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2012-04-03, 12:33 AM | [Ignore Me] #31 | |||
Colonel
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2012-04-03, 12:57 AM | [Ignore Me] #33 | |||
Corporal
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2012-04-03, 01:18 AM | [Ignore Me] #34 | |||
Captain
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2012-04-03, 01:59 AM | [Ignore Me] #35 | |||
Colonel
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But with that said, what could be innovated on a smaller scale, for infantry,and standard type ground and air vehicles? There isn't that much that hasn't been done, individually, somewhere out there in the gaming world. Most of the opportunity for innovation therefore comes in making the right choices for a fun game that's not casualized, but not too difficult to play either, and packaging them all together. But I'll tell you one innovation I would love to see. And I say this NOT because I am trying to seek realism, but because realism in this case would simply be damn cool. Realistic laser guidance for heavy weaponry! No multiplayer game that I have ever played has ever done it realistically,which doesn't mean NO multiplayer game has ever done it. By this I mean, you point your laser designator at a target, and your teammates fire either missiles or bombs etc that will follow it to where you have it pointed. If you move the laser after the missile has been fired, but before it hits, it will try to move to where you're pointing. This would be fun AND sandbox, because you could use this to fire at infantry that are holed up in cover, or who knows what that needs to be taken out. Battlefield 3 has laser designation but it is a fail system that uses automatic no skill locking and, as you might have guessed, you can only lock vehicles, you cannot use sandbox tactics to guide the missile to a sniper nest. For an example of how this would work, you can look at BF Bad Company 2's UAV missile. It works exactly like I said, except it too is a fail because the missiles are unlimited and are NOT fired by other players, they come from off-screen. But the way the laser works is exactly as I have said, except I would want this to be a handheld device for infantry. Having realistic guidance like this would make bomber/strike aircraft squads working with infantry on the ground with laser painters a very viable tool. Last edited by Stardouser; 2012-04-03 at 02:03 AM. |
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2012-04-03, 03:10 AM | [Ignore Me] #36 | |||
First Sergeant
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Except for the first paragraph:
A game doesn't need to be "ready" for beta. Alpha is to test an extremely rough version, Beta is to test a somewhat smoothed over version. It doesn't have to be "ready". The whole thing about betas is that if someone finds something that's wrong with it, they tell someone so it gets fixed. That's what a beta is! I heard this in a 'Tribes: Ascend' video and it clicked for me: Too many game developers use the beta phase as some sort of promotional demo, and far too few of them use it for actual testing and improvement. (In the video, they were referring to how HiRez Studios was listening to feedback and making major changes to the game.) ^And I hope that SOE does this with PS2.^ But don't get me wrong. I love the idea of slowing their pace in regards to a release date, I just don't think they should wait a long time before putting it into beta. I definitely don't want SOE to rush in the development of the sequel to the best game ever created. |
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2012-04-03, 03:38 AM | [Ignore Me] #37 | |||
Private
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2012-04-03, 04:00 AM | [Ignore Me] #38 | |||
Sergeant
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I was in the Tribes:Ascend beta on day two. If we compare how finished that version was with how finished PS2 seems now then it’s clear PS2 has a long way to go still. Hi-Rez made major changes to T:A but if I recall correctly all features and assets were mostly there, save for a few exceptions. They mostly fixed game modes and balance, it seemed. You’re correct that betas are part of the marketing effort these days. That’s not how it should be, but how it is. People have certain expectations as to how finished a beta should be. I was in the Earthrise beta and it was a massacre. Sure, there were plenty of unforgivable flaws, but a whole lot of issues were what you could expect in betas (too few/many mobs, weapon balance, minor gui bugs). Yet the devs were crucified because of these by a lot of beta “testers”. In a game like T:A it’s possible to be somewhat selective as to who you allow to test as you don’t need all that many people. Not so in PS2. SOE’s going to need thousands, of whom the vast majority are going to have unrealistic expectations. That’s why rushing PS2 is a very, very bad idea. |
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2012-04-03, 02:01 PM | [Ignore Me] #41 | |||
First Sergeant
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I also wouldn't say T:A is being selective of the players let in, as they originally gave 3 extra keys to each person, and have been emailing new keys out regularly, as well as giving keys to anyone who likes their facebook page. But I do get your point that it's sort of a 'common misconception' thing, and though people's views on the beta are mostly wrong, it's common so there's no fixing it :P And you're right how "SOE’s going to need thousands, of whom the vast majority are going to have unrealistic expectations." I never disagreed that SOE should take their time with PS2, it just doesn't have to be perfect for beta. Besides, the people who played the first game are being let in to the beta first (as well as magazine buyers, who probably played the first one anyhow), so I'm fairly certain they'll understand and won't just abandon it if it has some issues similar to Earthrise. People who haven't played PS1 however, might. That's why there's a closed beta and an open beta (something we seem to be forgetting here). Closed beta is for people who understand the game is in an early phase and can forgive moderate glitches. Open beta is for once all the wrinkles are smoothed out. That seems to be the "marketing phase" amongst game development, when anyone can (and most will) try it, just to play it, not test it. |
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