread posted by Naj. Due to some indiscriminate "delete these posts plzkthx" from Manias and some indiscriminate clicking from me (I blame Manias mostly ), the thread seems to have delved too deeply into the black pit of the abyss, past the point of no return. In other words, I clicked the wrong delete button. Go me! Second, I'm going to detail the new melee here in an effort to get another discussion going (After people get past the mandatory "laugh at Kyle" posts of course). So, to summarize the major changes: * Whenever you are countered in melee, you cannot use any abilities or attacks for approximately the same duration of the stun in the current melee. However, you are now free to move around during that period of time. * When you block a quick attack, your attacker's damage is returned back to him. * When you interrupt a block, your opponent is afflicted with an effect similar to Mind Warp for approximately 1.75 seconds. * Interrupt now only has an effect on players who are blocking and does nothing otherwise. It also does considerably more damage and includes a knockback effect against the blocker. * Jump attack is now unblockable and provides a knockback effect on units that are not immune to knockback, in addition to doing more damage. To compensate, it requires considerably more stamina, and cannot be used unless you have enough stamina to perform it. * Block can now be used as part of an attack chain, instead of having to wait for the full attack to end. * Strafe speed has been reduced to 92% of forward movement speed. There are also several other minor changes that will be detailed in the upcoming patch notes for the patch test servers. We have done a decent amount of testing with this new system, including inviting some players from the Savage 2 IRC channel to come and join us. So far, the response is very positive, and the new system seems to provide much more opportunity when facing multiple opponents. The new system will be going up on the patch test servers within the next couple of days, at which point it will be scrutinized and tweaked until we feel it is ready for retail. If you wish to catch an early glimpse of it, you can prepare by downloading the patch test client and helping us test it when it hits the servers. Note that this client can be installed alongside your normal install with no negative impact, and you can update both individually, so I would highly suggest keeping your retail install in addition to this client. Now, let the Kyle bashing and/or constructive posts begin! Also in the works is a free content patch with more maps, and possibly units. The commander ladder is also becoming active, as well as scratch tickets (http://savage2.s2games.com/gp_items.php) for achievements. I have to say, for such a small indi team, they are very passionate about the game, and the patches are of a surprising quality. There is also a map contest (http://forums.s2games.com/showthread.php?p=150365#post150365) going on, could be a good way to get some cross support (And f13 map anyone?). Title: Re: Savage 2: It is What it is. Post by: Falconeer on February 27, 2008, 01:19:29 PM 24 hours and a few fights later, I still think this game is brilliant.
Will I buy it? Not now, because of EVE. Is it fun? Definitely, with a group of friends or coordinated teammates. Not so much with a bunch of random noobs. Oh, and sorry for yesterday and the crazy moronic posting. I wish I was drunk, but I was only extremely tired. Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on March 04, 2008, 11:56:00 AM Enough players in this that I should buy it? I liked what I'd played. This shit needs to be on steam. Its official, its going on Steam. Title: Re: Savage 2: It is What it is. Post by: schild on March 04, 2008, 12:55:44 PM Enough players in this that I should buy it? I liked what I'd played. This shit needs to be on steam. Its official, its going on Steam. This can only be good. Title: Re: Savage 2: It is What it is. Post by: rk47 on March 04, 2008, 03:11:52 PM looks interesting, i'll go download client and see how it goes after I get off work.
Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on March 05, 2008, 06:44:15 AM They have a rather substantial "Content patch" coming at the end of the month, it also includes the tweaked melee system.
Title: Re: Savage 2: It is What it is. Post by: rk47 on March 05, 2008, 03:37:46 PM melee feels floaty. It's like WoW without the autoattack when you get close and auto-calculate of block n parry.
The serious issue for me is lack of players in my region. Playing FPS with 200+ ms ping is quite hard. Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on March 24, 2008, 06:49:27 AM FCP1 Build notes, not the full list, just the change logs from the test servers.
