View Full Version : What will being "a good FPS player" mean in PlanetSide 2?
Arturo
2011-07-30, 04:40 PM
Hey all, this is my first post on PSU. I've been itching to make an account for a while, but Higby's latest post was the last step in convincing me to make an account to voice some questions that I have for PlanetSide 2.
"A good fps player playing light assault with minimal certs will always kick the shit out of a bad fps player playing light assault with a lot of certs."
Now I've played FPS games for quite a while. Well, I've played lots of shooters in general, starting with N64 shooters like Goldeneye, then moving onto games like the SOCOM series (granted that's a TPS but it's still kind of in the same boat), the Ghost Recon series, a little bit of CS:S, CoD 4, CoD: MW2, Black Ops, Battlefield 2, Battlefield 2142 (this game kicked ass but not many people like it :(), TF2, and of course, PlanetSide.
I was a decent FPS player, but I never liked nor learned some of the goofy techniques like bunny hopping and dolphin diving (especially dolphin diving holy shit I hate dolphin diving). I knew how to reload cancel but when it really comes down to it, my success in an FPS was based on where I was and how good my aim was, not how much I dolphin dived and spun around like a ballet dancer on adrenaline.
Call me a scrub or casual all you want, but the thing I loved about the original PlanetSide was that there weren't many (if any at all) weird FPS techniques that you had to do to get on other people's level or to do your part in the fight. The worst that I can remember was the good old "Planetside vision" (as me and my friends call it no matter what game it is) where you use the third person camera to look around corners. The stamina system (combined with how small a jump was) made it so jumping around like the Easter bunny like you can do in other games was impossible in PlanetSide.
I know that it's been said that there won't be a prone position, so my question is basically: Will any twitch-shooter techniques such as dolphin diving, bunny hopping or quick-scoping or any of that nonsense be in PlanetSide 2?
I really don't it to be a game where after we roll tanks out, blow through the enemy lines outside a base, have an air cavalry division roll out and establish air superiority while cloakers sabotage enemy base defenses, etc etc., all this planning and strategy and such...!
We walk into their base: 30 Vanu dudes in purple jumpsuits are bunny hopping and dolphin diving and it looks like they're doing the Worm while shooting their Pulsars at us.
Or alternatively, if there's a tower with some snipers and they're pinning an outfit down, that battle should come down to whoever is a better shot, not the one who taps right and left mouse button to quick-scope, then mashes their prone key (I know there's not plans for prone in PS2 but for the sake of argument bear with me) and reloads after one bullet and does it again.
Don't mistake me for wanting a game that basically aims for you; things like leading your shots, trajectory, burst-firing, single-shotting at great distances, compensating for recoil, that stuff is awesome. But mashing Spacebar and Ctrl while playing an FPS until my keys develop sentience and file for a restraining order against me, that's just lame.
Sirisian
2011-07-30, 05:11 PM
I'm imagining since the game will have sprint that we'll be seeing a return of the stamina bar. That an implants will probably need energy again. The jumping system in PS1 was nice in that it was slow and used for basically only getting over obstacles.
I'm hoping the game focuses more on tactics like flanking and such. I kind of agree with your no-scoping comment. I could see that being a problem if there wasn't a delay. I remember playing COD 2 and the only valid strategy for aiming was the right click then click strategy since without quick-scoping your bullet went anywhere it wanted.
Vancha
2011-07-30, 05:31 PM
Yeah, I'm pretty confident Planetside will avoid those ridiculous aspects of other games (except possibly instant boarding, that is).
The most delightful thing I've witnessed so far from the SOE PS2 crew is some common sense, so even if anything like that makes it into beta, I can't imagine we'll see twitch-snipers or bunny-hopping by release.
Sovereign
2011-07-30, 05:32 PM
Well don't think there will be a prone functionial in game unless they decide to alter that course, so no concern about dolphin diving and such other antics.
As long as they have a concret output/input system for stamina that accounts for all the variables ie what armor is equipped etc.
