The Insurgency Has Finally Begun!

You came off as "omfg its the games prob not mine" like most posts I've read.

Because it is the games problem, you twit. I can understand why you got banned if this is how you discuss the problems.
 
I have to say despite the bugs and occasional crashes...I'm loving this mod :D
 
Because it is the games problem, you twit. I can understand why you got banned if this is how you discuss the problems.

You're right, I shouldn't out right attack someone...

It's a mod. It's a beta. There are going to be some quirks, some glitches and some errors. Moaning about it here isn't going to do anything.

The only problem I found annoying is that the RPGs sometimes disappear after firing.

Yeah that's pretty annoying. Unlike most, I enjoy the RPG class. Pisses me off that you can't walk while in ironsights though.
 
After playing the mod a bit more thoroughly...
The animations are really starting to get on my nerves for some reason.

When there's no players running around, the atmosphere is perfect.

All of a sudden you see a soldier... moon-walking along the ground... and then another, pretty soon it looks like a Michael Jackson music video set in Iraq.

And another little gripe is the squad system, it'd be so much better if there could be multiple squads... say a max of 4 people per squad?

Also, the class system is a bit awkward, it'd be nice if you could choose to use a regular rifle(m16 or ak47) instead of being forced to use shotguns and machine guns.(for those of us that take a bit longer to load the map, and thus getting stuck with the shit weaponry.)
 
Hopefully that new patch will be released soon. It doesn't seem to address most of our gripes, though.
 
With the way they force players into certain kits based on first-come first-serve a player will often be forced into a roll they don't want to play.
Yes! That's one of my few gripes about the game!
EDIT:
After playing the mod a bit more thoroughly...
The animations are really starting to get on my nerves for some reason.

When there's no players running around, the atmosphere is perfect.

All of a sudden you see a soldier... moon-walking along the ground... and then another, pretty soon it looks like a Michael Jackson music video set in Iraq.

And another little gripe is the squad system, it'd be so much better if there could be multiple squads... say a max of 4 people per squad?

Also, the class system is a bit awkward, it'd be nice if you could choose to use a regular rifle(m16 or ak47) instead of being forced to use shotguns and machine guns.(for those of us that take a bit longer to load the map, and thus getting stuck with the shit weaponry.)

Yes, best post ever.
 
The patch should be out soon to address some of the issues so far. Also, the armory loadout should be much easier to understand in future patches. You'll see :)
 
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The people in the game are actually a lot like that :D
 
its fun but I hope they change some things that just don't seem to fit, imo. Such as the Half-Life 2 sound of the ringing noise when you get shot in the head. Other tha that, its a great mod and I can't wait to see it fully done.

Worst bug I've experienced is changing classes but it kept putting me a shotgunner no matter what. I'd change to a sniper, a rifleman, a support...but I'd always end up with a shotgun which sucked.
 
Worst bug I've experienced is changing classes but it kept putting me a shotgunner no matter what. I'd change to a sniper, a rifleman, a support...but I'd always end up with a shotgun which sucked.
What's probably happening is another player on your team selected that class while you were deciding which class to select, and you got bumped back to your original class.
 
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The people in the game are actually a lot like that :D

This video has been removed due to terms of use violation.

What the hell was in that video that could've violated the terms of use?!
 
I'm very impressed by this mod, first off. I honestly think it could have done reasonably well as a standalone if it were released as a finished, polished product.

Having said that, I've hated playing it so far. I'll own up to the fact that this is all just my opinion, but fair warning to everyone: If you don't enjoy super-serious hyper-realistic one-shot FPS games where everyone's on a mic and barking orders at each other, you probably won't like this.

Too tense for me to enjoy. Sorry.
 
If you don't enjoy super-serious hyper-realistic one-shot FPS games
I guess you have never played realistic shooters, because INS is far from realistic. It's arcadish to a certain extent, all has to do with what we are used to of course.

Personally I like it but has some serious flaws.
The biggest one being deceivig animations. Seeing an enemy killing you while he is not even looking at you is very frustrating. It happens more then once every game.
The animations are too slow for the speed of the players. I agree about the moonwalking.

Great atmosphere tho, it has potential this one,

Monk.
 
I wish reinforcements would not get depleted, and you you would had infinite until time ran out, they could lower the time you have to make up for it for all I care.
 
I which reinforcements would not get depleted, and you you would had infinite until time ran out, they could lower the time you have to make up for it for all I care.

Yes, waiting for campers to finally find and kill one of the other teams is just stupid. It wouldnt be too bad if there was a time limit before one of the team wins automatically or something...
 
