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Socks
2012-03-07, 06:46 AM
just saw some other footage from gametrailers. Some people in the comments dont know what makes ps2 stand out from other shooter. This is because in the footage there are only 10 people playing... which makes it look kind of boring actually

IMO: Sony should try to prevent releasing footage with a low popcount

Shogun
2012-03-07, 06:48 AM
holy father of god!

that videos are exactly what i was waiting to see for a long time!
captain higlo walking right through a battle talking about what we see!
amazing, and it looks so beautiful!

dear dev team, you are doing a great job! just exterminate the alpha movement glitches and let us in already ;-)

didn´t anyone notice the evil part? we got to see the class selection screen and the button for the max unit was already there... WHY THE HECK DIDN´t YOU PRESS THAT BUTTON? i am so eager to see if the nc max is anything like the concept art ;-)

love almost everything i saw!
after that important thing is said let´s come to my suggestions what to change:
killcam sucks in its present form. at least give us the option to toggle it to ps1 style. i need to see my soldier die! and having a view of my corpses surroundings is way more important for me than seeing the face of the guy who shot me. even higby was surprised when he was revived! that´s because of the stupid killcam interruption.

please let us toggle to oldschool ps1 corpsecam! i want to see immediately if i need to respawn or if i should wait for the healgrenade to blow up that just dropped by my side.

apart from that i found nothing to rant over!
i don´t bother any bugs in an alpha version at all.

now i want to see 2 special things next:
max units, and engineer-gameplay

Coreldan
2012-03-07, 06:50 AM
Yeah lol, I was literally saying out loud like "Cmon Higgles, press the MAX button!!" :D

But now that we think. They've dropped "the biggest bomb" so far. The game is obviously in a state where most of it works and is ready for publicity. Should be no problem for them to start giving video more regularly rather than the camera phone shots.

I too would hope to see some short videos of fe. Engineer and medic gameplay. Shouldnt be a big thing at this point.

FastAndFree
2012-03-07, 06:55 AM
I woke up in the night to follow the presentation as it unfolded hoping for a live stream but grateful that there was at least an ongoing twitter feed. I didn't excpect the footage to be up by morning so when I did see it, 10 minutes before I had to go to work, I cursed Fate and quickly watched Part 1 before departing.
I was practically bouncing off the walls with joy, but sadly it was short lived - now I have to face the Longest Shift Ever. Every second I have to keep waiting I die a little on the inside. This thread is my life support

Bzak
2012-03-07, 07:02 AM
ohhh that kill cam shows so much. Way to much information a corpse does not deserve to know.

EVILoHOMER
2012-03-07, 07:11 AM
ohhh that kill cam shows so much. Way to much information a corpse does not deserve to know.

I think in a massive battle you're highly unlikely to find that person easily again. Also camping positions should be picked out, no one likes campers.

megamold
2012-03-07, 07:16 AM
i think gametrailers should have noted that its alpha footage and also that this is supposed to be played with hundreds op players.
cause right know the gameplay is getting some seriously retarded comments that could have been avoided .

DxC
2012-03-07, 07:18 AM
Did anyone else go Oooh and ahhhh over the Night time Effects with the tracers

ItsTheSheppy
2012-03-07, 07:25 AM
Looking pretty good, though I strongly suggest taking out the killcams.

Gandhi
2012-03-07, 07:36 AM
Kind of late to the party I guess, overall I'm really excited about it. Everything looks great, even the iron sights seem to be customizable in the way I was hoping for. Some of the effects and netcode obviously need work, but for an alpha build it's really impressive. Just a few things I picked out that I'd like to see experimented with in beta:

- Killcam, I don't see why it's necessary. It seems like one of those "everyone else is doing it" gimmicks thrown in just because. I really hope they take a week in beta to turn it off, or change it to a 'corpse cam' with a time limit (ie 5 seconds before it boots you to the respawn screen). It just doesn't fit this persistent world, immersive style of gameplay, and it's really not important to me exactly how I died in the middle of a 300v300v300 clusterfuck.

- Night time could stand to be darker, the moon seems to be so powerful that it might as well be a grey sun. There's so many other possibilities to play with to get a nice balance between dark surroundings without being totally blind to enemies, like all kinds of HUD overlays that accentuate enemies to varying degrees (and naturally implants or certs that counteract them too). This would make jammer grenades really useful at night too, being able to shut off these HUD enhancements for a short time could give you a big advantage.

- Driver is the main gunner, all the negative feedback about this seems to have been ignored so far so I hope there's plans to experiment with it in beta. 3 man tanks encourage teamwork and makes them a less common force-to-be-reckoned-with on the battlefield, one man tanks just encourage solo killwhoring and tank spamming. We already have a vehicle to cater to this gameplay, it's called the Lightning (and I loved it to death to be honest).

Anyway congrats to the whole team on a successful demo! Can't wait for the beta to start!

Whalenator
2012-03-07, 07:38 AM
THIS TIME THE WORLD IS READY!

Oh god yes.
Let's do this. Let's fucking do this.

http://s3.amazonaws.com/kym-assets/photos/images/original/000/145/140/MY%20BODY%20IS%20READY.png

Sinilaid
2012-03-07, 07:56 AM
Doesn't this game have ragdoll physics? Its a bit dumb when corpses hang over the edges of buildings...

SurgeonX
2012-03-07, 07:59 AM
Looks like everything is shaping up nicely.
The core essence of PlanetSide is definitely still there.
And it looks properly amazing.

Higby said that people are going to get to play the game they've been waiting their whole life for.
We all had that with PlanetSide.
So now we are all waiting with baited breath to experience it all over again, but this time with extra hopes and dreams that it'll be even better.

