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PSU: How do I turn on godmode?
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[Ignore Me] #33 | |||
Sergeant Major
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At the same time this is SOE's last real chance to be relevant in the market, they can't afford to mess it up. |
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[Ignore Me] #34 | ||
if SOE does this one right, they will not only stay relevant, they will be the new king of the hill for a looong time! i guess the competitors will have a hard time to beat that kind of massive scale feeling for an fps! after all nobody even attempted to try anything with more than 64 players for 8 years now and there has to be a reason for that.
my guess is, nobody could overcome the challenge of a netcode that can handle that amount of coordination without too much lag. only game that tried was massive action game and it didn´t even come near. i hope SOE has realised that this game -done right - will be the turning point. and there are signs, that they did! after all, there were some bad news about SOE having to let people go and close some offices, but they decided to stock up the PS2 team none the less to keep this project up and set back some other projects instead. best SOE decision ever in my opinion! Last edited by Shogun; 2011-11-25 at 04:53 PM. |
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[Ignore Me] #35 | ||
First Sergeant
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Yeah. Not to rehash prior discussions, but after the BFRs and the prioritising of Everquest 2, the overall development of PlanetSide went downhill. Coupled with the "departure" of Smokejumper and some fellow leads of the game, that was the deathnail. If a studio makes an MMO they should have a clear understanding of the amount of effort required, where they want to take the story that will be fun and, above all else, listen to their customers! PS failed from a devlopment (though not a community) standpoint to an extent because such lessons weren't followed. I know that a lot of developers don't talk to their fans; to many it's a cash cow and people just have to play the hand they're dealt.
From what I've seen with PlanetSide 2 so far, however, these lessons appear to have been learned. PSU successfully represents a clear line of communications between the studio and the fans, while the brainstorming site, Planetside Idea Lab, was a useful resource for the first game to devs to go to and think about how fans wanted the universe to evolve. As long as SOE keeps listening, I think the sequel will be a real treat. Last edited by Hyncharas; 2011-11-25 at 06:37 PM. |
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[Ignore Me] #36 | |||
PlanetSide 2
Sr. Art Director |
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[Ignore Me] #39 | |||
PlanetSide 2
Sr. Art Director |
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[Ignore Me] #40 | |||
Major General
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as previously linked: CHECKOUT THE FOG, SUNBEAMS, LIGHTING AND REFLECTIONS! |
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[Ignore Me] #41 | |||
First Sergeant
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If the studio is opposed to any more PS2 demos so soon after the game-preview, an alternative might be to release an HD overview of the engine's features, in case you decide to license it to others in the future. I'm trying to join Sony's European Graduate Programme right now and I'm curious to see more ways how the lighting and effects systems work in Forgelight's architecture. |
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[Ignore Me] #43 | |||
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[Ignore Me] #44 | ||
Major
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Anyone else looking at the belt feed for the reaver's chain gun? Seems like the side texture of it is made out of rounds floating in air. I've seen it used before but not inside a decade. Here's a quick pic of a belt. Yes, you can see the rounds but they're fully in closed.
![]() Also looking at the scythes, seems like they have different upgrades. The one closest to us seems to have a much more prominent dorsal fin, though the more I'm looking at them the more I think the reflection is messing with me. Yeah, I've got no idea. Only thing is thing is that they all lack the rail beam shown in the size comparison shot so they're probably all rigged for AA.
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By hook or by crook, we will. |
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[Ignore Me] #45 | |||
Major
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Extreme Stealthing |
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