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2012-02-01, 04:21 PM | [Ignore Me] #241 | ||
Private
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I see a good 15 pages in this thread and I get the feeling most of it reflects the first and last couple of pages of "Killcam ruining the game SoE selling us out the designers don't know how to make their own game"
Angry posts about PS2 "selling out" and "going for the CoD audience" do not help. People are seeing Killcams and can't stop themselves from imagining their dreams of sniping from the same spot for half an hour being crushed, or that it will somehow ruin everything you do, or something similar. Consider that the people who live and breathe this game and design it for a living and, as you can tell through the quality and volume of community interaction we've had, are huge fans themselves, actually know what they're doing and that if they're considering Killcams there's probably a good reason! Consider also that if these Killcams don't end up working out for the reasons the designers want them to, they'll be removed anyway. What if a Killcam really does help new players immensely? There is no point making your feedback contribution to the development of this game something like "SoE sold out, going for the console kids, Killcam will ruin PS2". If their idea is they want to sell out and just go for the biggest market and screw their vets, then why do they spend so much time working with you here? Please - don't use the excuse of being a self-styled grumpy old man to give poor feedback to the most enthusiastic, transparent, competent-looking devs I've seen in recent memory, and let's wait and see for Killcams in how they help the actual game instead of getting all worked up over nothing. Every post that conveys only passionate fear of a new game mechanic without realistic concerns as to why just dilutes any good feedback the thread could offer. |
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2012-02-01, 04:25 PM | [Ignore Me] #242 | |||
Lieutenant General
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And you did actually miss some proper discussion in the middle, even if a lot of it comes down to what you said. It's not just fear though, seems to be mostly experience with other killcams. |
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2012-02-01, 04:33 PM | [Ignore Me] #243 | |||
Private
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Totally, I just think it's really bad to have a lot of it come down to what I said. If it were all that kind of proper discussion you're talking about this would be a really important thread for Devs to read - as is I see a lot of knee-jerk reactions and a lot of these posts (particularly in the Iron Sight thread) strike me as "modern shooters are the devil". |
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2012-02-01, 05:31 PM | [Ignore Me] #245 | ||
Sergeant
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How would it work with cloakers??
Cloaker infiltrates a base, kills a defender from a good camping spot covering a few doorways for example. Dead guy on voice comm "Yeah he's in the corner by the crate". Cloaker has to move to a less optimal position,or if darklight is in the game he's found in seconds. In short, kill cam is good for FPS deathmatch but not for any objective based game with bases to defend/attack. Last edited by Marsgrim; 2012-02-01 at 06:00 PM. |
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2012-02-01, 05:37 PM | [Ignore Me] #246 | |||
Sergeant Major
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-1 killcam |
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2012-02-01, 05:44 PM | [Ignore Me] #247 | ||
Corporal
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So here is a question.
What are all the possible benefits of the various types of death cams. And how could they be redesigned to fit within a tactical mmofps while still maintaining their positive traits. For instance a camera that shows players the dude who killed them may be helpful to new players, as it would shed some light on the particulars surrounding their death and give them some insight into player tactics and positioning, however it gives away cloaker/sniper positioning and seems to be frowned upon by a lot of hardcore players. Is there a way to rework that kill camera so it gives away less tactical information while still helping new players learn how to play. Perhaps these benefits could be worked into some other feature to leave the ps1 death cam intact? |
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2012-02-01, 06:17 PM | [Ignore Me] #252 | |||
Corporal
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Also I don't think I've ever seen an mmo implement replays. Sounds like that could be pretty difficult seeing as it would need to keep track of quite a few more players and bullets than CoD. |
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2012-02-01, 06:28 PM | [Ignore Me] #253 | |||
Colonel
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By "delay", I mean having to access replays from the Planetside/replays directory, or logging out and going to a replay section from the main menu. |
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2012-02-01, 06:32 PM | [Ignore Me] #254 | |||
Brigadier General
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Cloakers have to move anyways. They either need to get right up on you to kill you, or take a bunch of shots from relatively short range to kill you. If a cloaker is anywhere near where he was when he killed me (and they kill me alot), then I find him easily with darklight and exact my revenge. This is in PS1 mind you. Even without kill cams in the game, a cloaker still needs to move so your point is completely moot. |
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2012-02-01, 06:50 PM | [Ignore Me] #255 | ||
Sergeant Major
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there are a lot of reasons for and against killcam, but the only one of them that rings true for me is kill-cam's ability to detect hackers (as arclegger said). this should only be an issue if SOE is expecting players to be responsible for recording and reporting hackers (which we will have an excess of with PS2 being F2P)
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