So I'm just a bit nervous that all the unknowns, and slight differences to what we all know and love, will coalesce to produce something that just feels too different, or wrong even.
It's not based on anything in particular, it's just one of those niggles that won't get demolished until I actually get my hands on it.

megamold
2012-03-07, 08:03 AM
Doesn't this game have ragdoll physics? Its a bit dumb when corpses hang over the edges of buildings...

i saw some semi-ragdolling in the presentation, but its stll in alpha so it might not be implemented properly yet.

on nighttime : it saw what looked like a full moon, so i didnt think it was to light ( since full moon irl is also pretty much like a dark day ) but there should be some phases to the moon, wich would give different light levels ofcourse.

Coreldan
2012-03-07, 08:07 AM
Ragdolls have a few problematic things to them.

1) You need to be able to ress people, so the corpse must be in the same place for everyone
2) For the corpse to be in the same place for everyone the server has to work quite hard to calculate and send the same ragdolls for everyone
3) ragdolls use physics, at the battles of this scale would it get too heavy on the server/client (once again to remember server probably has to do fairly much to ensure the corpse is in the right place)

I like BF3s combination of premade animations and ragdolls. It's really well made, but I'm not sure if it's technically plausable in a game of this scale? I'm no tech/server nerd though, so I dont really know.

megamold
2012-03-07, 08:18 AM
i agree, i like the semi-ragdoll type deal to, a nice premade death animation with a tiny amount of ragdoll afterwards to make sure the downed body doesnt look out of place on the battlefield ( ie. no horizontal bodies on stairs or hanging off roofs )

personally i think a full ragdoll type system also looks silly and unrealistic most of the time

ag3nt187
2012-03-07, 08:22 AM
I just wanted to chime in and say this looks absolutely fantastic guys. I'm a huge fan of the original, and honestly had my doubts the team could pull this off - but my hat is off to you.

I was mainly concerned with how much different the game would play compared to the original, to where it didn't feel like PS at all. You guys really had to strike a balance between having that PS1 feel for the veterans, while giving it the much needed visual facelift and physics overhaul and I think you nailed it from what I saw.

The biggest example of this is the Reaver flight mechanics. They look completely perfect! I was so worried about this because piloting was my main squeeze. Also, hearing the same (?) sound for the afterburners gave me a little chubby. Now let's see some Liberator action!

I love the artwork, day/night cycle, and color palette used. It really gives me that scifi vibe, and I think it will help easily distinguish the game from the others shooters on the market - especially for those that don't know anything about it. The way the light penetrates through the trees in those night shots is insane!

It looks like the netcode and animations could use a bit of cleaning up in those later videos, but that's to be expected in it's early state. Honestly, I expect a little bit of tradeoff since we're dealing with an MMO title here and sacrifices will need to be made.

Anyways, just wanted to share my excitement for the game and give a big thumbs up to the devs. You guys hit it out of the park. I'm already hearing lots of "holy crap this looks awesome" comments from other gamers I've shown the video to.

Sinilaid
2012-03-07, 08:24 AM
i agree, i like the semi-ragdoll type deal to, a nice premade death animation with a tiny amount of ragdoll afterwards to make sure the downed body doesnt look out of place on the battlefield ( ie. no horizontal bodies on stairs or hanging off roofs )

personally i think a full ragdoll type system also looks silly and unrealistic most of the time

In one of the vidoes you can see Matt shoot a guy on the roof and the body is on the roof with one leg and therest of him is floating in air

EDIT: Don't get me wrong I loved the game and will play it for years.

BorHblK
2012-03-07, 08:32 AM
i really exited, but worried about warping when they where riding on tanks

Tikuto
2012-03-07, 08:41 AM
Square-shaped continent is fail.

How does Outfit specialization work with all this extra layer of individual progression for each individual item?
Vanguard Skill tree? You focking serious? :doh:



I thought it was all about variation, which it is I guess. Maybe I assumed too much competitiveness for simplicity in the development of 'Variations' in PlanetSide2. It's variable levels within branching variations of skill-tree buffs sided with hardpoint variation of weapons. This is, to me, is sounding like a fuck-up often seen in MMO elf RPGs with wannabe hardcode PvP attitude. It doesn't work. :lol:

Levente
2012-03-07, 08:44 AM
one thing i didnt like, when higby mentioned we try to make everything simple so u can jump in fast and lowering the learning curve. So are we gonna get the same Patrich Bach lowering the treshold shit again? i hope not. i want a complex game with hard learning curve after all this game wouldnt work with easy learning i dont see how

Jonny
2012-03-07, 08:47 AM
I cannot believe how excited I am for this game now!

Honestly, bravo Matt, Tremell and the Planetside 2 team. Those videos were incredible and I was totally in awe of what was going on. The environments look great, the particle effects are really stunning and add an intense feeling of battle - great explosions and even little air pressure blasts around tank shell explosions - all incredible stuff.

This game is a dream and I'm so excited to play it. You have gone beyond alot of my expectations about the bases and feel of the game, seeing it all in motion....

speachless!

Gandhi
2012-03-07, 08:52 AM
one thing i didnt like, when higby mentioned we try to make everything simple so u can jump in fast and lowering the learning curve. So are we gonna get the same Patrich Bach lowering the treshold shit again? i hope not. i want a complex game with hard learning curve after all this game wouldnt work with easy learning i dont see how
I hope it sticks to 'easy to learn, hard to master'. Easy to learn, easy to master makes for a pretty boring game.

megamold
2012-03-07, 08:52 AM
In one of the vidoes you can see Matt shoot a guy on the roof and the body is on the roof with one leg and therest of him is floating in air

EDIT: Don't get me wrong I loved the game and will play it for years.

true, but its an alpha so i'm trying not to get hung up on the small details just yet
i would rather have them focus on other stuff before making a good ragdoll sytem.
and even if they would just leave it as is, i dont really see it how it would ruin the game for me.
ragdoll stuff is just way more complicated when you are talking mmofps :)

@tikuto : i may not have understood your post completely but are you saying everything should be unlocked at lvl1? or that sidegrades be sacked cause it makes it to "diffcult"?
i agree that this is not a good way to make a game "hardcore" but wouldnt the game get stale much quicker if there was no choices or no custumisations?
if these sidegrades do not allow for buying/training power then i dont see why they shouldnt have em.