There will be no need to fret.
LostSoul
2011-07-30, 05:32 PM
As in PS1 I hope PS2 will bring advantages to those who can aim, and not necessary to those who can spam a+d the fastest.
Not having prone is huge in my opinion, I don't think it has a place in a "fast-paced" shooter and I love BFBC2 for not having it.
We'll see, I Love PS1, but actually quickening the gameplay a bit wouldn't be to bad!
EASyEightyEight
2011-07-30, 06:46 PM
ADADADADAD will always exist as long as there is no momentum in movement. If SOE incorporated even a quarter of a second slowdown/acceleration into drastically altered movement (and more accurate methods of position/movement prediction,) it would stop ADADADAD cold in it's tracks.
Other than that, PS2 doesn't seem to have too many cheap maneuvers, just as PS1 didn't.
ADADADADAD will always exist as long as there is no momentum in movement. If SOE incorporated even a quarter of a second slowdown/acceleration into drastically altered movement (and more accurate methods of position/movement prediction,) it would stop ADADADAD cold in it's tracks.
Other than that, PS2 doesn't seem to have too many cheap maneuvers, just as PS1 didn't.
The only reason ADADADADADA is a problem is because of PS1's engine. Remove the shitty extrapolation which causes warp and the ADADADAD as is in PS1 is laughably easy to hit.
Can't wait to be able to use my MCG on targets who can't strafe in ps2 though!
Effective
2011-07-30, 07:56 PM
ADADADADAD will always exist as long as there is no momentum in movement. If SOE incorporated even a quarter of a second slowdown/acceleration into drastically altered movement (and more accurate methods of position/movement prediction,) it would stop ADADADAD cold in it's tracks.
You've got the wrong idea of how warping works.
Here's how you fix warping. Planetside uses a form of clientside called extrapolation. Basically, walk forward for 5 seconds and stop. Bam, you just warped a little. You may not see it, and it may not be a lot. As your PC sends packets to the server, the server predicts where you're going to move to next. If you suddenly stop, the last packet before that received by the server will still have you moving forward, when the server receives the packet after you stopped, you'll warp back to that position. warping is just the server's inability to predict where your avatar should be at.
The solution? don't use extrapolation in PS2.
http://en.wikipedia.org/wiki/Lag_%28online_gaming%29#Client-side
CutterJohn
2011-07-30, 08:17 PM
I have no issue with their being some advanced movement techniques or gun handling techniques that play off the quirks in the game engine. Glitches/unintended gameplay/advanced 'tactics' can often be endearing and make a game awesome. Rocket jumping used to be a glitch. Tribes would be a barely remembered fps if they had patched out the skiing glitch. Obviously they can also be rage inducing.. Dolphin diving was a bit silly, as was adadadad. Bunny hopping? Bleh. It wrecks your cof, so let them hop.
There can be some awesome gameplay from tactics devs never considered.
ADADADA is only silly because of extrapolation. You're not a very hard target when you don't warp.
MasterChief096
2011-07-30, 09:13 PM
even if you had infinite stamina in planetside, jumping was just a bad idea in combat overall.
It was slower than strafing and it caused your COF to go crazy. If its the same in PlanetSide 2 no one is going to jump.
I never really had any problem with the ADAD strafing in PS. Sure there were those certain individuals that were damn impossible to hit but meh, w/e. I enjoyed trying to aim at them.
Espion
2011-07-31, 12:08 AM
If there is any form of prone in PS2 I will kill someone
If there is any form of prone in PS2 I will kill someone
It's confirmed as out.
Sirisian
2011-07-31, 12:40 AM
You've got the wrong idea of how warping works.
Actually assuming Planetside is server-side then his idea of adding momentum is actually the real solution. Don't get me wrong, what you quoted is completely true, but adding momentum to characters essentially gets rid of the warp by hiding it with an acceleration delay. (I've used it before in small networked games I've written).
