Morning Q&As

  • Battlefield 2
    Private Eye's Forums' PE's Battlefield 2 Q&A catches up with Sean Decker to discuss DICE's upcoming military shooter sequel: "The commander mode will allow players to provide both information and support to their team-mates. In conjunction with squads, you’ve got a powerful feature for communicating with your team and affecting the action on the map. The commander can do the following: provide intel on enemy positions, drop supplies for the team, provide indirect fire-support and facilitate communication between squads. In addition – the commander score is linked to the performance of his team – giving the CO major incentive for the team to succeed. The incentive for the team to follow the orders is that the commander will most likely be willing to lend artillery and supply aid to those who listen. However, if the team feels that the commander is not the best candidate, they can chose to boot him from his position with a team-vote."
  • City of Heroes
    There's a City of Heroes Q&A on City of Heroes Warcry talks with Cryptic's Jack "Statesman" Emmert about their superhero MMORPG: "What powers does every Archetype crave? If you’re a Scrapper or Tanker, you really want a ranged attack. A Defender and a Blaster want personal defense powers. A Controller wants to dish out damage. Well, the Epic Power Pools allow each Archetype to get the types of powers they always wanted."
  • Dark Age of Camelot: Catacombs
    The Catacombs Q&A #1 on MM Hell talks with Mythic's Matt Firor about their upcoming DAoC expansion: "Our goal is to provide a substantial graphics upgrade for those users who have cards that can fully support the new models - a DX 9 card. With this configuration, they should see as good a frame rate as they do now in Camelot. However, if someone has an older card, they can still see some of the new enhancements at little or no framerate cost. Players always have the option of viewing the older models, however, should they find that necessary."
  • CT Special Forces: Fire For Effect
    The CT Special Forces: Fire For Effect Q&A on Games-Fusion chats with Jerome Sicart and Brice Davin of publisher Hip Interactive about CT Special Forces, Asobo's upcoming military shooter: "Asobo has worked extensively on the enemy AI in order to get results that are dependent on the tactics the players will adopt. Getting the right balance between ensuring the game plays in a plausible way and also that it offers a real challenge is the final goal for the team but we are sure it will be nigh on perfect. The team has also spent time on researching the way terrorists undertake tasks and missions but the end result must always be perfect gameplay. We believe we have the perfect blend of realism, together with real excitement."
  • Stranger
    RPG Vault's Stranger Q&A Part 2 continues this conversation with Fireglow Games about their upcoming RTS game with RPG elements: "We are developing more interesting behaviour for the computer-controlled characters. Here, we focus on a specific base behaviour, depending on which group they belong to - a tribe, for example - and on the implementation of complex strategies with large groups of characters, such as the defense of a castle, the functionality of a spy network, the mining of resources or just on an originally organized neutral settlement. Often, we have targeted a live atmosphere rather than efficiency."
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New BattleField article..
Nov 9, 2004, 12:53
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New BattleField article.. Nov 9, 2004, 12:53
Nov 9, 2004, 12:53
 
Cool. They are taking something that is very cool from Soldner and incorporating it into a more successful series. I would still like to see Soldner do well. Maybe the next version of the game will be more complete.

I am very excited for the new BF. Such a great series of titles they have (not including Vietnam...that pile of crap).


2.
 
Re: New BattleField article..
Nov 9, 2004, 13:00
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Re: New BattleField article.. Nov 9, 2004, 13:00
Nov 9, 2004, 13:00
 
^^ what have they taken from Soldner, the commander mode? Other games have done that.

It's clear from the comments of the producer (who's likely with EA, not DICE) that Battlefield 2 will have the shitty BFV helicopters and the shitty BFV flag-cap gimmick. Since it sounds like EA are in the driving seat, stand by for more BFV shittiness to come.


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CoH
Nov 9, 2004, 13:40
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CoH Nov 9, 2004, 13:40
Nov 9, 2004, 13:40
 
Wonder how many still play this game? I dropped it after 1 month. Anyone still play it? Are the servers a little low on players? I wish there was some way to look at how many players are online every night.

4.
 
Re: New BattleField article..
Nov 9, 2004, 15:17
4.
Re: New BattleField article.. Nov 9, 2004, 15:17
Nov 9, 2004, 15:17
 
I thought that the flag cap system for BFV was a lot better than the one for bf42, it promoted teamwork and made it a little more realistic. Kind of silly how in bf42 one man can take over a whole airfield or some sort of base just as easily as a regular forward base. Either way what needs a lot of work is the damn netcode. Its just getting old when you shoot someone only so blood could come out and he doesnt get hurt, especially when the player being fired at is sitting still. Its also lame how the higher your ping is, the more you'll need to lead your shots.

This comment was edited on Nov 9, 15:18.
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Researching Terrorists...
Nov 9, 2004, 16:36
5.
Researching Terrorists... Nov 9, 2004, 16:36
Nov 9, 2004, 16:36
 
The team has also spent time on researching the way terrorists undertake tasks and missions...

A) How did they perform this research?

B) Tasks? Like, how to terrorists take out the trash? Strip and paint the hall?


6.
 
Re: New BattleField article..
Nov 9, 2004, 18:05
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Re: New BattleField article.. Nov 9, 2004, 18:05
Nov 9, 2004, 18:05
 
Its also lame how the higher your ping is, the more you'll need to lead your shots

Eh...how do you expect them to fix that? Unless you make it so the hits are registered on the client side you can't get rid of lag between machines...

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Re: New BattleField article..
Nov 9, 2004, 19:08
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Re: New BattleField article.. Nov 9, 2004, 19:08
Nov 9, 2004, 19:08
 
The BFV flag cap doesn't promote team play at all, it just makes capping needlessly complicated. One man on his own can still cap an empty flag in BFV same as BF42. The only thing that changes in BFV is that the cap time varies with the ratios of blue/red team members. So you get this clock running fast, slow, backwards or stopped, that gives extremely useful information to the enemy about whether they outnumber you or not. The BF42 system alerts the enemy to your presence, but doesn't tell-tale on the size of the forces.

Like the diamond mini-map, the crappy BFV class system, the disappearing foliage, and the helis lifting tanks, the BFV flag cap is a worse-than pointless gimmick added in an attempt to differentiate BFV from its predecessors. Nothing to do with gameplay at all. Anyway the BF42 flag cap system already encourages "teamwork" because more attackers in a group are more likely overcome any defenders, then cap the flag when they are dead.
This comment was edited on Nov 9, 19:13.
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