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2012-06-23, 04:19 AM | [Ignore Me] #136 | ||
Second Lieutenant
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The Vanu approve of this decision.... Welcome, and good luck at SOE Don't mess it up, mate
Regarding sounds... I tihnk they're very imortant. They don't necessarily have to sound realistic, but definitely powerful imo. 5.56 caliber carbines IRL does sound "wimpy", when compared to rifles of roughly the same size, but with a bigger caliber. An AK for instance will make you deaf... and a 7.62 caliber machinegun definitely makes a sound you want to hide from. But none of this actually matters in a game, unless it's absolute realism you're going for. 'Cause like he said... it's all about how the weapons feel, and sound is a big part of that.
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2012-06-23, 04:39 AM | [Ignore Me] #140 | ||
Private
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CS and PS are very different experiences. I just hope that Jimmy and SOE know they've got a lot more weaponry to balance, a lot of it should be varied and viable (CS never had many viable weapons, loads of stuff was never used), otherwise the business and skill model breaks down.
The comment from Matt Higby did comfort me though: making PS2 into an e-sport isn't the reason for this hire. Making it a better skill-focused game is good though. Jimmy's video about CS 1.6 vs CS:Go conveyed the recoil problem well though. It's a small detail to most people but if you play a game for hours on end then it's a big deal. |
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2012-06-23, 04:56 AM | [Ignore Me] #142 | ||
Banned
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Here we go again , lets post another shit load of articles when we said beta was going to be in a few weeks , we're not interested , just get the bloody beta out like you said you would and stop beating around the bush and wasting our time
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2012-06-23, 05:00 AM | [Ignore Me] #143 | ||
First Sergeant
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Wow, no thread when I go to bed, 10 pages when I wake up. People really want beta.
Welcome to the community Fps-Doug, from what I've read about you and from what I've heard you say, I feel you'll make a great contribution to the game and am happy you joined. If you have any questions regarding the different factions and their overall aesthetic appeal, I direct you to my signature picture in which I have included visual proxies to help you grasp their differences.
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2012-06-23, 05:14 AM | [Ignore Me] #144 | |||
Private
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All that being said, we have yet to find out if he's ever played planetside 1 and for how long.. PS1 doesn't play like your average FPS game.. in PS1, no matter what role you choose there is always another role that can counter you easily.. In normal FPS's, it's mainly just pew pew pew.. if 2000 people all pew pew pew at once without having to genuinely think about what their role is and who can counter them and who can't, then PS2 might very well turn into a mindless clusterf*ck of death with no real strategy or coordination.. I'm hopeful and optimistic at this point. We'll see what happens at beta. God i love that signature. XDD (Even if you are terran trash..) Last edited by Partack; 2012-06-23 at 05:18 AM. |
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2012-06-23, 05:31 AM | [Ignore Me] #145 | ||
Sergeant Major
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Great a CS Kiddie deciding the design of PS2. ;_;
EDIT: Ok im starting to like him after reading his posts here... EDIT2: Oh wait no he didn't even mention playing UT. Screw you quake / TFC lovers. UT:GOTY instagib for life! Last edited by I SandRock; 2012-06-23 at 05:35 AM. |
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2012-06-23, 05:55 AM | [Ignore Me] #146 | ||
Lieutenant General
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*ponders how the community would have reacted if every new member to the dev team would have gone through the uhm... "scrutiny" of some people here*
"ZOMG YOU WORKED ON FREE REALMS AND NOT ON SHOOTARZ!? GTFO!111!! D: " (which we actually saw...) Seriously, anyone concerned, remember that the first devs PS had never played PS1 either. Besides, I know plenty of people who put 3.000+ hours in PS1 and still footzerg in a straight line. >__> To fully understand PS1 you need a couple years of observant play (not just play) and even then you'll not know every single detail of the game. For designing PS2 that's not needed either, it's not a copy. The most important thing is that lessons on bad things and good things are passed through and that's what we're trying to do here (even if we disagree on good and bad). What's important is having a keen eye and being able to link observation to ratio. Providing good perception of things like gameplay flow, deeper emotional feel of player-product interaction, passion for game design and I recognise that in the videos posted. So in that sense, welcome aboard! Afaic, a good choice. (Now if only he can help make others realise we need AMS spawnpoints. :x ) |
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