They had a community meeting recently and someone recorded it: http://rapidshare.com/files/41622495/TSCommunityMeeting.mp3.html

I semi-transcribed it for those who can't be assed downloading (because I was pretty impressed with the way they handled the thing considering how shambolic their release was, and they definitely deserve a second chance if you've been put off by crashes, bad fps, etc.).

[Question moved to beginning]
Q: What's in the new patch? (due in "a couple of hours")
A: - FPS improvements (code hotfix; radical changes apart from on Ramadi)
- Gameplay balance improvements
- Fixed various crashes/exploits (client/server-side)
- Fixed reloading with M249 + increased M249 ROF
- Fixed grenade sprint bug
- No sprays/flashlights in spec mode
- No speed prone/stand
- Fixed fast reloads
- Anti-tk support
- incremental weapons delay when low on stamina
- "sv_alltalk 0" by default
- not killed when changing class
- removed SSE from client.dll
- optimised dust effects to reduce CPU load
- fixed shotgun reload
- fixed autospawn on join
- fixed ironsights viewlocking in prone
- changed maps so you can actually capture an objective if you're down to one man (or if your team are retards/newbies)
[/Question moved to beginning]

Q: Are you guys satisfied with the current pace of the gameplay? How should it evolve?
A: Personally content with the pace, don't think making much change, but the game will get better with improved gameplay features, better navigation, etc.

Q: Any plans to add in extra weapons?
A: Yes, and also the Croatian Theatre stuff will be added to.

Q: Will a compass or map be included in a later relase?
A: Before implementing something anything unrealistic we wanna try to implement onscreen indicators that give the player a general idea. But we plan on implementing an overhead map for commanders in the future.

Q: What other character customisation features are you working on when will we see it, and how will they work?
A: VGUI is almost done but just couldn't finish it in time. Character customisation with diff faces and headgear plus 'model viewer'-esque view to see your char in realtime. There will be more info in the installer with the next patch that will be released very soon. Squad and weapon selection will have animated footage of the class models and there will be more weapons to choose from.

Q: When will we see new maps?
A: Pretty soon, 1-3 months. A new map will be released with the new patch.

Q: Will 3rd person animations be re-worked?
A: Yes in a future patch certain issues will be fixed using mocap data provided by the community.

Q: Which server plugins does INS support?
A: We'll support the 'matchmod' plugin for the INS league and also a SteamBans plugin. SourceMod is currently working with INS. They are working on their own global ranking system, similar to BattleField 2 stats but with more options and the ability to hide your stats.

Q: How do you plan to deal with aimbot/wallhack. Will there be consistency checking via an sv_pure variable?
A: They are implementing something like sv_pure but that works a bit faster.

Q: In the future could the community have the ability to customise their weapons with scopes, silencers, etc.
A: For the foreseeable future, no.

Q: Will the ironsights "I'm aiming above the sandbag/window sill but it's still hitting it" problem be addressed?
A: This is not something that is a high-priority issue for them. At the moment the bullets are exiting the barrel and that's just the way it is in reality and unless they find it is a problem for their community they have no plans to fix this. (if the weapons are really shooting lower than the barrel then they will investigate this).

Q: Any plans to implement objective capture notifications? (e.g. audio alerts)
A: The communication, commander, waypoint and objective system will be developed in future releases.

Q: I'm planning a map for the mod, what do I need to know?
A: After this they will release a mapping-for-INS tutorial as a Wiki and on the forums.

Q: Will there be a game mode which involves the RPG classes more heavily?
One of our mappers is currently toying with the idea of an escort map with a vehicle transporting a VIP through the map. The entities already support this type of gameplay possibility.

Q: Will you include a server-side variable to alter the amount of classes available per team?
A: For the Marines they want to keep it how it is. For the Insurgents we might change this. The squad menu at the moment balances the squads with the right proportion of the different roles. Actually Valve commented that this was a very good feature.

Q: Will you fix spec mode?
A: Spectating issues will be fixed in 1-3 months.

When can we expect weapon switching (fastswitch) enabled?
A: We are discussing whether this is balancing with the realism aspect. This same reasoning is why we have no instant reload when you run out of ammo.

Do you think that you'll allow leaning and strafing at the same time/leaning while prone?
A: Just no. But a roll would be kind of neat.

Can you please change it so you can go from prone to crouch without giving away your position?
A: Use alternative stance mode to uncrouch from prone without having to stand first, but this is a command as the menu is BROKEN! [/shame] The alternative stance mode will work to toggle you into and out of a stance.

[Interlude for BlueWolf72 to tell the INS boys how much he admires their work and how pro he thinks they are]

Q: Will you (re)enable the player mute button? Please say yes!
A: It's going in the patch after next. But the console command is "voice_enable 0". (Crispy note: this turns off ALL mic conversation so you won't hear commander orders)

Q: Do you plan on small and frequent or large and infrequent updates?
A: Small and frequent bug fixes and large infreqent content updates.