Sardwyn
2012-03-07, 08:53 AM
Good job, very pleased :)

- Please remove killcam. It's gimmicky and shafts any player that relies on good positional skills and/or stealth. Liked the info provided though i.e player that killed you, with what weapon etc

- Nightime did indeed look very blue but very cool nonetheless.

Shogun
2012-03-07, 08:59 AM
did you notice how many psu members with the rank of "private" decided to finally post on something just because of this gameplay video?
and most of them post to praise our dev lords for this eyecandy!

so many great things to see and so little fail!

hope higby lets us hear the magic words soon:
Now witness the firepower of this fully armed and operational betastation!

megamold
2012-03-07, 09:02 AM
did you notice how many psu members with the rank of "private" decided to finally post on something just because of this gameplay video?
and most of them post to praise our dev lords for this eyecandy!

so many great things to see and so little fail!

hope higby lets us hear the magic words soon:
Now witness the firepower of this fully armed and operational betastation!

this game is getting some much needed hype ( ie non ps1 veterans )
if this game fails due to low pop i will be really pissed
personally ive been lurking these forums since i started playing planetside 1 in 2003 :D

WiteBeam
2012-03-07, 09:13 AM
In the 3rd video at 2:57 the TR quick knives in Higs kill cam right befire dying...

MrBloodworth
2012-03-07, 09:30 AM
Reslly glad you guys sre liking what you see, it means a lot to us.


I liked most of what I had seen. But...

The popping in an out of things annoys me to no end. It made it look like all the vehicles were cheap throw away toys, combined with his aircraft sliding off the platform. :facepalm: Also, from the videos, it looks like the TTK is way to fast IMO. I REALLY hope respawn time was just a dev trick, because that was insanely fast. The Galaxy as an AMS, yeah, that thing can only sit there because they only had 45 players in that engagement. The Aircraft physics were way to loose.

Players seemed to blend in a lot with the overly busy base walls and textures, but I assume that's why the red arrows popped up. The Tank driver being the gunner as well is a giant pander to the playing alone together crowd.

Don't get me started about the retarded killcam.

F'ing Battlefield dust everywhere.

Over all it looks good, id still like to see more.

Brokinarrow
2012-03-07, 09:38 AM
Looks freaking amazing! Love that we'll be able to check continent maps via the website now!

FastAndFree
2012-03-07, 09:41 AM
I liked most of what I had seen. But...

The popping in an out of things annoys me to no end. It made it look like all the vehicles were cheap throw away toys, combined with his aircraft sliding off the platform. :facepalm:

Agreed, now that I have seen the game in action I really miss the enter animations.

The Reaver falling off the airpad was a nice homage to PS1 though :D

Shogun
2012-03-07, 09:52 AM
that´s alpha stage!

i am sure the bumping will be changed a lot.

but i agree on the vehicle enter animations! they should really really return!!!
dear devs, please design the game in a way that adding vehicle enter animations to the 5 year plan isn´t impossible!

sidenote:this is the biggest mainly positive thread we had for quite a long time! and we needed this badly after the shitstorms that unfolded lately ;-)

Canaris
2012-03-07, 09:54 AM
I exploded with excitement... :blowup:

but I got better :D

Even for an Alpha demo, HOLY SHIZ BOSS!

Nihil
2012-03-07, 09:56 AM
Some serious bugs in these videos. First, Higby is driving a tank and firing the main gun. Second, when someone kills him, his camera points at the player who killed him, revealing the killer's position. Third, it looked like Luperza was in a cloak suit and stuck out like a sore thumb while crouching still. Unless the visual effect on her was some kind of shield. If that's how cloaking is going to be i probably won't be able to play this game.

Coreldan
2012-03-07, 10:00 AM
Some serious bugs in these videos. First, Higby is driving a tank and firing the main gun. Second, when someone kills him, his camera points at the player who killed him, revealing the killer's position. Third, it looked like Luperza was in a cloak suit and stuck out like a sore thumb while crouching still. Unless the visual effect on her was some kind of shield. If that's how cloaking is going to be i probably won't be able to play this game.

1) Not a bug, they switched the main gun to the driver
2) Also a feature, although not really liked by many
3) It has been confirmed that snipers (which Luperza was) also have cloak, but much worse than "normal cloakers". That said, we've seen images of still cloaked snipers at moderate range and they were basiclly invisible. Also it could be something to do with showing hte cloaked players more strongly to allies to avoid accidents

I feel like you were sarcastic with the two first points, though.

megamold
2012-03-07, 10:09 AM
i hear ppl talking about how the TTK is pretty much like bf3, well look at this:
http://www.youtube.com/watch?feature=player_detailpage&v=KrA3LAAIOc4#t=212s

the dude actually takes quite a few hits ( +-6 bullets left in a 30round clip with pretty much all of em being hits)
in bf3 i can kill like 5 guys with the same amount of ammo
so TTK is pretty low on my list of worries right now :)

MrBloodworth
2012-03-07, 10:12 AM
i hear ppl talking about how the TTK is pretty much like bf3, well look at this:
http://www.youtube.com/watch?feature=player_detailpage&v=KrA3LAAIOc4#t=212s

the dude actually takes quite a few hits ( +-6 bullets left in a 30round clip with pretty much all of em being hits)
in bf3 i can kill like 5 guys with the same amount of ammo
so TTK is pretty low on my list of worries right now :)

4 shots at mid range. Count the hit indicator.