Extrapolation actually works well, and I'd recommend it with a purely server-side gameplay model. The alternative to extrapolation is a delayed simulation model a la Source networking which some people prefer. I personally don't like it that much. Eliminating instant changes in motion is the key to solving warping.
Also I've never inspected the packets of Planetside (mostly because I'm not sure what measures they've enabled for detecting such actions). From playing the game for a long time and just looking at things I have a sneaking suspicion the bigger problem with warping is caused by client-side movement. As in the player sends their position to the server (a big no no in authoritative networking). I remember a long time ago the core 2 duo problem where players were moving insanely quick across the map and this indicated that a long time ago everything was pretty much client-side. Actually it still is because there are numerous hacks used for changing the client's position and the server doesn't really verify any of these changes. This is all being changed in the new game so it's a pointless argument to compare PS1 to PS2's networking.
Arturo
2011-07-31, 03:09 AM
This is turning into a pretty cool discussion so far! (sort of)
I know that PS1 didn't have many quirky shooter techniques, but with the addition of ADS and sprint (which are both good of course) I was just wondering if those shooter techniques (besides dolphin diving since prone won't exist as far as we know right now) will follow. I don't mean this thread to be a doomsday cry of "oh god SOE is conspiring to make this game into call of duty 40K: dawn of marathon/lightweight/commando!".
LostSoul
2011-07-31, 05:15 AM
ADS?
NewSith
2011-07-31, 12:35 PM
Flame thread by default...
Gwartham
2011-07-31, 02:04 PM
I really dunno how you could say accuracy and PS1 in the same sentence.
I personally found COF abhorrent in a FPS game, then again, I never looked at PS1 as a shooter game, it was a hybrid, and it worked well.
That being said, I really don't see the current PS player base enjoying the pure FPS shooter mechanics that are going to make it way into this game.
In my day I used to be real good at FPS games, OGL ladder ranking yadda yadda.
But apparently it is true, age does take things away from you, and while I can still hold my own in fps games, the new generation of 15 year old twitchmonkeys tend to have their way with me more often then not.
Imagine these guys set loose in PS2 with accurate hitboxes.
No real need FPS tricks when you the guy is a few MS faster then you and brains you with pinpoint accuracy....
I really dunno how you could say accuracy and PS1 in the same sentence.
I personally found COF abhorrent in a FPS game, then again,
COF is like how shooters work in modern games only you can actually control your bullet spray in PS1 by burst firing.
So more skillful.
Gwartham
2011-07-31, 03:00 PM
COF is like how shooters work in modern games only you can actually control your bullet spray in PS1 by burst firing.
So more skillful.
Hmmm...dont wanna get into a fight on whats more skillful with you but the way I see things is:
PS1 Random bullet track with no hitboxes against modern games where first bullet/burst is so accurate you can drive tacks with them+hitboxes.
So while it may of taken more "skill" to control your fire patterns in ps1, skills in modern FPS is more who can bean someone between the eyes the fastest, something ps1 purists arent really used to having to deal with.
Lets hope we get a good bastardization of the 2 in ps2.
Tatwi
2011-07-31, 04:50 PM
Wow! And here I thought that the jumping around like morons in the original Counter-Strike looked stupid, but that dolphin diving takes the cake!
Rocket jumping in Quake was cool because it gave players tactical access to vertical game play. However, the rest of the nonsense like bunny hopping and dolphin diving is simply emergent behavior that occurred when players learned how to exploit issues with the game engines. And it's the kind of exploitation that is so hard to counter, it effectively forces all players do us it - regardless of how the exploit takes away from the over all appeal of the game. Exploits are exploitive!
The difference between a good player and great player in a game like Plantside should be knowing where to be, when to be there, and ensuring you've brought enough friends to make winning possible. The difference should not be, "he who knows how to exploit the game engine most efficiently wins".
millo
2011-07-31, 05:26 PM
The difference between a good player and great player in a game like Plantside should be knowing where to be, when to be there, and ensuring you've brought enough friends to make winning possible. The difference should not be, "he who knows how to exploit the game engine most efficiently wins".
