I'd prefer the former tbh, I want oldschool all day
Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 12
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Thereisnosaurus
Australia1822 Posts
I'd prefer the former tbh, I want oldschool all day | ||
eRoN_
91 Posts
http://forum.hirezstudios.com/phpbb/viewtopic.php?p=568530#p568530 wrote: 1) Hitscan: We have been looking at this item. In the latest builds we are playing internally, we have converted a couple formerly hitscan weapons to projectile (the Nova Colt and Chaingun). We've also been working on several things to make our projectile-based weapons feel better. We'll be watching the numbers closely to assess the impact of these changes and make further adjustments as needed. Right now, I believe the Sniper Rifle, the Infiltrator's SMG and the Ranger's SMG as the only non-shotgun (longer range) hitscan weapons in the game ---> and all of those still have distance limits and damage falloff. 2) Lack of Friendly Fire: We believe that having "no friendly fire" is the most "pub friendly" format for the game and most appropriate and fun for quick matches in public matches. I expect Friendly Fire to be a server setting once we introduce Private Servers --> so players can choose a server with the format they like and more competitive crowds can establish friendly fire rules. 3) Loadouts: I think once we get all of the classes in the game and feeling good, the general concept of loadouts will not be an issue for the vast vast majority of players -- and in fact we already see that many players (including some Tribes veterans) respond very favorably to the classes once they get accustomed to them. That is not saying that work doesn't remain to get all of the classes feeling and good and balanced --> that is a major goal of our early beta cycle. Those players that were in Alpha will already notice a ton of changes and adjustments that have been made to the classes in preparation for closed beta. 4) Speedcap: Throughout nearly all of Alpha testing, there was no real speedcap in the game. In our very latest internal builds (including the one that pre-order customers will get to play later this week), there are in fact some limitations that are imposed at a class level that act effectively as speed caps (with different classes having different caps). It sounds like heresy, and maybe it is in the eyes of some players, but establishing some effective caps on each class has actually allowed us to make the classes a lot more interesting and the game much more broadly fun -- and it seems to solve (or at least make much better) some of the problems we experienced in Alpha that made many players feel very sluggish at low speeds (which was necessary in order to keep a small minority of the player base from reaching game-breaking speeds) . Putting top-end speed constraints into the game has allowed us to make the classes much more interesting, fun and specialized that at least I as a player (and many others) enjoy --> and there are still classes that can still totally go Mach 5 with their hair on fire. This will still be an incredibly fast game by almost any standard --> and in fact our experience is that the game plays much faster for most people since we put in the caps than it did before the caps (since the caps have allowed us to make it much easier for most people to get to more modest speeds). The current thought is that Private Servers would have a flag in which they could tweak a "multiple" on the speedcap --> so if you owned a private server, you could set a multiple of 1.2 to make the caps 20% higher, or set it to, say, 3.0 (as an example), to effectively make the caps go away. [Before you hate on it, please at least play the game in the latest builds]. 5) FOV: There is an FOV slider on the settings menu. Not 100% sure of the issue. 6) Health Regeneration: We are trying to balance health regeneration around the levels we feel create the must fun "pub" experience in the game. Private Servers, once implemented, will have parameters to change the Health Regen values on that server. 7) Maps: Our maps continue to go through iteration and I'm sure we'll find many things in beta to help make them better. The Bella Omega and Arx Novina maps have gone through major changes that no one outside of the studio has seen --> and all the maps are being continually tweaked. 8) Modding: Modding is not on our roadmap at the moment. What is on the roadmap is a dedicated, professional dev team that will be continually supporting and making improvements to the game. We think that will offer the most value to the most players over the long haul, and things like server flags and other tools will give players a lot of freedom to tailor the game for themselves. I'd never rule out some form of modding in the game's history, but it's not work being currently planned for. 9) OOB Grid: I think most players in the Alpha (even Tribes vets) found this a much bigger issue on paper than it winds up being in the actual gameplay. That said, we will look at tweaking the OOB boundaries where we feel it really help the gameplay (we have tech limitations from entirely removing them). 10) Weak Disc Jumps: We've made this better and will continue to look on a class by class level whether we should ramp it up more. 11) Demo Functionality: This is planned functionality. 12) Spectator Mode: This is planned functionality. 13) Weapon Size: In general, the weapon size "issue" has tended to much bigger from those people watching videos or looking at screenshots than from people that have actually played the game. WE had several people in Alpha that were very vocal on this issue prior to playing the game that later said they did not find it a problem once they played. That said, some models have been adjusted some and we'll continue to look for opportunities to tweak if user feedback warrants it on a weapon by weapon basis. 14) Drop Speed: Something we've been looking at. MIxed opinions both internally and externally on this, from what I have gathered. 