RavenUSC3
2012-03-07, 10:14 AM
I know Higby mentioned that's just one type of base, but it didn't look like there was much indoor fighting. When I first saw pictures of those huge bases I imagined long tunnels and countless rooms connected, not all separated throughout the base. One of the things I liked most about the first Planetside was the indoor/outdoor battle mix. Sure that base had a huge courtyard but its not quite the same. Hopefully the other bases will have more to do inside with a complex series of tunnels and such to navigate through.

megamold
2012-03-07, 10:17 AM
4 shots at mid range. Count the hit indicator.

the indicator is not a good way to tell, since the indicator animation is slower then the bullets are striking ( since you would barely see the indicator otherwise ) like it is in any game with a hit indicator.

by actually looking at where the bullets strike i would say of the +-24 bullets fired about 18 were direct hits
so lets say roughly half a clip, if i would take this info into acount when the target is not standing still that would be quite the firefight.

its shorter then in ps1 i realise that, but lets be honest here : ps1 was a seriously slow paced game and thats not a bad thing, but spicing it up a little wont ruin the game imho

edit: and if you can upgrade your shield like you can with the vanguard ( seen in same video ) then i could assume that most of the people playing in the demo are lvl1 temp accounts for the demo with no certs, and the guy i posted above is actually a higher lvl ( like matt's lvl 16 )

RedKnights
2012-03-07, 10:25 AM
Some serious bugs in these videos. First, Higby is driving a tank and firing the main gun. Second, when someone kills him, his camera points at the player who killed him, revealing the killer's position. Third, it looked like Luperza was in a cloak suit and stuck out like a sore thumb while crouching still. Unless the visual effect on her was some kind of shield. If that's how cloaking is going to be i probably won't be able to play this game.

None are really bugs they've all been announced


Driver Fires main gun, that's a gameplay decision they made, however it was stated secondary weapons are going to be far more if not more powerful for the gunner(s) to use.
I can't really think of any point in PS1 where my position being revealed would have been detrimental, plus preventing camping is a plus, keep gameplay moving.
From the way they described it cloaking will be dependent on the gear you are carrying. Since Margaret was carrying a Sniper weapon the cloak was not that significant, compared to say if she was carrying an AMP or pistol. At least that's what has been hinted at. .

MrBloodworth
2012-03-07, 10:26 AM
the indicator is not a good way to tell

It is THE way to tell. That's why its there.


Its not called the "Sometimes, Hit indicator".

Lorgarn
2012-03-07, 10:27 AM
Nerdgasm, nerdgasm, nerdgasm!

Enough said.

Coreldan
2012-03-07, 10:34 AM
No, the hit indicator really isnt good for calculating shots to kill just for the reason given to you earlier. You basically can't be really able to properly count how many shots hit, say that he fires 4 shots with full auto: hit, miss, hit, hit. I seriously doubt you would be able to tell the second shot missed at full auto from the hit indicator.

It's just about the same on every game. I really doubt it was 4 hits to kill as it took Higby a crapton more in just about every scenario he was in.

Then we have to consider that headshots deal more damage than body shots. Some were likely headshots, some body shots.

Then again, judgding from the bullet count doesnt work either, it takes several bullets worth before you stop firing before you can react to the guy dying. Also he clearly misses several shots too.

http://www.youtube.com/watch?feature=player_detailpage&v=rmWyIMXJEiI#t=398s at this place I'm counting 6-7 body shots at point blank range to kill. Definitely not very few.

Sometime later he catches the half floating bugging TR scum and puts what looks like 3 shots to the head at close range. Could make sense for a head shot to deal double damage.

EDIT: Ok, I sorta take it back, its fairly easy to count from the hit indicators in this video seeing that Higby misses enough :D In the case where you counted 4 hit indicators, I count 6-7. Fairly easy to see on full screen 1080p.

Quite BF3 "normal" like. I couldnt really stand playing with that arcade TTK in BF3, so I only play hardcore :D That said, Planetside is different for me cos its actually unique and not a run of the mill online FPS.

FastAndFree
2012-03-07, 10:34 AM
It is THE way to tell. That's why its there.


Its not called the "Sometimes, Hit indicator".

No, he's right, think about it.

Say your gun fires 3 bullets per second. You hit with the first but miss with the other two. If the hit indicator wasn't slower than your RoF and every missed shot "overwrote" hits you would only see it light up for 1/3 of a second.

Now imagine if your gun fired even faster

megamold
2012-03-07, 10:37 AM
It is THE way to tell. That's why its there.


Its not called the "Sometimes, Hit indicator".

no. its not.

for a bullet hit to register takes some time ( actually it takes no time but lets say it does )
lets say it takes 0.05 of a second and you indicator flashes at the same speed then you will not have seen it cause thats just to fast.
so they make the indicator flashing animation slower so you can actually see it
wich means that the indicator flash from the hits blur together when it registers multiple sequential hits
so 1 indicator flash might indicate anywhere from 1 to 15 direct hits.
if you dont believe me try it out for yourself in any game you want. ( ie. firing a full clip at point blank range will give you 1 long indicator flash)

also: if i stood that far away from someone in bf3 with an assault rifle they would still be dead much much quicker then the dude in the clip, regardless of indicators and bulletcounting

Aaron
2012-03-07, 10:45 AM
I say the faster the TTK is the better! It makes it feel like you're using something lethal and can do some damage. Sure, you have to play more carefully, but I like that.

megamold
2012-03-07, 10:50 AM
on a different note !

http://www.youtube.com/watch?feature=player_detailpage&v=rmWyIMXJEiI#t=116s

higby called it a guild interface instead of outfit interface

*rable rable rable*

bjorntju1
2012-03-07, 11:17 AM
Damn that looked amazing! I can't wait for it!

