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SOCOM Confrontation - The thread (bringing back the REAL!)

Doel

Member
SOCOMC_logoMarch.jpg

Official release date: October 14th, 2008
Maps at launch: 7; Crossroads, Quarantine, Urban Wasteland, Kasbah, Desert Glory, Frostfire, Unknown.
Modes: 7; Suppression, Extraction, Demolition, Escort, Breach, Control, Elimination.
SKUs: Blu-ray with new official Sony blue tooth headset, Blu-ray disc only, or Downloadable on PSN.



Important Links:

SOCOM.com, the NEW official blog
TheRealSOCOM.com presented by me [Feb 25th]
SOCOM Confrontation page at Playstation.com
SOCOM Confrontation message board at Playstation.com
Latest videos/trailers at GameTrailers

OLD SOCOM Official Blog (now dead)


That time is upon us. SOCOM Confrontation news, previews, media, and videos will be crashing in soon, and this thread is going to help keep track of it all. Will it be a return to glory or is it just going to end up being a failed attempt to recapture the fans, the feel, and the dominance of SOCOM 1 & 2? I guess we will soon see.

I'll be updating this post with everything on the game, up to the release where we can hopefully keep a big community of players, playing and talking.

7th map revealed [Sept 18th/08]
"The Real SOCOM" Podcast Episode 4 [Sept 11/08]
Public Beta patch 1.10 [Sept 9th/08]
Open beta delayed to Friday Sept 5th [Aug 30th]
Open beta date and details to get in [Aug 7th/08]
Chose the fate of the Urban Wasteland name [August 6/08]
Pricing/Bundles Detailed [August 6th/08]
Sneak Peak: Awards [Aug 1/08]
Dev Q&A 12 [July 31/08]
Dev Q&A 11 [July 24/08]
GiantBomb talks Confrontation and loves it [July 17th/08]
SOCOM on GameSpot [July 17th/08]
E3 Links [July 17th/08]
Dev Q&A 9 [July 10th/08]
Possible delay till October 14th [June 30/08]
"The Real SOCOM" Podcast - Episode 3 [June 28/08]
Everything from SOCOM Media Day. Hands-on, videos, etc [June 27/08]
Team-switching better explained [June 26/08]
European Confrontation Q&A Part 2 [June 20/08]
Dev Q&A 08 [June 17/08]
Whole slew of new pics, including one of the new maps Viral Labs! [June 13/08]
European Confrontation Q&A #1 [June 13/08]
Dev Q&A 07 [June 12/08]
New map shown in GI [June 11/08]
Dev Q&A 06
[June 10th/08]
Dev Q&A 05 [June 5/08]
Closed beta update [June 2nd/08]
Dev Q&A 03 and Hello from europe! [May 31/08] Frostfire & Desert Glory to be in the retail game [May 23/08]
"The Real SOCOM" Podcast - Episode 2 [May 23/08]
Video interview. Sixaxis demonstrated!! [May 17/08]
IGN interview with new info [May 15/08]
GameSpot preview with new minor details [May 7/08]
1up Show with SOCOM Confrontation [April 25th]
Confrontation on the 1up Show this Friday!!! [April 23]
First shot of classic 3rd-person view[April 18]
Private Beta Test: Phase 1[April 17th]
"The Real SOCOM" Podcast - Episode 1 [April 6]
My audio discussion with Hellman about Confrontation [April 2nd]
Private beta on the way [Mar 27]
Confrontation hitting Sept 16 [Mar 26]
My interview with Joe Rybicki [Mar 24]
EGM Cover image [Mar 24]
New art and logo [March 19th]
Plans for the community in the works [March 14th]
PS Blog updated with SOCOM stuff! [March 3rd]
PS Blog update coming this week and EGM Live comments on the game & answers my question on the air! [March 3rd]
2 new pics from 1up out of the blue! [March 1st]
Confrontation is EGM's May cover story, CONFIRMED [Feb 29]
SOCOM has a new community manager [Feb 29]
SOCOM Confrontation to be the next EGM cover story?!?! [Feb 25]
Confrontation to be a summer 08 title [Feb 22]
Blurb in latest EGM ('Revenge of the PS3') [Feb 21st]
Confrontation will NOT be at GDC :( [Feb 19th]
Slant-Six update. More info coming at the end of Feb? [Jan 18th]
According to the latest EGM,SOCOM Confrontation is now a Fall 2008 game[Jan 4th]
New? SOCOM Confrontation preview on 1up with a release date of June[Jan 2]
New 'official news' coming next week![Nov 16th]
Official comment from SCE in the latest EGM on why SOCOM Confrontation was delayed[Nov 16th]
LOTS of great new info. Classic crossroads = the 16 player version of the map! [Nov 2]
Some actual new tidbits of info[October 25th]
New post from SlantSix. Small update on state of development [October 2nd]
Update on state of development[Sept 8th]
'Crouch to stand' movement mechanic explained[August 31st]
SOCOM on tonight's On the Spot[August 16th]
New, small, update from SlantSix on the playstation boards[UPDATE August 14th]
Online interface/lobby setup explained by Slant Six[UPDATED August 8th]
SOCOM fans take this newest poll for Confrontation. Lets hope SlantSix is watching[UPDATED Aug 7th]
Radar = An option Custom games only! Great news.[UPDATED Aug 3rd]
Slant Six presence on Playstation.com boards! (Confirmed classic 3rd-person view among other things)[UPDATED Aug 2nd]
Take this survey about SOCOM and Confrontation specifically [UPDATED July 23rd]
E3 07 Direct-feed gamplay trailer [UPDATED July 12th]
Tons of highly detailed Confrontation info! [UPDATED July 11th]
Pre-E3 IGN Q&A with Seth Luisi + 2 pics
Playstation Blog Seth Luisi interview + 3 pics
1up's Joe Rybicki's PERFECT Preview from Sony Gamer's Day
SOCOM Confrontation - Gamer's Day Trailer & Pics Analysis
SOCOM discussed on 1up Yours
Is SOCOM being ignored by the media?


