Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: We love to see you smi....I mean die.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2012-06-04, 04:05 AM | [Ignore Me] #35 | |||
Colonel
|
That said, I feel there should be a bit more than what we've seen now, but I personally welcome the change.
__________________
|
|||
|
2012-06-04, 09:47 AM | [Ignore Me] #38 | ||
First Sergeant
|
Exactly, so they need to make it more open. If they didn't do that, then they'd have, hell. 100 people on 100 in an corridors, that would be hilarious but really hard to play in. My computer would catch on fire if that happened. For them to support more people, they need to expand area's. The game got better, and bigger, so they need to make area's bigger or smaller depending on how important that area proves to be over time. Its all relative.
|
||
|
2012-06-04, 11:06 AM | [Ignore Me] #39 | ||
Corporal
|
PS1 base interior fights sucked because they weren't exactly the best designed FPS maps of all time.
That doesn't automatically negate all other corridor/room design possibilities. Multi-tiered rooms, rooms connected directly to other rooms, multiple (more than two) paths to every location, wider corridors with more cover, 'filler' rooms to spread fights out and offer flanking possibilities, etc. All of this and more could offer some pretty interesting close quarters fighting to break up the constant big/open fights. |
||
|
2012-06-04, 11:12 AM | [Ignore Me] #40 | ||
Private
|
When I watched the live stream I was wondering why the interior of bases was so empty. I rewatched the video and this time I noticed that when they are showing the Mana Turret, Matt says that the engineer will be able to build barriers and small cover pieces.
I know it's still all a work in progress but I think they may have left the rooms open and somewhat empty because they want engineers to provide most of the fortifications, instead of having static/indestructible objects that will always be at the same place. This way will make each assaults on a base somewhat different than the previous ones.
__________________
Disclaimers: 1) I have never played Planetside 1. 2) English is not my first language. |
||
|
2012-06-04, 11:20 AM | [Ignore Me] #41 | |||
Sergeant Major
|
|
|||
|
2012-06-04, 11:51 AM | [Ignore Me] #43 | ||
Private
|
I just love the fact that he didn't shy away from showing anything; there was no "oh, i just need to look away, that's not finished yet, don't judge us on that" it was "this is where we are, we're rushing to get it done so you guys can play it at E3."
I love the fact that he's confident enough to do that with the current state of the game and isn't apologetic at all, even about the crashes, developer confidence in a game like that rubs off on the player base and really effects peoples attitudes in my opinion! |
||
|
|
Bookmarks |
|
|