This.
I hope the devs are gearing the game toward rewarding tactics, situational awareness and positioning over twitch gameplay.
Effective
2011-07-31, 07:50 PM
Exploits are going to be apart of any game you play. Taking advantage of it isn't a bad thing. If you're truly playing to be good. Then take every advantage you get as long as you aren't doing something that gives you an advantage so large that you become unbeatable (Like a vanguard at the bottom of a techplant Vbay).
BorisBlade
2011-07-31, 08:16 PM
So whats wrong with prone if its done right? The whole "dive" into prone is stupid but thats because it was implimented badly, it shouldnt work like that. If it had a decent entering animation that locked you into it, and a similar lock in animation for gettin up, then you would have to commit to it and could only do it from a sit still and with a decent time to get into the postion. So it could be used to work from cover or longer ranges, but could never be used as a quick tactic to cheat somethin like in certain other games. With super slow turn times and a limited cone in which to aim before ya have to turn your body, then you are very succeptable to being attacked from behind/side or whatever.
Or is there somethin im missing? Honestly flyin around in an aircraft i'd love to see people prone, they'd stand out like a sore thumb and be unable to get up and run without goin thru the animation and would just be a sitting duck. Cloakers would basically get a free kill. Maybe it also has other downsides, could be tweaked in a number of ways, it seems like it wouldnt be a prob. Again, if I'm missing somethin then let me know. I just think its like people sayin "tanks suck" because they played some game that had tanks that killed everythign on screen with one button, not because the tank idea was bad but the implimentation of them.
SKYeXile
2011-07-31, 09:41 PM
As in PS1 I hope PS2 will bring advantages to those who can aim, and not necessary to those who can spam a+d the fastest.
This statement makes no sense, you want to reward aim? but you don't want there to be moving targets?
Forsaken One
2011-07-31, 10:26 PM
This statement makes no sense, you want to reward aim? but you don't want there to be moving targets?
I for one hope movement will be as realistic as can be. As for that, hitting a target that's moving from cover to cover would count as a moving target.
Even basic zig zaging. [[aka running from point A to point B without shooting or with gun to chest]]
but back and forth movement like a guy dancing in a cartoon do to the other guy shooting his feet shouldn't be in the game. let alone the dancing while he's able to shoot back.
A easy way to stop this could be you gain more CoF when you press A or D not as much as jumping but still enough to make you not dance if you wish to shoot back. Also a longer reload while strafing/jumping would be nice as well.
Tatwi
2011-08-01, 01:06 AM
Exploits are going to be apart of any game you play. Taking advantage of it isn't a bad thing. If you're truly playing to be good. Then take every advantage you get as long as you aren't doing something that gives you an advantage so large that you become unbeatable (Like a vanguard at the bottom of a techplant Vbay).
lol I love it!
"It's OK if the only reason you are any good at a game is because you're using exploits, so long as no one catches on that you're using them".
That's fucking epic humor man. :rofl: Thanks for that!
Sirisian
2011-08-01, 01:46 AM
Reminds me when I used to be one of the very few players that for months knew how to become invisible at a vehicle bay.
However, I think what he's referring to is using every advantage you can in the game. Basically "if it wasn't supposed to be used they'd remove it". :lol:
Effective
2011-08-01, 03:13 AM
lol I love it!
"It's OK if the only reason you are any good at a game is because you're using exploits, so long as no one catches on that you're using them".
That's fucking epic humor man. :rofl: Thanks for that!
Not even close to what I said. But I guess that's expected from someone who wants an entertainer class added to planetside 2.
Warping is not a huge advantage. It's still more then possible to track and hit targets who are warping. And if warping was all it took to be good at planetside, then why is dancingsnow, one of the biggest warpers in the game players so easy to kill? The answer is simple, he can't aim. The majority of people who complain about warping and how they only die because of warpers, are fooling themselves over the lack of ability to adapt and adjust to a situation.
