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Topic: Savage 2: It is What it is. (Read 18603 times)
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Mrbloodworth
Terracotta Army
Posts: 15148
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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)
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« Last Edit: February 01, 2008, 09:43:00 AM by Mrbloodworth »
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tazelbain
Terracotta Army
Posts: 6603
tazelbain
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The game is only playable by heavy twitch players and heavy twitch players have better games to play.
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« Last Edit: February 01, 2008, 11:17:51 AM by tazelbain »
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"Me am play gods"
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Mrbloodworth
Terracotta Army
Posts: 15148
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The game is onlu playable by heavy twitch players and heavy twitch players have better games to play.
What do you mean?
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tazelbain
Terracotta Army
Posts: 6603
tazelbain
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Its unplayable for scrubs like me. As apposed to Quake Wars which was playable for us scrubs.
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"Me am play gods"
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Mrbloodworth
Terracotta Army
Posts: 15148
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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.
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Mrbloodworth
Terracotta Army
Posts: 15148
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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 i think i have ever seen them make. 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. 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? and you can watch any game ever played?
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« Last Edit: February 08, 2008, 06:37:23 AM by Mrbloodworth »
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Falconeer
Terracotta Army
Posts: 11127
a polyamorous pansexual genderqueer born and living in the wrong country
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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/
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Dtrain
Terracotta Army
Posts: 607
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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.
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schild
Administrator
Posts: 60350
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No, it doesn't belong in the MMOG forum. Thx for trying though.
Also, merging with other thread.
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Falconeer
Terracotta Army
Posts: 11127
a polyamorous pansexual genderqueer born and living in the wrong country
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Too late here, I should just sleep.
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Mrbloodworth
Terracotta Army
Posts: 15148
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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. 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 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 going on, could be a good way to get some cross support (And f13 map anyone?).
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Falconeer
Terracotta Army
Posts: 11127
a polyamorous pansexual genderqueer born and living in the wrong country
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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.
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Mrbloodworth
Terracotta Army
Posts: 15148
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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.
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schild
Administrator
Posts: 60350
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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.
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rk47
Terracotta Army
Posts: 6236
The Patron Saint of Radicalthons
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looks interesting, i'll go download client and see how it goes after I get off work.
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Colonel Sanders is back in my wallet
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Mrbloodworth
Terracotta Army
Posts: 15148
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They have a rather substantial "Content patch" coming at the end of the month, it also includes the tweaked melee system.
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rk47
Terracotta Army
Posts: 6236
The Patron Saint of Radicalthons
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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.
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Colonel Sanders is back in my wallet
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Mrbloodworth
Terracotta Army
Posts: 15148
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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... 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 here, and The Devourer in action here. ( Sorry, they did an exclusive with IGN)
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« Last Edit: March 24, 2008, 10:46:57 AM by Mrbloodworth »
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DarkSign
Terracotta Army
Posts: 698
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I still play this from time to time. Fun stuff. Guess I'll update with the changes looking so good.
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Mrbloodworth
Terracotta Army
Posts: 15148
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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.
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KallDrexx
Terracotta Army
Posts: 3510
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How is the population during US primetime?
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Mrbloodworth
Terracotta Army
Posts: 15148
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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.
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