15) Grappler: We have decided to add a grappler to every class. 16) Visor Crack: A lot of people like it. I wouldn't rule out putting an option in around removing that one day, but we have a lot of stuff to get in the game before we look at that (to be perfectly honest). [just joking on #15 :lol:. I wouldn't totally rule out having a grappler on a class at some point in the game's history, but it's not on the current roadmap] Also some more info on speed cap here from Todd: http://forum.hirezstudios.com/phpbb/viewtopic.php?p=568689#p568689 I actually feel alot better about this game after reading this, and i kinda got respect for hirez team for having a backbone and not just rolling over to the community on everything (main reason i attribute to why so many games these days are wank or turn to shite). I really don't like the idea of different speed caps per class with same armour type still, but for the other stuff like loadouts, i'm gonna give them benefit of the doubt, at least until after logging alot of hours on beta. | ||
Coriolis
United States1152 Posts
Ok this game is screwed. The only purpose of speedcaps is to make newbs feel better by gimping good players...and making newbs feel better creates bad games. Speed caps were attemped in T2 Base. Nobody liked them. And if heavy capping is the problem...why the hell are they speed capping all the armors? | ||
Thereisnosaurus
Australia1822 Posts
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Tachion
Canada8573 Posts
Shrike in T2 was awesome | ||
Coriolis
United States1152 Posts
On October 19 2011 00:19 Thereisnosaurus wrote: presumably so they can use it as another metric for balance purposes. From what I've heard TA is very heavily influenced by LoL as far as a model, which means they're going to be regularly patching and introducing new content. Having more variables to adjust means they have more options in that balance process than health (which would be messy to tweak) and weapon/pack effects. I don't know if I agree, but I at least want to play the game a bit before judging. The recent videos I've seen suggest you can go pretty freaking fast if you want to, so that's fine with me ^^ The recent videos are of alpha footage. There was no speed cap during alpha. | ||
Bibdy
United States3481 Posts
On October 19 2011 00:59 Tachion wrote: http://www.youtube.com/watch?v=KSTJ2NN8UQQ&feature=player_embedded Shrike in T2 was awesome Hoooo boy. They've got some tweaks to make. | ||
xDaunt
United States17988 Posts
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Tachion
Canada8573 Posts
- Bounty Hunter: Earn +200 Credits for Enemy Kills - Trap Detection: Detect traps at greater distance - Looter: 50% more ammo from enemy ammo drops (from kills) - Extra Capacitor: +10% more energy - Explosive Looter: +1 Grenade from enemy ammo drop - Bulwark: No damage from getting rammed from vehicle (WTF) - Safe Fall: 50% less impact damage - Egocentric: Reduces self-inflicted weapon damage by 35% - Iron Grip: Flag can not be knocked out of hand - Supply Drop: Allows for Call In for extra ammo at designated spot - Barter: reduces base upgrades by 25% - Wheel Deal: reduces veh cost by 25% - Slash Shield: reduces melee damage by 60% - Armor of Legends: Increases Beowulf armor by 25% - Air Show: Reduces air vehicles cost by 25% - Boy Scout: enables you to carry one more grenade/mine - Survivalist: gives you 100% health/energy from ammo drops (pseudo health kits?) A Tactical Strike: To activate, you hit "1". If you have enough credits to purchase, your Laser Targeter will activate and you can select a point for the Tactical Strike. You must stay locked in with the laser targeter for a fixed amount of time for the strike to activate. ........ Why even bother to buy out the Tribes IP if you're gonna change the game so much that you're only gonna end up alienating most everyone who liked tribes for what it was? All of this crap they're doing to their game wouldn't bother me if they didn't insist on adding Tribes into the name of a game that is obviously so far from what Tribes actually is. "Let's capitalize on the tribes fan base by making another game that is so far and different from any other tribes game that it just pisses everyone off and makes them question our sanity." "Scott Zier........you........GENIUS." Hey for battlefield 4 we're gonna add futuristic body armor and you get to choose a wild animal as your combat pet, choices are: lion, poison toad, gorilla, & lyote. Each kill you get modifies your weapon into a stronger energy/plasma hybrid incarnation, and at max kills you turn into a super saiyan which can energy blast the entire map. Everyone would think they were fucking nuts wouldn't they? People buy sequals because they want a better version of the same game. Maybe a few new weapons/units/features with upgraded graphics, but it's still the same game. I dunno wtf they are doing with T:A but it's not Tribes anymore. | ||
Coriolis
United States1152 Posts
Next patch removes skiing and spinfusors. Then we truly have COD with jetpacks. | ||
fishbowl
United States1575 Posts
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xDaunt
United States17988 Posts
The NDA is in place, so I can't give any details. That said, the game has promise. | ||
Coriolis
United States1152 Posts
On October 20 2011 12:34 xDaunt wrote: Having now played the game, I'll tell you that it is Tribes. No, it's not exactly the same as T1 and T2, but it's close enough. The class system is interesting and not as bad as I thought it was going to be. The NDA is in place, so I can't give any details. That said, the game has promise. Really? Because I've had about 5 people tell me the game is terrible and has far too many hitscan weapons as well as the speedcaps being crazy low. | ||
xDaunt
United States17988 Posts