When I refer to exploits that create unbeatable advantages. I'm talking about something like this, warping doesn't even compare.
***x202a;Planetside - AMS underneath AT Plant Bug***x202c;‏ - YouTube
Add to that
Making my weapons able to 2 shot any infantry in the game with any weapon (or 1 shot with a sweeper or jackhammer) via a bug with plasma grenades
Literally putting vehicles at the bottom of a vbay of a techplant for defense, like say a flail, a prowler, or a vanguard.
Putting sensor disruptors inside the outer walls of a base, making it impossible to see enemies on radar
Router pads into the walls and at the back of the boxs where they're unreachable and can't be destroyed, meaning you have to find the router itself to kill the pad
The aforementioned AMS underneath the AT plant (which is repeatable and easy to do)
Being able to shoot vehicles inside warpgates
Being able to put traps in the doorways of the stairwells along the walls of a base AND in the back door itself, making the front door the only accessible entrances from the ground floor of the CY, until the traps are destroyed.
Being able to hack CC's outside of the room at certain bases and at certain areas
There's a few more exploits like that, but I think you get my point.
Exploits like these are the ones I'm referring to. Thankfully most people don't know how to do them. But naturally idiots like yourself class warping in the same category because their lack of ability makes them want to play "fair". Warping is like powersliding. Lot's of bad planetside pilots complain about powersliding. But any good pilot knows what to do to avoid getting killed by someone powersliding. Fly away and wait for the slide to end, then fly back and in and kill the idiot with no afterburner left.
Now on to the question, do I think planetside 2 should have bunny hopping, or anything along those lines? The answer would be no. Is something like that probably going to end up in game? Probably. Am I going to complain about it? No. Planetside 2 would certainly be a better game if there were both aspects of fast paced twitch shooters, combined with other games that aren't quite as fast. But I already see the game being plagued with broken and poorly implemented weapons and equipment that are in PS1.
Kran De Loy
2011-08-01, 05:39 AM
I kinda went into this on another thread, but..
Anyone have dev answers on Cone of Fire mechanics? I am hopeing that CoF is confirmed out of the game. PS1 CoF was irritating.. to put it politely.
I can easily understand the use of randomized trajectories that a CoF system would use if a person was firing from the hip. Although if they are scoped or using the iron sights it would be logical that the person's movement would slow down to a walk, but the bullets should still go where the crosshairs/sights are pointing.
Weapon sway for movement and weapon 'jumping' for recoil are just as skill demanding as a Cone of Fire. What is more important though is that Sway and Recoil are not or at least far less random.
SKYeXile
2011-08-01, 07:32 AM
i think people...and i hope the devs remember one thing.
THEY'RE MAKING A GAME NOT A SIMULATOR.
Vancha
2011-08-01, 07:33 AM
i think people...and i hope the devs remember one thing.
THEY'RE MAKING A GAME NOT A SIMULATOR.
Yup. Fun before realism, every time.
wildcat140679
2011-08-01, 09:30 AM
ADADADADAD will always exist as long as there is no momentum in movement. If SOE incorporated even a quarter of a second slowdown/acceleration into drastically altered movement (and more accurate methods of position/movement prediction,) it would stop ADADADAD cold in it's tracks.
Other than that, PS2 doesn't seem to have too many cheap maneuvers, just as PS1 didn't.
The only reason ADADADADADA is a problem is because of PS1's engine. Remove the shitty extrapolation which causes warp and the ADADADAD as is in PS1 is laughably easy to hit.
ADADADA is only silly because of extrapolation. You're not a very hard target when you don't warp.
The ability to dodge like we can in Planetside should not have been allowed in the game in the first place, because of the way it could be exploited to dodge and zig 'n zag your way through a bullet storm just by mashing away on the ADADADAD key's (http://www.youtube.com/watch?v=AkQYbIc6zUw&feature=player_detailpage#t=181s).
They could have fixed it by making dodging cost stamina or side movement being slower than normal forward movement. Discourage people from using side way / strafing motion because it comes with a disadvantage would have been the way to reduce it from being exploited.
