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2012-03-07, 07:16 AM | [Ignore Me] #257 | ||
Second Lieutenant
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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 . |
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2012-03-07, 07:36 AM | [Ignore Me] #260 | ||
First Lieutenant
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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! |
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2012-03-07, 07:38 AM | [Ignore Me] #261 | ||
Second Lieutenant
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Oh god yes.
Let's do this. Let's fucking do this.
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>( 666th Devil Dogs )< Alpha Tester: Tribes: Ascend Modder: Mount & Blade: Warband Player: Garry'sMod, Arma 2, Air Buccaneers Lover: Planetside NC Brig. General ಠ_ರೃ |
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2012-03-07, 07:59 AM | [Ignore Me] #263 | ||
Staff Sergeant
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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.
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Want to browse through hundreds of PlanetSide 2 images? Or just see what Higby eats for lunch? Then click here |
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2012-03-07, 08:03 AM | [Ignore Me] #264 | |||
Second Lieutenant
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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. |
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2012-03-07, 08:07 AM | [Ignore Me] #265 | ||
Colonel
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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.
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2012-03-07, 08:18 AM | [Ignore Me] #266 | ||
Second Lieutenant
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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 |
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2012-03-07, 08:22 AM | [Ignore Me] #267 | ||
Private
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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. |
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2012-03-07, 08:24 AM | [Ignore Me] #268 | |||
Private
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EDIT: Don't get me wrong I loved the game and will play it for years. Last edited by Sinilaid; 2012-03-07 at 08:25 AM. |
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2012-03-07, 08:41 AM | [Ignore Me] #270 | ||
Major
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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.
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[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) Last edited by Tikuto; 2012-03-07 at 08:46 AM. |
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