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Interview with puzl
These are just small teasers from the changelog. We'll announce more changes shortly before CM testing starts, and the full changelog will be publicly disclosed when the testing actually starts.
5. Will 3.3 follow 3.2 or is this the final update?
I wouldn't rule out the possibility of a 3.3 patch, but we won't even consider it until the need arises We're planning on spending 100% of our time on NS:Source. We will continue to assess how 3.2 plays following its release and produce server side tweaks as needed.
6. What do you think of the general HL exploits still evident in NS (for example bunnyhopping) and do you think they should be kept in the game?
This is a difficult topic to discuss because everyone has a different definition of what an exploit is. Bunnyhopping is not an exploit, it is part of the game by design and will continue to be for the lifetime of NS on the Half-Life engine. Although no decisions have been made on source player movement, I personally would like to see some skill based movement acceleration for skulks implemented in a way that is easier to learn and less FPS dependent. We have fixed a number of exploits in 3.2, but mainly NS specific exploits such as silent structure placement.
7. What do you like most about NS?
It would have to be the community. I now there is sometimes some negativity in the community, but this is dwarfed by the amazing dedication of those who love NS and want to see it continue to be one of the most successful independent games out there. I am always awed by the support our players give us, especially the constellation members. The playtesters also put in hard work that often isn't as exciting as some of you might think, without their dedication, NS development would progress much slower.
The art style of NS is also something that I really dig. My first experience of NS was similar to most of yours - I downloaded it on that Halloween release day ( wow, almost 4 years ago ) and was blown away by the amazing and unique look and feel of the game. There was so much of it to take in, and all of it beautifully designed. Walking out onto the landing pad on hera still reminds me of those early days where you took the time to just look at the amazing level design and texturing.
As for gameplay, I still love the fact that my favourite role in the game is constantly changing. Sometimes I really enjoy gorging, and a couple of weeks later I'm back to really enjoying playing as a marine. At the moment, I'm probably enjoying fading more than anything else. The fade is a high pressure role, but that leads to a great feeling of accomplishment that can be euphoric at times. I'm probably not explaining it very well, but I bet each one of you understands exactly what I mean.
8. The NS playerbase has decreased in recent times, is it possible for NS to regrow its playerbase?
Well, I expect NS:Source will definitely increase the playerbase a lot as everyone is waiting for a really interesting source mod, but I guess you're asking about NS on Half-Life. Following each release we have a significant increase in player activity. We're hoping that the changes in 3.2 might persuade some of these players to hang around.
9. What are some map changes that will arise in the release of 3.2?
A lot of maps have changed for 3.2, I think six of the maps currently in 3.1 have updates in playtesting at the moment. In addition to this we are considering four new classic maps and two new combat maps. Merkaba, of Hera fame, has been busy working on his latest masterpiece Machina which offers some of the most visually stunning architecture ever seen in an NS map. The "sub bay" area of Altair has been completely reworked to increase the strategic value of that location and some small tweaks to the venting system will change the dynamics of some of the existing choke points. There are also some updates to the ever popular Eclipse, but you'll have to wait a bit longer to see what is in store for that map ;)
10. According the Flayra's post NS:S is about to begin production, are there going to be many major changes between NS and NS:S? When would you think the likely release date for NS:S will be?
We're not giving out any information on NS:S now because things are still very much in flux at the moment. Once we start talking about NS:S you'll have a tough job shutting us up again :D