Dodging in front of countless of itchy trigger fingered allies at your back is yet another good reason to make dodging less popular. The countless amount of times I've seen and shot at my allies as the jumped/dodged in to my/the line of fire.
I can only hope that PS2 will deal correctly with these problems and that they are found and reported during beta.
SKYeXile
2011-08-01, 10:00 AM
The ability to dodge like we can in Planetside should not have been allowed in the game in the first place, because of the way it could be exploited to dodge and zig 'n zag your way through a bullet storm just by mashing away on the ADADADAD key's (http://www.youtube.com/watch?v=AkQYbIc6zUw&feature=player_detailpage#t=181s).
They could have fixed it by making dodging cost stamina or side movement being slower than normal forward movement. Discourage people from using side way / strafing motion because it comes with a disadvantage would have been the way to reduce it from being exploited.
Dodging in front of countless of itchy trigger fingered allies at your back is yet another good reason to make dodging less popular. The countless amount of times I've seen and shot at my allies as the jumped/dodged in to my/the line of fire.
I can only hope that PS2 will deal correctly with these problems and that they are found and reported during beta.
Yes so true..i hope to see lots of combat like this:
***x202a;Duty Calls - Playthrough***x202c;‏ - YouTube
.....
Tatwi
2011-08-01, 10:35 AM
Not even close to what I said. But I guess that's expected from someone who wants an entertainer class added to planetside
Except that I explicitly stated that I do not (http://forums.station.sony.com/ps/posts/list.m?start=45&topic_id=88000027905). Talk about a fail argument there man.
DreaM
2011-08-01, 11:59 AM
Yup. Fun before realism, every time.
Perhaps in your opinion. I personally really enjoy games like ArmA and Project Reality. Realism when done right is fun
LostSoul
2011-08-01, 12:21 PM
This statement makes no sense, you want to reward aim? but you don't want there to be moving targets?
Moving is one, the a+d statement is another. Hitting someone inside a wall/staircase/box/roof is sort of hard. Currently I feel someone with better mechanics (read: better at warping but with mediocre aim) is rewarded more then someone with a good aim.
Sovereign
2011-08-01, 12:30 PM
Perhaps in your opinion. I personally really enjoy games like ArmA and Project Reality. Realism when done right is fun
The problem with that statement is there is no two way street when it comes to realism, if the game is truly headset in realism then more times then not it deviates focus from fun factor to hardcore realism..
Not to mention its just a logical fallacy to begin with to even tacitly infer that sci-fi oriented games can somehow have fun realism... :thumbsup:
DreaM
2011-08-01, 12:47 PM
The problem with that statement is there is no two way street when it comes to realism, if the game is truly headset in realism then more times then not it deviates focus from fun factor to hardcore realism..
Not to mention its just a logical fallacy to begin with to even tacitly infer that sci-fi oriented games can somehow have fun realism... :thumbsup:
I was with you until the last point. Simply because a game is sci-fi doesn't mean it cannot be realistic in terms of the game mechanics. All the features of ArmA II could be used in a Science fiction game.
Effective
2011-08-01, 01:42 PM
Except that I explicitly stated that I do not (http://forums.station.sony.com/ps/posts/list.m?start=45&topic_id=88000027905). Talk about a fail argument there man.
Hey, that's kinda what you did with my post. For someone who likes to butcher a post and twist the words to say what it didn't, you sure don't like it when someone does it to you.
If you have nothing important to say, shut up in the future rather then trying to be clever when you aren't. Just saying.
Moving is one, the a+d statement is another. Hitting someone inside a wall/staircase/box/roof is sort of hard..
Nobody wants warping in Planetside 2 though.
Effective
2011-08-01, 02:01 PM
Nobody wants warping in Planetside 2 though.
It is slightly irritating that people are trying to come up with overly creative yet unnecessary solutions to a problem that very likely won't exist in PS2.