Also found this video. Dunno if it has been posted already:

Planetside 2 Gameplay GDC 2012 by GameTrailers.com - YouTube

Bzak
2012-03-07, 11:17 AM
I think in a massive battle you're highly unlikely to find that person easily again. Also camping positions should be picked out, no one likes campers.

ohhh that kill cam shows so much. Way to much information a corpse does not deserve to know.

I am thinking. I could come up with situation after situation for every class in the game where the kill cam will give away people. But it comes down to that the kill cam will make it very hard for any smaller force to over come a larger foe. I notice a few times in the video where the kill cam allows the dead player to see into areas of the battle that weren't even visible to him before he died.

MrBloodworth
2012-03-07, 11:20 AM
Kill cam is ass in a war game. Get some situational awareness.

Leave it in Session based shooters where the match is over in 30 minutes.

Coreldan
2012-03-07, 11:22 AM
I hope not many see that Gametrailers video as opposed to the actual demo part. That does not sell well :D

Oryon22
2012-03-07, 11:33 AM
Sometimes I take a step back and think: "I can't believe this is happening".

When Higby was saying this is a dream come true... it really is.

BlazingSun
2012-03-07, 11:39 AM
I am a very picky person, but I have to approve what I just watched. Sure there are things I didn't like that much, like the killcam, the personal shields (?), the big markers on enemies, the NC infantry armor (except the recon), and the time to kill, which seemed a bit too fast ... but those are things that can be worked out in beta.

Despite all those points of criticism i just brought up, my urge to play this game has never been greater than today. pimp:

megamold
2012-03-07, 11:42 AM
here are some of the writen interviews from gdc

http://www.mmorpg.com/gamelist.cfm/game/599/feature/6163/PlanetSide-2-GDC-2012-Hands-On-Preview.html

http://i.massively.joystiq.com/2012/03/07/gdc-2012-soes-planetside-2-gunning-for-the-big-time/

http://www.mmorpg.com/gamelist.cfm/game/599/feature/6164/PlanetSide-2-GDC-2012-Exclusive-Interview.html

Geist
2012-03-07, 11:44 AM
here are some of the writen interviews from gdc

http://www.mmorpg.com/gamelist.cfm/game/599/feature/6163/PlanetSide-2-GDC-2012-Hands-On-Preview.html

http://i.massively.joystiq.com/2012/03/07/gdc-2012-soes-planetside-2-gunning-for-the-big-time/

http://www.mmorpg.com/gamelist.cfm/game/599/feature/6164/PlanetSide-2-GDC-2012-Exclusive-Interview.html

TYVM :love:

CrystalViolet
2012-03-07, 11:46 AM
I'm a bit late to this thread. Don't really know what to say here. It's just...

:love:

Jennyboo
2012-03-07, 11:51 AM
Very exciting stuff course as a gamer I have some concerns about thing I have seen but I know it's just Alpha. I also know that the whole dev's team has promised to listen to the community and the players likes and dislikes so I look forward to beta even more now:P I can honestly say I have no desire to play any other game after seeing that footage :wantbeta:

I would like to say I'm so very happy with all the dev support on the fourms. I would like to thank them all for the time they spend really listening to all of us.
I personally think they are going in the right direction to quote T-ray "The players are the content." ...I am very excited!!! Thank again to all the hard working Dev's :love:

ringring
2012-03-07, 11:54 AM
Precisely, without killcam how will they know I wiped my boots on their corpse after I killed them? Or with this taunt tab... Whatever the devs have in mind. As much as I hate having to look at someone abuse my corpse I thoroughly enjoy using killcam to abuse my enemy's corpses too. Let's all be honest here, some of the funniest moments we've all had in gaming have come because of killcams.

In fact, I just reminded myself of a video I have over on Bungie from a loong time ago now. If it weren't for killcams this kind of thing wouldn't happen!

http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=6525963&player=Forgotten%20DziRe

The entertainment and hilarity that comes from killcams and the activities people undertake as a result of them shouldn't disappear in my opinion. I know a lot of people take their games very VERY seriously, but we all blow off steam and doss around from time to time, right?
I couldn't see ... but are you implying that there is no 'kill spam' box and it is replaced by the kill cam?

Noooo, 'kill spam' has got to return.

TacosWLove
2012-03-07, 12:42 PM
Fuck yes! Very nice, shaping up quite well here :D

Kalyper
2012-03-07, 01:02 PM
Watch the arch-way of the door as he says "i got teamkilled again". The reviving medic, pinkypoo, comes in there.

Also... hex grid map shot seems to indicate there are ~60 outposts / facilities to cap per cont.

He stepped in front of me! I swear!

RedKnights
2012-03-07, 01:15 PM
He stepped in front of me! I swear!

Regardless, good shot.

You'll really make something out of yourself if you join the VS, you're half-way there! :D

ItsTheSheppy
2012-03-07, 01:22 PM
I am thinking. I could come up with situation after situation for every class in the game where the kill cam will give away people. But it comes down to that the kill cam will make it very hard for any smaller force to over come a larger foe. I notice a few times in the video where the kill cam allows the dead player to see into areas of the battle that weren't even visible to him before he died.

Totally agree. The killcam is just an overall bad idea in a game like this. I understand that they really wanna be Battlefield, but some things just don't translate well. It's important in a game like this for people to be able to evade detection, strike from unexpected angles, and keep the enemy guessing.

What are snipers supposed to do? The first guy you kill outs you to his buddies, or respawns and comes right back to grease you.

Killcams = bad idea.

Surge72
2012-03-07, 01:24 PM
I don't like how you just instantly spawn on squad members.

What happened to there being restrictions on this, such as only being able to do it outside, and coming down in a drop pot ALA the HART? I REALLY hope this changes. It's too far from Planetside otherwise.

