Navalis Platform 13 - Feedback Thread

Me and a couple friends have similar FPS issues surrounding colored lights, which is why I assume that’s the cause. I dunno how many colored lights there is, it might be another issue entirely. But colored lights have historically been really laggy.

Either way, it is right now unplayably laggy for my shitty integrated GPU and at least 1 friend, I can’t exactly poll how many people are also affected.

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Oh. I should mention the tiles I use are indestructible. There is no risk of having the fob cut off

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I absolutely love the aesthetic.

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Please tell me if you fall into the water you drown. This will be soulful as fuck :pray: Also lord forbid the 1 tile chokes.

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water is not meant to be acessible, anyone who gets tehre has experienced a bug. few things that are propably gona need changes, 1) acesses to the ship with senzors 2) lenght of staircases to give you more time to look up and down beofre changing z level 3) removing the top top most roof level, that one is just barent and the level below serves what the roof level is meant to be

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the bottomost stair tile near to where xeno spawn is, tends to make people fall down when going up them

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THE ONE TILE CROSSWALKS INTO THE PSV CHARON IS HELL!!!

ARGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

It’s a straight, one tile screenwide corridor which lets oppressors get guaranteed 100% hooks, and they line the container ship with eggs so you get auto hugged if you get latched. I think this hellchoke area needs a change- Oppressors are so busted for that section right now.

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Muiltz ver.

so its some times kind of unclear if path is the same Z level as you around some of the edge walkways, but i guess it can be learned with time. biggist issue is the railing does little to nothing for you jumping over and failling.

like the jump over is automatic and so fast you can’t catch your self before you fall over. next some of the roofs seem lack in vantage points even with a 4x scope, i think a few more same level windows are needed in some spots.

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The transition from single Z to multi-Z shows great promise. I got to test the multi-Z level as the XO this round. Here is my feedback from a CIC perspective:

  1. If you’re going to do multi-Z, you need to make it obvious where the Marines are. I had trouble the entire round finding and communicating where the fight was and how to get to it. Many marines spent the round simply wandering about with no way to get to the fight. I propose leveling all the main areas, such as the LZ, comms, etc, but giving certain areas, such as research, their own multi Z level. As it stands, it is extremely hard for CIC to get marines to the fight.

  2. You should be able to see up the staircases somehow. I saw many marines simply mowed down because they walked up the stairs into the line of fire.

  3. going along with #1, the TACMAP does not play well with multi-z. I had problems with it freezing and not going up/down when I attempted to change levels, esp. on the canvas function.

  4. Ladders, or at the very least staircases, should be clearly marked on the TACMAP to help herd marines where to go.

  5. The tacmap should push ALL z levels to assist marines in figuring out where to go.

  6. The Marines need some way to track/ find their SL if they are on a different floor.

This is not to simply poopoo on the map. I think its really cool and I saw a lot of things which were nothing short of awesome, ingenious, and fun. However, there is a disconnect between those mechanics, and the ability for marines to engage with them due to a lack of communication or feedback.

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This map is actually awesome, once the lag gets fixed a lil, I would HIGHLY advice adding atleast 2-4 thermal nvg spawns like in Sorok or Kutjevo for survs so this map becomes a lil more viable for survs. Definitely would consider having nvg/optical meson scanners in a facility/rig like this. And it’d give the survs something to hunt for!

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I thought there already was mesons behind the lockdown? Or were they removed on the multiz version?

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Please god no more thermals and NVGs for survs :sob:

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@PurpleCIoud : I think the issue is people will walk at the stair from the wrong direction causing them to fall, i might see if I can fix it from a mapping perspective

@BasilHerb : My gamer theory, is that the PSV Charon’s 1 tile entrance corridors are meant to make attacking across it very hard for Marines. My idea is that the Marines should aim to secure the Command Rig, lift the lockdown on the Industrial Rig, and then go south and advance through the much more open industrial zone.

The Charon flank offers xenos a retreat path from the Command rig when they are overrun, plus it gives Marines a possible flank if they want to try their luck OR if the xenos fail to offer an effective defence. The 5 tile wide entrance can only be opened on the Charon.

IN PRACTICE this might be a bad idea. I’m at a impass with the Charon, for the moment I might just expand the entrances to 3 tiles.

@Catzonwheelz : I think this is just a issue with multiz right now. I could ask someone to look at the railings and make them disable the automated vaulting you get from the tile edge.