Highlights: Achievements Clan System New Maps Armor System New Hellspawn unit Tutorial overhauled, and expanded. Commander Voip EDIT: I forgot, New Melee system Crap-ton more... Quote VERSION 1.3.20 -------------- BALANCE: - Shield generator now gives experience based off of amount of damage blocked, instead of number of projectiles - Shield generator no longer recieves experience from NPC attacks FIXES: - Reworked how loadout tooltips are played - Fixed a crash when loading the map Morning - Fix several issues with pets - Fixed some sound effects for the Devourer, Revenant and Tempest - Fixed scout's armor and weapon not disappearing with stealth - Fixed an issue with dynamic props dying - Fixed Marksman's Bow voice tip - Voice tips now only play if the targetted player isn't stealthed - Voice tips now play for what the target player is polymorphed as, if they are a shapeshifter - Fixed and reworked a number of things with the tutorial, this needs testing - Fixed some issues with snapcasted spells causing certain objects to go transparent - Fixed several issues with chat bringing old messages "back from the dead" ADDITIONS: - Added an option to disable voice tips, as well as set voice tip volume - Players now always go to the spawn screen, even if only one spawn is available - Added an option to reset the played voice tips, if you want to listen again - Added voiceover to the new tutorial - A notification is now displayed when your team has no commander - Added a method to scroll through abilities on loadout so they no longer go off the screen - Added chat to loadout and the spawn screen - Added a "Return to Loadout" button to the spawn screen VERSION 1.3.19 -------------- This patch is no longer restricted, anyone can test it. BALANCE: - Entangling Roots is now removed by damage - Block recover time from 175ms to 225ms - Speed reduction after being interrupted or blocked changed to 65% of normal speed - Modified speed settings for moving backwards and attacking FIXES: - Improved pet target acquisition, this should help some pets target buildings more effectively - Fixed an issue where commander could not select any units or buildings - Fixed some minor issues in the new tutorial ADDITIONS: - New loadout and sacrifice interface VERSION 1.3.18 -------------- FIXES: - Fixed an issue that was causing unneeded map downloads to occur - Fixed Behemoths causing massive server-side lag bursts ADDITIONS: - New tutorial (Still a work in progress) VERSION 1.3.16 and 1.3.17 -------------- - Fixed an issue in 1.3.15 causing the server list to not always display properly VERSION 1.3.15 -------------- *** NOTE: This is a PRIVATE test patch, only some users will be able to test it *** BALANCE: - Lowered strafe sprinting speed - Modified attribute point costs FIXES: - Fixed several client crashes - Fixed a bug causing local servers to display clan match related messages - Fixed a bug causing disconnect messages to disappear and kick you to the main menu instead of the browser - Fixed a bug where weapon sounds would appear "behind" you on surround sound systems while looking up ADDITIONS/CHANGES: - Persistant items are now disabled in clan matches - Clan match command use reduced from 5 minutes after match start to 3 minutes - Clan match notification messages now appear in the browser (Clan icons not updating yet) - New Devourer sound effects - New Predator Fireball effects - Added a proper map rotation system, a "map_rotation.cfg" file will be created in your \My Docs\Savage 2\game folder after first starting Savage 2 - Clients now automatically download maps they don't have when connecting to a server - Games hosted using the "Create Game" button on the server browser list will now show up on the unofficial list without any extra effort - To put a dedicated server on the unofficial server list, set svr_login and svr_pass to a valid username/password combination - Most of the voice tips have been hooked up, but most of the unit-based ones will not play if you played much last patch, due to a bug in that patch (A voice tip reset button will be available soon) VERSION 1.3.14 -------------- *** NOTE: This is a PRIVATE test patch, only some users will be able to test it *** FIXES: - Fixed some issues with clan server reservation VERSION 1.3.13 -------------- *** NOTE: This is a PRIVATE test patch, only some users will be able to test it *** BALANCE: - Tempest stamina lowered to 150 - Mana cost for Consume Corpse lowered to 60 - Interrupt angles widened, it should be easier to hit with an interrupt now - Strafe movespeed changed to 87.5% of normal speed - Getting interrupted no longer causes the mind warp effect - Getting blocked or interrupted now lowers your movespeed to 82.5% of normal - Players can no longer take command if they have loadout time remaining - Leaving command now causes a loadout time of 25 seconds - Interrupt time from 100ms to 65ms - Block recover time from 0ms to 150ms FIXES: - Fixed crashes when hosting multiple local games in a row - Fixed memory corruption due to some new pathing code - Fixed several bugs with voice chat causing repeating noises and other issues - Fixed a bug causing players to be unable to join a team in certain situations - Fixed some bugs where aiming closer or further than