Kran De Loy
2012-03-07, 01:29 PM
- [b]galaxy is a spawner AND dropship...?[b] - It really seems icky to me. I like where you're going with this idea of a big, bad central "heart" to an empire participating in a particular battle, but to make it both a dropship and a spawn vehicle just seems like poor designing. I would say you should have made two separate vehicles for each roll (and the AMS on top of that), but in line with the whole customisation thing, I think you should at least make sure that it can't fulfill both functions (you have to remove the transport "slots" to put spawn tubes in it), so somebody can make it a dropship OR a spawn point.

Quote from a different Thread.

I Just REALLY REALLY loved this idea.

Malorn
2012-03-07, 01:33 PM
He stepped in front of me! I swear!

Sooner or later he might learn more situational awareness. :)

megamold
2012-03-07, 02:32 PM
Quote from a different Thread.

I Just REALLY REALLY loved this idea.

if you listen to the gdc demo you will hear higby say that a galaxy can be specced to be a respawn point or a transport
so he's a step ahead of us on this :)

Hermes
2012-03-07, 02:48 PM
I didn't pay much attention to the videos some sort of shooting game it seems. But someone mentioned a free bar?



;)

OH YES YES YES YES YES YES YES. YOU BEAUTY!

Looks stunning. The vans in convoy was a really ace moment. Being a tad nerdy I'm also hugely keen on the XML feeds.

I must admit the kill cam needs some tweaking at the least. Need to see yourself die for a little bit to remove the confusion. :groovy:

Surge72
2012-03-07, 02:58 PM
if you listen to the gdc demo you will hear higby say that a galaxy can be specced to be a respawn point or a transport
so he's a step ahead of us on this :)

I wouldn't assume that he meant it as a mutually exclusive deal though if I were you. I doubt he put much thought into his explanations to while he was giving that demonstration.

megamold
2012-03-07, 03:13 PM
I wouldn't assume that he meant it as a mutually exclusive deal though if I were you. I doubt he put much thought into his explanations to while he was giving that demonstration.

i'm just trying to be positive :D

but when thinking about it, that would be the most logical setup
you might be able to only cary half the passengers in 1 go as a penalty or tradeoff but you cant "half spawn"
and when it would be specced like a spawner then it wouldnt need the passenger space, since it wont be dropping anything. rather trying to be stealthy to find a good spot for it
and once landed its most likely there untill destroyed,overrun,retreat or victory

so yeah, i'm just a positive guy :groovy:

SWI
2012-03-07, 03:42 PM
Do I see a TR knife there at 3:42 in the 4th part?

Vancha
2012-03-07, 04:13 PM
I don't see why there couldn't be a Cert/upgrade in the 'talent tree' for infiltrators that would block killcam from showing their details like weapon used, and on top of it just make it game wide that any infiltrator kill just shows the player's dead body rather then the cloaker? Solved the issue. If you are a skilled cloaker they don't get to know your BR rank or weapon etc, and if you are a cloaker period they don't get to see you, just themselves dead. Also Mines and Combat Engy stuff just shows the mine/boomer/etc that killed you, why would it show the player the used them? Seems like an easy change even if that was the case.

This would be okay, but it absolutely can't be an implant, especially now we know they cost resources. Making infiltrators give up a "slot" for killcam blocking would be as bad as making them give up an implant for sensor shield in PS1.

TerminatorUK
2012-03-07, 05:26 PM
Chiming in at the 11th hour here but I have just got to say....

Devs - you have completely nailed this; absolutely bloody amazing, well done!!

I'm completely blown away by what I've seen...surpassed all my expectations and I never thought we'd see the day of an actual Planetside 2.

I have been a massive fan of the original and played for several years from the open beta onwards. Despite dabbling with other games, it's be an on/off relationship like some kind of ex-girlfriend I've kept coming back to time and time again and never been able to get over :P

This game has distinctive look and feel of the original but you've bought it up to 2012 in spectacular fashion and I think you will be very, very successful this time around - makes me proud to still be an avid PC gamer!

As others have said, the performance of PCs and the internet in terms of communications, media coverage, bandwidth etc... are all fit for purpose. I love the battlelog-type out-of-game interface and I can see this being very popular.

As Higby said, with a persistent world, this means so much more when people can check in on the train, at work etc... and see the progress of the battle they were participating in 10-12 hours earlier before they went to sleep etc...

I'd also like to make a special mention to the UI you have created - it is so clean, smooth and detailed which looks a delight to use and a massive improvement over the original.

Apart from the obvious, and Alpha-stage expected lag in the vehicles, everything I've seen just looks brilliant.

Only thing I would say (and I'll await the beta to make a better judgment on this) is the infantry fighting TTK, IMHO, it looks a little quick at the moment for a Planetside game. I was under the impression it would be rather akin to BF:BC2 when you were wearing the body armour perk and the enemy wasn't using magnum rounds - currently it looks fairly COD ish which maybe a little fast.

As a regular medic, I could see their use (combined with the fast respawn) a little more limited or unnecessary compared with the original but we'll see.

Would have loved to have seen some MAX action (I'm guessing the art assets aren't fully ready for these yet) but by the pace of the combat I'm thinking these will be 100% less frustrating to use on a regular basis than the original.

I was a little surprised to see the Reaver flight model looked very similar (hovering very still) in some videos to the original Planetside - I was thinking this was going to be more like flying an attack helicopter in BF3.

Finally, hope I'm wrong on this one, as an NC player Higby opened the store and there were other faction-specific weapons available for purchase - we won't be able to trade station cash or resources to buy other factions weapons will we?