Q: Thoughts on going retail?
A: No comment, but they plan on being independant. If they get any offers they'll do what works best for their community and their developers. If anything does come up it wouldn't be anytime soon. They want to raise their standard and for the community to be able to support it.

Q: Would you like to see it being a huge leagueplay game or more pubplay?
Both. They'll make it how they want to. Whatever happens happens. They don't plan to go in either direction, maybe it's up to the community.

Q: What have you considered doing to improve the possibility of clanplay?
A: They planned a clanmode that didn't get released for first release. They have implemented "in-game clan leader appointing" and other things but that need extensive VGUI support before release. If he gets enough demand he'll prioritise this side.

Q: RPG vs. M203 is unbalanced. What do you plan do do about this?
This patch should improve the RPG (they stopped it from pointing down before firing, now it just points forward all the time) and they have plans for a better system.

Q: Will there be bot support?
A: From RO he learned there is a high demand for bots. They want to implement bots that go to waypoints in the future, but multiplayer is our primary concern, bots are secondary. But if any bot programmers then get in touch with them.

[Second interlude for BlueWolf72 to tell the INS boys how much he loves them and their mod and to plug his radio show]

Q: Did you make INS to get a job, for the community, for the experience?
A: All of the above and to make something original.

P.S. If anyone wants to help them mirror get in contact.
 
Yeah I was in there. Pretty good answers apart from the 2-3 months timeline on most things.
 
Yeah I was in there. Pretty good answers apart from the 2-3 months timeline on most things.
I think that's fair enough to be honest. They obviously skipped out on a fairly in-depth VGUI with the first release and it sounds like it will offer quite a bit of customisation. The maps will also take a while to make. Then there's the stats syetem (unnecessary for a mod imo, so it sounds to me like they're shooting for commercial release if they can get it), which sounds like it'll take some work.

I'm most pissed off with their response to the ironsights aim "coming from the barrel". This IS a flaw, and it really, really sucks in game. Anyone who's played this game properly (so, not any of the 100-150 playtesters they had overlooking the fact the M249 doesn't reload) can see that. I was ducked behind a coal truck on one of the maps with the (US) sniper rifle, repeatedly landing perfect shots on this guy's face, none of which registered. I figure this is bullshit, so I uncrouch to make a snapshot the best I can and the guy sees me instantly and kills me in 1 shot. This happens with virtually every piece of cover of a certain height and is very easily reproducible. It is a major problem and they'd be fools to ignore it.
 
Patch 1.1 is out!!! :bounce:

http://www.insmod.net/downloads


I semi-transcribed it for those who can't be assed downloading (because I was pretty impressed with the way they handled the thing considering how shambolic their release was, and they definitely deserve a second chance if you've been put off by crashes, bad fps, etc.).

Shambolic..lol, behind CS:S and DoD:S it's the third most popular MP game on Steam, even with the bugs and crashes:-

http://www.steampowered.com/v/index.php?area=stats&cc=GB hit view by game
 
Before implementing something anything unrealistic

Yeah because you know, the military never use maps in real-life. :|
 
I think they should fix the RPG as well. Because it sometimes an RPG disappear when you move suddenly right after launch.
 
That's just one of a few issues I have with their game vision ...
Unusual decision making imo

I agree to an extent that you are thrown in at the deep end, but the maps there at the loading screen and in all honesty..they aren't that complex.
 
Shambolic..lol, behind CS:S and DoD:S it's the third most popular MP game on Steam, even with the bugs and crashes:-
I'm talking about the way they released it (2 days delay) and the lack of attention paid to obvious bugs (M249 doesn't reload? Grenades stay in your hand if you try to throw while sprinting, you die if you want to change class) and the sloppy menu design (I'm not talking about how pretty it is, I'm talking about the fact menus aren't labelled properly, the preferences you're supposedly allowed to change aren't saved, and the maps shown often don't relate the the map you're about to play).

The core gameplay is good for a first release, they won't have to change much as far as weapon balance, class weapon sets, class attributes. I'll even ignore the poor map design and optimisation in Karkar and Sinjar, and the constant server crashes seeing as the rest makes up for it. But the release was rushed for stupid reasons and pretty much everything the current patch fixes should have been done for the first release. So much of it was obvious to me within the first 60 minutes of playing it.
 
I'm talking about the way they released it (2 days delay) and the lack of attention paid to obvious bugs (M249 doesn't reload? Grenades stay in your hand if you try to throw while sprinting, you die if you want to change class) and the sloppy menu design (I'm not talking about how pretty it is, I'm talking about the fact menus aren't labelled properly, the preferences you're supposedly allowed to change aren't saved, and the maps shown often don't relate the the map you're about to play).