your min or max range as siege would make you aim the opposite direction ADDITIONS: - Added new Devourer loading screen - Clan server reservation is now functional in the client - Added a new "aiming mode" for Steambuchet and Tempest. Use your "Interrupt" button to switch to it. VERSION 1.3.12 ------------- *** NOTE: This is a PRIVATE test patch, only some users will be able to test it *** BALANCE: - Devourer speed increased from 190 to 215 - Arrow Tower attack time from 500 to 700 (attacks slower) - Arrow Tower damage increased to 32-40, up from 26-38 - Arrow Tower + Strta Spire attack time variance set to 100 from 150 (their attack rates will be a little more consistent but still a bit random) - Cheetah form now requires a nexus - Savage double strike ability no longer requires an amrory - Removed the freeze effect on predator's enrage ability to make it more useful in combat - Block no longer has recover time, this means that it will deactivate as soon as you release the button - You can now block multiple quick attacks with the same block. The first attack will not cancel your block. - Block can be held for a maximum of 5 seconds - Block now only returns 35% of the damage of a quick attack - Interrupt does 40 damage to a blocking unit - Upon being stunned by a blocker, players will now have a 10% movement speed reduction and an armor reduction, in addition to being unable to use skills or attack - Interrupt is no longer countered by quick attacks - Bearloth and imps move faster but have less stamina - Imp has higher armor, less hit points - Bearloth HP increase from 525 to 550 - Bearloth and workers can now block, reaction time slightly lowered - Decreased worker movement speed and increased stamina pool - Straffing speeds are now at 89% of normal movement speeds (lowered slightly from what it was before) - Quick attack's maximum range was increased by 10% for all units FIXES/ADDITIONS: - An icon will now display when certain skills are active (devourer's decay, polymorph, healingward, manaward, cheetah) - Fixed a bug that was allowing conjurer's to build mines even when a commander was present - Some tweaks to lost valley map VERSION 1.3.11 ------------- *** NOTE: This is a PRIVATE test patch, only some users will be able to test it *** BALANCE: - Increased damage when interrupting a blocker. It does a little more damage than the first quick attack in the unit's attack chain - Increased range on devourer's vomit ability - Removed the "mind warp" effect that played when being stunned in melee. Players who get interrupted now receive a 10% movement penalty for the duration of the stun (one second) FIXES/TWEAKS - Tweaked some VOIP settings and make adjustments. If you have a working microphone we encourage you to play the commander role and test the VOIP - Added an animation for devourer's rot - Some tweaks to lost valley. Fixed some of the blocker and modified the south east area of the map VERSION 1.3.10 ------------- *** NOTE: This is a PRIVATE test patch, only some users will be able to test it *** BALANCE: - Venus plant now "builds" twice as fast. It should start firing quicker, similar to steam turret - Commander spell reveal had its cool down increased from 30 seconds to 60 seconds - Commander can no longer speed boost human siege - The builder now uses the shotgun as his primary weapon. Armory needed to unlock his rifle - Builder Shotgun ammo reduced from 25 to 20, damage increased slightly, range decreased slightly - Builder Rifle now has 25 ammo, down from 30 - Devourer's ranged weapon now has a larger radius for splash damage, does more damage, and has more initial ammo - Savage's double attack ability now requires an armory - Tempest's push back ability has a wider angle, should be a bit easier to use - Tempest etheral will now allow the tempest to move at half speed. Etheral form is now dispellable by commanders. - Scout's crossbow has faster attack speed, slightly more damage, and a slightly faster projectile - Scout marksman bow has less attack time and less cool down time. This should increase its rate of fire - Shapeshifter's lightning gun mana cost decreased from 50 to 35 - Conjurer's entangle trap lasts 2.5 seconds, down from 3 seconds - Conjurer's entangle trap had its affect radius decreased from 200 to 150 - Venom spores speed reduction down from 10% to 7.5%, more venom pellets in the shot, wider spread to the shot, shorter range overall - Gold and exp awarded for killing the bearloth and imp has been drastically reduced - Bearloth's melee attack speed from 1.3 seconds to 1 second. Damage slightly decreased - Behemoth's main melee attack now hits at 30 degree arc, increased from 10 degrees - Behemoth's Trunk Slam and Shockwave had mana cost decreased and damage increased - Mana cost on behemoth's stomp ability was increased - Tempest's range with meteor was increased - Streambuchet's range on both attacks were increased - All siege now cost 750 gold - reworked all item costs. Generally everything is cheaper, except for the health shrine which had its cost increased to 200 from 175 - Buffed up devourer's vomit skill. Damage was increased to 125-140 direct damage, and 7 damage per second for 10 seconds. FIXES/ADDITIONS: - Fixed loss of mana regeneration caused by using channeling