If I remember reading correctly, with the hybrid client/server side model, all in-game physics (like movement), will be handled by the server? Can't be 100% sure, but I think that pretty much handles any ridiculous warping issues. People should stop trying to turn this into an ultra realistic shooter that no one will play because it won't be fun.
Tatwi
2011-08-01, 02:13 PM
Hey, that's kinda what you did with my post. For someone who likes to butcher a post and twist the words to say what it didn't, you sure don't like it when someone does it to you.
If you have nothing important to say, shut up in the future rather then trying to be clever when you aren't. Just saying.
Nah, I don't think I'll shut up. Thanks for the advice though kid.
Effective
2011-08-01, 02:15 PM
Nah, I don't think I'll shut up. Thanks for the advice though kid.
As expected of someone with such a fragile ego, petty comments do you little good.
LostSoul
2011-08-01, 02:15 PM
Nobody wants warping in Planetside 2 though.
Please for the love of saint mickey read stuff in context.
And if there is a saint mickey.. that would be awesome!
Please for the love of saint mickey read stuff in context.
And if there is a saint mickey.. that would be awesome!
Um, the rest of your post is about warping in PS1, so if there's no warping in PS2 it's moot.
Vancha
2011-08-01, 02:47 PM
Perhaps in your opinion. I personally really enjoy games like ArmA and Project Reality. Realism when done right is fun
As I've played neither of those games I can't comment, but I expect the fun comes from the mechanics of those games rather than the realism. As you said, you could put them in a Planetside setting and still have it be fun.
I wasn't saying realism and fun were mutually exclusive, but that fun should take priority when given the choice.
LostSoul
2011-08-01, 03:11 PM
Um, the rest of your post is about warping in PS1, so if there's no warping in PS2 it's moot.
Yes, which was related to a post which was miss read on the first page of this topic. This quotation system doesn't work for me, it should've linked that post too. I'm nub at forumside.
DreaM
2011-08-01, 05:15 PM
As I've played neither of those games I can't comment, but I expect the fun comes from the mechanics of those games rather than the realism. As you said, you could put them in a Planetside setting and still have it be fun.
I wasn't saying realism and fun were mutually exclusive, but that fun should take priority when given the choice.
Fun is such a loaded word. Fun is subjective. I personally disagree with your opinion.
SKYeXile
2011-08-01, 06:15 PM
Moving is one, the a+d statement is another. Hitting someone inside a wall/staircase/box/roof is sort of hard. Currently I feel someone with better mechanics (read: better at warping but with mediocre aim) is rewarded more then someone with a good aim.
So yea you would have no problem with straifing if there is no movment prediction that predicts people going through walls in PS2 then?
which there is a 99% liklyness that there wont be...since not many games use extrapolation anymore.
All these arguments againt straifing are peoples grips with a movment prediction system thats 8 years old, people need to get over it..they can fix that...what you need to look at is if you want the game to play like another COD or BF clone or like tribes, quake or unreal...where planetsides roots lie.
Seems the devs are going the clone root though, sadly.
SKYeXile
2011-08-02, 03:03 AM
It is slightly irritating that people are trying to come up with overly creative yet unnecessary solutions to a problem that very likely won't exist in PS2.
If I remember reading correctly, with the hybrid client/server side model, all in-game physics (like movement), will be handled by the server? Can't be 100% sure, but I think that pretty much handles any ridiculous warping issues. People should stop trying to turn this into an ultra realistic shooter that no one will play because it won't be fun.
I'm pretty sure they will use the other movment model(interpolation) where your client runs at a 1 packet delay, and renders movement between the last 2 packets its received. there wont be asmuch warping, but if the servers tickrate is low like it is in PS1...while people wont warp up through the roof, they could likely still render through pillars as in one packet they're on the left of it and on the next they're on the other side..so the game would render their movement through it...but with a high enough tick rate that wont be a problem...the same could be said about PS1 too...with a high enough tick rate extrapolation would not be a problem, because their is less time in between packets, so less correcting of the packets. (thats warp in nub speak)
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