Anyway...small fry, the game is looking totally amazing and you should be very proud of your achievement so far.

megamold
2012-03-07, 05:35 PM
another preview for you guys , this one is from pcgamer (not the article from the mag)

http://www.pcgamer.com/previews/planetside-2-preview-4/

noodz
2012-03-07, 09:39 PM
Looks good, things I don't like'

Kill Cam. Bit 50/50 on this.
No enter/exit animations
Draw distance : looks very short.. like planetside 1 on a low draw distance setting.
Small continents .. I dunno that map looks tiny compared to say a, Ceryshen..
TTK is a bit short, that plus faster gameplay will only make things less balanced for oceanic players ;(

Whalenator
2012-03-07, 09:50 PM
Looks good, things I don't like'

Kill Cam. Bit 50/50 on this.
No enter/exit animations
Draw distance : looks very short.. like planetside 1 on a low draw distance setting.
Small continents .. I dunno that map looks tiny compared to say a, Ceryshen..
TTK is a bit short, that plus faster gameplay will only make things less balanced for oceanic players ;(

Higby claims the viewdistance is one kilometer, which is decent but not preferable. I don't know about Drawdistance..

As for the maps I love the attention to detail but damn that terrain changes quickly. Flying over it I feared he would crash time and time again. It's not very smooth terrain and has an unnatural feeling to it, but hell maybe that's just the theme of the continent.

SniperSteve
2012-03-07, 10:17 PM
I did think that the draw distance was way too short, but I assume that is because it is still Alpha, and they didn't want to stress it too much since it is not optimized.

SVoyager
2012-03-07, 11:06 PM
Well, this is absolutly f**ing amazing!!!

Here are the things I prefer would change:
-like many, killcam. No thanks!
-Tank driver is gunner. I'm one of those that prefered dedicated roles. The driver was busy enough already, he had to deal with the tank's HP, tactics (flanking, retreating, taking cover etc), give good enough shooting angle to the gunner, teamplay! The gunner had to shoot and be good at it, which in itself is enough considering a moving tank going in many different directions, hitting bumps etc.
It feels a bit BF with the tank, I would love more dedicated roles.
-Enter/Exit animations. This is a huge point to me. It adds so much to realism. If you see your char having to climb up ladders about 3 times the actual player's height just to get in the galaxy, well you're about to drive something big! Same for the tank. Instant in/out feels once again too much arcadish, simple, dumbed down, BF like. It also feels like a botched implementation, to me it shows that animations was too hard to make, took too much time and that willpower was lacking. Its like finding a problem and rather than fixing it, one would just use some workaround and skip it entirely. This is not meant to bash the staff, but this is how I see the implementation of instant in/out of vehicles.
-Darker nighttime, however that last video posted a few pages back showing the guy shooting from the roof seems generally darker, this seems better.
-TTL, slightly slower. Its fast, but a little too fast but not that much, almost got it right there.


Overall tho, this game is gonna be awesome, no doubt there. Graphics are great, base layouts are very well thought out (maybe a little bit more indoor fight?), the bio lab is just jaw dropping! You name it! Nice work!

Kilaz
2012-03-07, 11:17 PM
I think I just got a woody

Rubius
2012-03-08, 02:34 AM
I'm absolutely thrilled about playing it. I LOVED the night time battle, and all the particle effects.

My one complaint is: the continent looked way too small. It had 4 bases from the looks of it... =/ That will kinda destroy the epicness of the original Planetside.

Coreldan
2012-03-08, 06:33 AM
I'm absolutely thrilled about playing it. I LOVED the night time battle, and all the particle effects.

My one complaint is: the continent looked way too small. It had 4 bases from the looks of it... =/ That will kinda destroy the epicness of the original Planetside.

Well the continents themselves are bigger than in PS1, bases are also 2-3 the size of a PS1 base according to them.

There has been some discussion about this before, but not sure where :D

Also, they have intentionally moved the focus away from base fights, cos now all land is up for capture. Yes, the barren desert right there is an area you can capture that gives you resources. So is the forest next to it :D

Bzak
2012-03-08, 08:00 AM
-Enter/Exit animations. This is a huge point to me. It adds so much to realism. If you see your char having to climb up ladders about 3 times the actual player's height just to get in the galaxy, well you're about to drive something big! Same for the tank. Instant in/out feels once again too much arcadish, simple, dumbed down, BF like. It also feels like a botched implementation, to me it shows that animations was too hard to make, took too much time and that willpower was lacking. Its like finding a problem and rather than fixing it, one would just use some workaround and skip it entirely. This is not meant to bash the staff, but this is how I see the implementation of instant in/out of vehicles.


This is exactly how I felt as well. Same with the reason we were told vehicle jacking would not be in the game. Also the teleporters instead of long stair cases in the base I found disappointing.

Bags
2012-03-08, 09:13 AM
I'm absolutely thrilled about playing it. I LOVED the night time battle, and all the particle effects.

My one complaint is: the continent looked way too small. It had 4 bases from the looks of it... =/ That will kinda destroy the epicness of the original Planetside.

http://i.imgur.com/8mmFM.jpg

Skitrel
2012-03-08, 10:40 AM
http://i.imgur.com/8mmFM.jpg

That's only the 9 large ones. All the small outposts are also contestable as Higby mentioned at GDC.