The core gameplay is good for a first release, they won't have to change much as far as weapon balance, class weapon sets, class attributes. I'll even ignore the poor map design and optimisation in Karkar and Sinjar, and the constant server crashes seeing as the rest makes up for it. But the release was rushed for stupid reasons and pretty much everything the current patch fixes should have been done for the first release. So much of it was obvious to me within the first 60 minutes of playing it.

Your product is only as robust as your testing base. Fanboy's generally make the worst testers because they merely want to play the game first, rather than report bugs. In their shoes I'd of hunted down a large and active CS Clan or 2 unrelated to the project and got them to give the mod a thorough objective play test for a couple of weeks. I'm sure if the Insurgency team had the opportunity again they would have done things differently, however the fact is that having gotten their baby out the door with functional game play rather than sit on it for another 6 -12 months polishing it ever further, they've gained an enormous amount of player feedback across a wide range of systems in a very short amount of time.
 
Your product is only as robust as your testing base. Fanboy's generally make the worst testers because they merely want to play the game first, rather than report bugs. In their shoes I'd of hunted down a large and active CS Clan or 2 unrelated to the project and got them to give the mod a thorough objective play test for a couple of weeks. I'm sure if the Insurgency team had the opportunity again they would have done things differently, however the fact is that having gotten their baby out the door with functional game play rather than sit on it for another 6 -12 months polishing it ever further, they've gained an enormous amount of player feedback across a wide range of systems in a very short amount of time.
As I said before, any decent playtester could have spotted 70% of those bugs fixed in the patch within 60 minutes online play, and we already know it took them 6 days to fix the bugs, so clearly I was not complaining that they should have spent another 6-12 months mastering the design. The release was sloppy, their subsequent patching and Q&A session is a vast improvement.
 
As I said before, any decent playtester could have spotted 70% of those bugs fixed in the patch within 60 minutes online play, and we already know it took them 6 days to fix the bugs, so clearly I was not complaining that they should have spent another 6-12 months mastering the design. The release was sloppy, their subsequent patching and Q&A session is a vast improvement.

Well given they've released and right now you're vapourware I don't think you're in any real position to assess standards.
 
Well given they've released and right now you're vapourware I don't think you're in any real position to assess standards.
Considering I've got the current build of ND which we playtested this very evening and you've got a vacuous space between your ears, I think I'm better placed to comment on our state of affairs. Vapourware we are not.
 
Well given they've released and right now you're vapourware I don't think you're in any real position to assess standards.
Given that you're not even part of a mod team, I don't think you're in any real position to assess whether Crispy is in a position to "assess standards", let alone assess standards yourself.

GG double standard.
 
Considering I've got the current build of ND which we playtested this very evening and you've got a vacuous space between your ears, I think I'm better placed to comment on our state of affairs. Vapourware we are not.

Let's see some game play videos then, 20 seconds of a few costumes running around is hardly inspiring. Step it up Mr PR.

Given that you're not even part of a mod team, I don't think you're in any real position to assess whether Crispy is in a position to "assess standards", let alone assess standards yourself.

You right, my work is already out there being played on.
 
Let's see some game play videos then, 20 seconds of a few costumes running around is hardly inspiring. Step it up Mr PR.
Orrr, we could spend our time working on the mod itself and not give a flying funk about what crap you wanna stir because you haven't had your precious videos. I frankly don't care if you think ND is vapourware, your opinion doesn't concern me. Now if you want to argue more about it take it to PMs so I can ignore you and everyone else who came here to talk about Insurgency doesn't have to put up with your off-topic personal agendas.
 
Orrr, we could spend our time working on the mod itself and not give a flying funk about what crap you wanna stir because you haven't had your precious videos. I frankly don't care if you think ND is vapourware, your opinion doesn't concern me. Now if you want to argue more about it take it to PMs so I can ignore you and everyone else who came here to talk about Insurgency doesn't have to put up with your off-topic personal agendas.

Well if you don't listen to the potential player base frankly your ****ed from the word go. If ND is functional as you say ship it now and absorb the feedback, you'll uncover more problems in an hour of public play than you will in a month of beta testing. With TF2 and Left4Dead on the horizon it's pretty much essential to establish a large player base now like the insurgency team are, because those games are going to eat up a lot of peoples attention for a long time. Valve and Turtle Rocks games are going to be far more polished affairs than you can remotely hope to achieve initially, so there is no point in hoping to gain significant market share afterwards. Consider that constructive advice. Your mod might be wonderful, but timing is essential as well. Wait another 6 months until the TF2/L4D buzz dies down and you'll be running up against newer game engine releases.
 
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