@cobraman : Fair feedback. I think most of these issues are just with multiz and less the map. I’ll see what I can do to expand the staircases to be more wider so there’s more chance for people to peer up/down.

@wibo : I am not a fan of NVG spawns, besides I believe other more qualified people are addressing survivor loot balance so I’ll be wary to weigh in.

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Worth a shot to run more tests to see if marines have the intellectual capability to actually go around, but given marines are incapable of fixing filtration to cross the sewage water in Trijent most of the time, I have a feeling they’ll keep running across the bridge of doom…

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Fair! But in the grand scale of the whole community I think NVG’s are well appreciated and quite nice to play/hunt for, giving people small objectives like that and putting them in hard to get places would make more people want to play surv on this map. But fair enuff.

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you auto vault only on harm intent, just do not be on harm intent, I have added the autovault for easier movemet when you want to be in combat situation, it is intent linked for that reason

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  1. Make it impossible to simply WALK into drops, and no floor destructibility for the same reason. The map is filled with drops of all kinds. Some behind railings that are automatically vaultable for some reason, (ONLY ON HARM INTENT GUYS, JUST REMEMBER TO SWITCH OFF OF IT, ONLY APPLICABLE ON THIS MAP) others just barely visible. Tiles below you are not distinct enough, one of the walkways from Charon just cuts off, and it’s supposed to be a drop. But there is an exact same lattice bridge just below, and it’s only distinction is that it’s slightly blurry. I observed half the server walk into it and then have to scramble up the ONE TILE WIDE LATTICE that goes 15 tiles north just so they can get back inside. And all the while, they are visible to any marines who are across. I knew it was there, and every time i passed the bridge i had to stop for a second to realize that it’s supposed to be a drop.

Pretty much every single place where you can accidentally drop puts you into an EXTRA bad position, because you will probably be dropping from level 2 to 1. And you will probably drop on the western side of the map. Which means there are only a select few stairs that are probably controlled by the opposition. It’s hard to simply go back east, too, because south leads nowhere, and north is either a hallway that gets blocked completely by 3 barricades, or a 2 tile wide catwalk that takes you to one of the level 1 bridges. The problem of course is that it’s all visible from above, meaning you can shoot at the xenos below, who are forced to walk through 100 feet of chokes JUST to get back into a position where they’re not functioning only as target practice. This doesn’t work on ss13 because players can’t interact with it properly. Visibility of any drops is hindered by the fact that it’s a 2d game, controls are already difficult because of general unresponsiveness, the way you commit to every single input because it’s tile based, and lag. There is also no jump.

  1. Something needs to be done about getting shot from a different level. Maybe an indication of local “visible” Z-levels in the UI, maybe a different damage taken feedback effect that looks distinct enough to understand that you’re getting shot from above or below. This sounds like UI code fuckery, but there could be Z levels indicators, telling you which Z levels are currently visible, like an up or/and down arrows on the right side of the screen. These arrows could flash red depending on where you’re taking damage from. Clicking them could make you look up and down as well.

Currently extra Z levels mainly frustrate players, because the game is not designed around it, and the map itself is structured in a way that constantly punishes you TO THE HIGHEST EXTENT for the most minor input mistakes, which results in random falling, and there is lack of “visibility” of the local Z levels that players can interact with you through (marines shoot the shit outta xenos and they don’t understand how they’re getting hit or vice versa)

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The multiz test has been interesting from an experimental perspective.

However, I have less faith now that multiz, in is current form, is a good idea for Navalis. I suspect most of the issues are just how the map is not going to be a good multiz candidate, but also how multiz is still in its early infancy.

For the time being I will likely focus more on the single-z version of the map. I’ve already made a change to the single-z version to make it have 2 z-levels, but the lower z-level is just used for water, to boost the aesthetics of the main map.

Perhaps in the future once the multiz concept has been further refined, and we have a better idea of how a multiz map should be balanced, I’ll return to it.

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Marines seemed to do good overall the entire round. I had the funnest kill as a SG during that round. The biggest thing is those hellpush stairs at the hive. I think if you just, gave like 2 or 3 tiles back from them, so marines could look up the stairs, it would add more flexibility and force xenos to engage down them. But since you need to stand ON the stairs to go up to the hive, you end up with an issue where xenos can just force you back when you try to just look up.

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before someone asks, I am addressing the residential stair chockpoint issue

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