There's also been mention of deployable outfit bases too, with outfits putting up their own bases to create strategic advantages that's yet another thing to add into the equation.

megamold
2012-03-08, 10:55 AM
i do think the map should be changed, like it is right now its not very clear, especially when he turned on the ownership overlay, i could barely see the red hotspot indicators in the TR owned area

possibly make the map a true color render with some height indicators, and tone down the ownership overlay.
maybe only show the actual frontline in the color of the empire, like in civ5 for ex

This is exactly how I felt as well. Same with the reason we were told vehicle jacking would not be in the game. Also the teleporters instead of long stair cases in the base I found disappointing.
vehicle jacking might be in the game, they are just not sure on how to make it work since they dont know how to work the sidegrades on the tank you steal vs the ones you have ( Tray interview from GDC )

and Tray also said the teleporters were needed because otherwise it would take 15minutes to get from bottom floor to the top, and i dont see a reason why these wouldnt be destroyable like turrets, generators,.... ( also in gdc interview i think )

instant in/out is something that they might do in some future update if it was wanted, they felt there was more important things to do for beta then some time consuming animations. ( higby on the reddit Q&A i think)

Bzak
2012-03-09, 06:07 AM
vehicle jacking might be in the game, they are just not sure on how to make it work since they dont know how to work the sidegrades on the tank you steal vs the ones you have ( Tray interview from GDC )

and Tray also said the teleporters were needed because otherwise it would take 15minutes to get from bottom floor to the top, and i dont see a reason why these wouldnt be destroyable like turrets, generators,.... ( also in gdc interview i think )

instant in/out is something that they might do in some future update if it was wanted, they felt there was more important things to do for beta then some time consuming animations. ( higby on the reddit Q&A i think)

I dont see what the problem is with vehicle jacking and the side grades. Just have all the vehicle side grades correspond to ones on the other empires and if you have the right certs you can drive the vehicle. If you dont you cant drive it, just like in ps1.
I saw the part about 15 minutes on the stairs and I think that is just poor base design then. Not that the bases are not awesome looking but I just find teleporters very arcade like and very easy to camp usually. Same thing with the shields for the spawns instead of a door. I do believe it was said you could still hack the shields and enter the enemy spawn. I think the lack of in/out animation and other animations makes the game just that less impressive and dosent seem to fit with most of what I am seeing with the game. I understand its not even in beta so maybe they wont cheep out on the animations.

megamold
2012-03-09, 06:15 AM
I dont see what the problem is with vehicle jacking and the side grades. Just have all the vehicle side grades correspond to ones on the other empires and if you have the right certs you can drive the vehicle. If you dont you cant drive it, just like in ps1.
I saw the part about 15 minutes on the stairs and I think that is just poor base design then. Not that the bases are not awesome looking but I just find teleporters very arcade like and very easy to camp usually. Same thing with the shields for the spawns instead of a door. I do believe it was said you could still hack the shields and enter the enemy spawn. I think the lack of in/out animation and other animations makes the game just that less impressive and dosent seem to fit with most of what I am seeing with the game. I understand its not even in beta so maybe they wont cheep out on the animations.

so if i am a tr soldier and want to hack a VS vehicle ( any vehicle really ) and i have the cert for a similar vehicle ( cause some vehicles are empire specific ) what about the AA lasher type weapon on top? will i get to use that or will the vehicle change according to the certs i have for a similar vehicle in my empire

thats what they are discussing , i would like to just get all the weapons the original driver had but thing like this need some back and forth discussion even if the answer seems clear to us

also : if i die and respawn in the belly of the base i would not think it very fun to walk up stairs for 10 minutes to get back to the fight, once the enemy is in the base and the gen drops or the teleport is destroyed the battle for the stairwell/ inner base can start
and i will miss the enter/exit anim when beta comes but they hinted at adding it later several times so i'm not really worried about that

Gandhi
2012-03-09, 06:18 AM
Seeing the GDC footage again made me realize how much I'm going to miss the entry/exit animations. If there's any way at all to get them in the game I really hope they take the time to do it because it makes such a big difference. Every game has these seemingly minor details that get mentioned in every review and really make you go "Wow that's cool!", this is definitely one of them.

Bzak
2012-03-09, 07:04 AM
so if i am a tr soldier and want to hack a VS vehicle ( any vehicle really ) and i have the cert for a similar vehicle ( cause some vehicles are empire specific ) what about the AA lasher type weapon on top? will i get to use that or will the vehicle change according to the certs i have for a similar vehicle in my empire


You get to use the enemy vehicle I would hope,with the enemy guns. But my point more was it was disappointing that on some of these things it just seems like they deemed to hard and gave up on. Even if they add after beta which I assume would mean after release I think the game risks failing more. Especially if they are wanting to bring in more modern fps players and really have the game be a step above round based games.

Tikuto
2012-03-09, 08:20 AM
square continent. pfft...
circle and triangle continents next, then!

Oty
2012-03-09, 02:19 PM
Soo epic, I want a tank squad now!!!

Raka Maru
2012-03-09, 08:44 PM
Dude where's the Vanu sh*t? Apart from some magriders from a Reaver's point of view in one of the videos we saw no VS? WTH?

All the Vanu got slaughtered, and the TR were forced to give up the base by the server gods cuz the NC couldn't take it on their own.

:trrocks:

Chinchy
2012-03-13, 03:04 PM
So why isn't this stickied?

Kipper
2012-03-13, 03:19 PM
Going back a couple of posts, I don't see a reason why there couldn't be a cert specifically for "hacking & jacking" so that you can take over an abandoned/parked enemy vehicle. People shouldn't leave stuff lying around if they don't want it to be used!

Armament wise, if you have the jacking cert, you should be able to use whatever is installed on there by the previous owner, but not remove them or pull any new modules for it. Once the vehicle is destroyed, the modules are destroyed, and you have to go steal another.

Now maybe if you hack a vehicle and can also hack an enemy terminal to get a hold of their upgrades, that would be audacious since its probably defended and people won't take kindly to it - in which case perhaps make all sidegrades available to be unlocked by all players, but where you use resources to unlock your own, you use certs to unlock the opposition ones for use only on their vehicles.

That gives you specialization in taking and using enemy tech.

MrBloodworth
2012-03-13, 03:55 PM
Seeing the GDC footage again made me realize how much I'm going to miss the entry/exit animations. If there's any way at all to get them in the game I really hope they take the time to do it because it makes such a big difference. Every game has these seemingly minor details that get mentioned in every review and really make you go "Wow that's cool!", this is definitely one of them.

.