On October 20 2011 12:43 Coriolis wrote: Really? Because I've had about 5 people tell me the game is terrible and has far too many hitscan weapons as well as the speedcaps being crazy low. There's no pleasing the purists. If it's not T1 with better graphics, they're going to bitch and moan. The same thing happened when T2 came out. The community basically split because T2 wasn't identical to T1. All that I am saying is that T:A is close enough to T1/T2 to be considered a Tribes game. With some further refinement, I think that it will be pretty good in its own right. | ||
Thereisnosaurus
Australia1822 Posts
Also, I can see why they added hitscan weapons coz spinfusoring people is WAY harder than it used to be. Also possibly I am a scrub. These two may or may not be related. | ||
Muey
Finland149 Posts
On October 20 2011 12:55 xDaunt wrote: There's no pleasing the purists. If it's not T1 with better graphics, they're going to bitch and moan. The same thing happened when T2 came out. The community basically split because T2 wasn't identical to T1. I don't think anyone sane expected a T1 with better graphics. I think what people (realistically) hoped for based on their initial announcement was a game that takes T2C as a base, tweaks it a bit here and there, adds a bunch of new things, streamlines some old ones, and balances it all into a nice package friendly for newcomers and veterans alike. Once all the whole F2P and two weapon loadout stuff became known those expectations naturally dropped a bit, but you kind of still expected something that would, well, play and _feel_ like a tribes game. Then people get to play it and realize it's not even that, but some form of Halo/CoD hybrid /w "skiing" and a feature rap that looks more at home in a RPG than a multiplayer FPS. Basically, they took the equivalent of Starcraft, and turned it into Dawn of War. 2. Not necessarily a bad game, but totally nothing like Starcraft, so why call it Starcraft? | ||
pzea469
United States1520 Posts
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Thereisnosaurus
Australia1822 Posts
Then people get to play it and realize it's not even that, but some form of Halo/CoD hybrid /w "skiing" and a feature rap that looks more at home in a RPG than a multiplayer FPS. Except they didn't. It feels like tribes. It feels PRECISELY like tribes. In fact it feels *more* tribesy than tribes. The motion is so fluid through open space that it feels nothing like a regular shooter. The way ballistic weapons work feels completely different too, no aim down sights, no tight bursts of three rounds to kill a dude, no cover juking or what have you. no ponderous slow falling like halo, no pronediving like CoD. It is NOTHING like CoD or halo, it is EVERYTHING like tribes as far as the game feels. There are a lot of minor differences and though I haven't had a chance to fly the vehicles yet from the videos I agree that the old movement style seems better there, but pretty much everything else screams tribes to me. I also find it deeply ironic that people first bitch about them taking customisation away from you as a player, and then when they give it back in the form of perks people are like " OH MY GOD HOW COULD THEY WHAT IS THIS SHIT" instead of just thinking 'oh hey, so now each class gets a set pack and a couple of mini ones with X effects you can customise'. I know having true custom loadouts would be better, but this gives you something at least. Why so much bitching? It's seeming more and more like people who really do just want 'tribes 1 hi-def' back as opposed to any logical criticism. | ||
Tachion
Canada8573 Posts
On October 20 2011 12:55 xDaunt wrote: There's no pleasing the purists. If it's not T1 with better graphics, they're going to bitch and moan. The same thing happened when T2 came out. The community basically split because T2 wasn't identical to T1. All that I am saying is that T:A is close enough to T1/T2 to be considered a Tribes game. With some further refinement, I think that it will be pretty good in its own right. T2 was awful when it came out. The only thing that saved it was T2 Classic which modded the game to play more like Tribes 1, but a lot of people had given up on it by then. When you look at T1, T2, and T:V, and see all the mods/games that failed and succeeded, there is a pretty clear cut picture for what works and is most popular with the community. Whatever HI-Rez is doing is not it. It's pretty obvious that they're trying to pick up a new player base, hopefully for them it's bigger than the one they're losing. | ||
xDaunt
United States17988 Posts
On October 21 2011 00:03 Tachion wrote: T2 was awful when it came out. The only thing that saved it was T2 Classic which modded the game to play more like Tribes 1, but a lot of people had given up on it by then. When you look at T1, T2, and T:V, and see all the mods/games that failed and succeeded, there is a pretty clear cut picture for what works and is most popular with the community. Whatever HI-Rez is doing is not it. It's pretty obvious that they're trying to pick up a new player base, hopefully for them it's bigger than the one they're losing. Don't get me wrong. T2 was a buggy disaster when it first came out and was unplayable for a lot of people (it worked for me for whatever reason). But even after the game was largely fixed and the community released mods like Base++ and Classic (I think that's what it was called, but it has been a while), there was still rampant elitism in the T1 community. T:V never really got off the ground, so it doesn't even merit discussion. And here's the reality: HiRez doesn't need to cater to the old base. In fact, it is smart to go after a new player base. I am betting that the average, old school T1/T2 player is now close to 30 years old, give or take. How many of them still play? How many of them will play T:A? The answer is probably not that many. Tribes needs new blood. Anyway, all that I am saying is that T:A is a Tribes game. It plays and feels like Tribes and has an opportunity to be good (albeit different) in its own right. | ||
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