spells - Lost Valley now uses more foliage. Reworked the south-east area of the map (near the gold mine) - Enabled VOIP for commanders. The "\" key is used to broadcast by default - Fixed issue with commander SF not counting in the scoreboard's average team SF - Tweaked some devourer effects and animations VERSION 1.3.9 ------------- *** NOTE: This is a PRIVATE test patch, only some users will be able to test it *** BALANCE CHANGES: - Conjurer's roots no longer root human siege - Block recover time reverted to 400ms - Block damage return back to 100% FIXES: - Fixed beast armor not showing up properly for enemies VERSION 1.3.8 ------------- *** NOTE: This is a PRIVATE test patch, only some users will be able to test it *** BALANCE CHANGES/ADJUSTMENTS: - Reduced price of hellshrine to 7500 - Move speed debuff on conjurer's Venomous Spore now decreased movement speed by 10% instead of 20% - All tower costs reduced - Strata and arrow tower increase in HP and armor, increased attack speed - Increased devourer's base HP from 575 to 625 - Decreased mana cost of consume corpse from 100 to 70 - Lowered the damage return on block from 100% to 75% - Increased melee block angle to 165 from 150 - Decreased the block delay from 400ms to 100ms. Block should feel a bit more responsive. General FIXES/ADDITIONS: - Fixed the sky on hellpeak - Fixed strongholds floating on crossroads BETA FIXES: - Added some more sounds to the devourer, as well as a new jump attack animation - Fixed commander spells not targeting properly - Fixed predator's armor (should look less goofy) - Fixed hell shrine interface to reflect proper soul costs for devourer/revenant - Added missing textures for enemy armor - Added missing texture for devourer's flies - Fixed shapeshifter's armor VERSION 1.3.7 ------------- *** NOTE: This is a PRIVATE test patch, only some users will be able to test it *** BALANCES CHANGES/ADJUSTMENTS: - Jump attack delay after landing increased slightly - Increased Engineer's stamina from 125 to 150 - Officer aura stamina regeneration boost reduced - Savage's Morale stamina regen boost reduced - Jump attack no longer stuns blockers/interrupters, it simply does damage - Builder's Rifle damage reduced slightly - Savage's Ravager ammo reduced slightly - Imp's projetile speed increased slightly - Holybolt now does less damage against Hellbourne - Jump attack no longer restores stamina on a successful hit - Enrage and Rage now give a 25% melee damage increase instead of attack speed increase, 50% armor reduction BUG FIXES: - Fixed an issue that was allowing players to build in the duel arena - Fixed some minor memory leaks - Fixed an issue allowing players to view scores in the lobby - Fixed an issue where spawn trigger and NPC setting definition boxes would go below the bottom of the screen in the editor - Fixed an issue causing snapcasted spells to not properly check range - Fixed a bug with quick attack causing it to ignore damage bonuses - Fixed Revenant's melee impact time - Fixed an issue causing the mouse wheel to continue scrolling through abilities when dead - Fixed an issue where melee weapons would disappear when a skill is selected - Fixed mouse cursor disappearing while placing buildings as a commander - Fixed mana incorrectly regenerating while polymorph was active - Fixed Hellbourne's strong attack not damaging players who weren't blocking - Fixed Heal Pet being able to target siege ADDITIONS: - Added a new map, lostvalley - Strength no longer has an effect on attack speed - Unofficial server list is now up and running - Armor is now awarded at levels 4, 8 and 12 - Tutorial now includes a short bit about jump attack - Corpses now fade out slowly for the last 3 seconds of their lifetime - Added some terrain rendering optimizations - Increased observer movement speed - Players no longer gain experience for using their own ammo demo or mana fountain - The build ability is now entirely disabled if a commander is present - Revenant weakened slightly, soul cost from 7 to 4 - Added the Devourer unit Some Screen shots of the new armor sets (http://pc.ign.com/articles/860/860794p1.html) here, and The Devourer in action here (http://pc.ign.com/articles/861/861313p1.html). (Sorry, they did an exclusive with IGN) Title: Re: Savage 2: It is What it is. Post by: DarkSign on March 24, 2008, 07:48:42 AM I still play this from time to time. Fun stuff. Guess I'll update with the changes looking so good.
Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on March 24, 2008, 07:53:49 AM I still play this from time to time. Fun stuff. Guess I'll update with the changes looking so good. I believe all this goes live today. And if your a paid user, i still need one more to form a clan, please drop me a PM if you can help me out with this. Title: Re: Savage 2: It is What it is. Post by: KallDrexx on March 24, 2008, 10:35:39 AM How is the population during US primetime?
Title: Re: Savage 2: It is What it is. Post by: Mrbloodworth on March 24, 2008, 10:45:24 AM How is the population during US primetime? Decent. supposedly, with the new patch, there was also a marketing campaign (That has just started). I play us East, evenings. I don't have issues finding games. I believe this patch also opens up unofficial servers and maps as well. |