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PSU: I forget what it means ...
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2012-03-02, 11:10 AM | [Ignore Me] #16 | ||
Lieutenant Colonel
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I love the wear and tear on the vehicles. The attention to detail they have put into this game is amazing. Forge light is amazing. Hopefully that dust on the Sunderer builds up over time as your moving around.
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2012-03-02, 11:37 AM | [Ignore Me] #23 | ||
First Lieutenant
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Having stationary maneating plants could be fun. The thought of tracking down a sniper, who happens to be camping just a bit too close to a maneating plant, and kicking him into it gives me a chubby.
But if SOE ever do something like this, I wanna hear some nasty bone snapping effects /w screams. The kinds of sound effects that make the hair stand up on the back of your neck. Something like a metal file grinding against bone with a nice crisp "snap & crunch & chew" kind of sound. Last edited by Eyeklops; 2012-03-02 at 11:38 AM. |
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2012-03-02, 11:53 AM | [Ignore Me] #26 | ||
First Sergeant
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Another thing I noticed with the screen showing all the vehicles was that if you look at the tanks off in the distance they have much less detail than the ones in the front. I mean obviously this is a given, but hopefully this is what the devs are talking about when it comes to scalability. When you're up close everything looks good, but from far away the visual quality goes down.
Hopefully this means battles won't turn into slideshows. |
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2012-03-02, 11:55 AM | [Ignore Me] #27 | |||
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2012-03-02, 12:17 PM | [Ignore Me] #30 | ||
Corporal
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The quoted statement by the PS2 project Technical Director (Ryan Elam) in that interview concerning client-side hit detection / server-side hit verification mechanics for thousands of player simultaneously as an extreme challenge that they have already "licked" is huge in my book. EA/DICE can't even get that right in Battlefield 3 with a max of 64 players in a tiny non-persistent world.
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