My open letter to Sony, Slant Six, and Zipper on how to keep the feeling of SOCOM in their online play:

Design each map around 1 mode: Some games like Halo are able to pull off multiple modes for each map, and still retain their fun, but it just doesn't work that way for this franchise. As SOCOM 1 & 2 proved, when each map is based around a specific objective, they ALWAYS turn out better.This way no maps feel compromised by being all things to everyone. Instead of cramming in modes for each map, having a focus and keeping things simpler is often the key to keeping them fun.
IE: people were forced to get to the middle of the map in Crossroads to get the bomb, and to visit the other team's spawn to plant it. Same goes for getting the hostages out from under ground in Death Trap. The maps in SOCOM 1 & 2 had a focus, and that went a long way to keeping it fun every time.

Make it FEEL like SOCOM 1: The best way to ensure this is to probably play a lot of SOCOM 1 online. People still play it because the core gameplay has legs, and feels a little better then SOCOM 2. Though SOCOM 2 was the best all-around game, SOCOM 1 has the best FEEL to it's gameplay. A few shots and you were down, no hit detection issues, and not as much lag. If someone was smart enough to be able to sneak you from behind, then they should get the kill. No turning around while being shot, and getting a lucky kill...again and again and again (this happened a lot in SOCOM 2).

Retain the same server-based online interface: The SOCOM franchise has always had one of the best online interfaces. Based on servers like US East, Canada West, etc, and games within those. A party system works for Halo 3 and Resistance, but is NOT suited for this franchise. In SOCOM, people enjoy playing against their friends as well as with them, while still having it stay as a ranked game. I personally feel that going back to the way SOCOM 2 was, having everything you do stay ranked, is the best way to approach that aspect.

Keep it round-based!: This is VERY important. It should stay as the team to win 6 rounds, wins the match. Thats how it has always been and that how it should continue to be. Otherwise it won't feel like SOCOM.

More classic maps: This is an obvious one. Of course we'd love to see new maps, but if all you did was re-package SOCOM 2 (and its 22 maps) with a SOCOM 1 feel and next-gen visuals, then the fans would adore you and eat the game up. I realize you are initially releasing it with 5 maps, and if those were all re-worked classic maps, you'd see no complaints from me.

Take out Encumbrance: That is where the weapons and equipment you were carrying effected how fast or slow you moved. SOCOM 3 introduced it and it was an interesting idea, but it just doesn't make the game all that fun to be quite honest. Simplicity is key, and you don't want to make things too complicated that could ruin the experience. So just don't do it at all.

Don't let attachments take over the game: If it were up to me, I'd take them completely out, or at the very least, make it very streamlined. There always ends up being some magic gun like an M16 with a Silencer and Scope, that ends up ruining the experience. If you're going to do attachments then make it very simple. But please, don't complicate it. Simplicity is often the key, and SOCOM 1 & 2 proved that something doesn't have to be packed with everything but the kitchen sink to be a great experience.
IE: M4A1 can have a silencer or not (instead of making it a separate gun like SOCOM 1 & 2). That's it. And you can change the kind of scopes on SNIPER rifles only. No scope options for automatic guns.



Following its success as the number one online PlayStation®2 franchise, SOCOM: U.S. Navy SEALs breaches onto the PLAYSTATION®3 (PS3™) computer entertainment system in high-definition this holiday season. SOCOM Confrontation delivers the ultimate next-generation online combat experience made possible by the power of PS3.

SOCOM Confrontation focuses on online play and the global community and clans that support it. With support for Tournaments, Clan ladders, Leader Boards and more, this latest title in the multi-million unit selling franchise is exactly what SOCOM fans have been clamoring for. Additionally, players will be able to modify their appearance through facial and physical customization.

A global-scale experience, SOCOM Confrontation gives players the opportunity to battle against the best and brightest from the U.S., Europe and Asia.

SOCOM Confrontation deploys with five new North African themed maps, including a 32-player version of “Crossroads.” Additional themed packs for SOCOM Confrontation will be made available for download via the PLAYSTATION®Store.

KEY FEATURES

* Ultimate 32-player online combat experience featuring stunning high-definition visuals, advanced physics, ballistics, impact and destruction modeling
* Rich interactive and destructible environments supporting multiple game types
* Full support of the SIXAXIS™ wireless controller, offering greater control
* Choice of playing as various International Special Forces
* Advanced voice communication systems and immersive audio
* Comprehensive player customization including fully featured load out, encumbrance and unique uniforms
* Up to seven different game modes are available on each map
* Advanced player matching, players can form a team with their friends and easily join an online game
* Regional combat or challenge teams from around the world
* Additional themed downloadable content packs available post launch



The latest pics:
2651340030_5e162cdc3d_o.jpg

2650515123_6d850ce6ba_o.jpg

2573488687_3f2e7b94be_o.jpg
 

Greg

Member
give me S2 with better hit detection and net code and this might be the only game I ever play again on my PS3.:lol
 

Doel

Member
Greg said:
give me S2 with better hit detection and net code and this might be the only game I ever play again on my PS3.:lol
Well I'm afraid they are already messing it up by having multiple modes on each map, and giving the ability to split up the maps for less amounts of players. Thats NOT what SOCOM is about.

Each map should be built around 1 mode, and each map should stay in its original form.
 

tribal24

Banned
Doel said:
Well I'm afraid they are already messing it up by having multiple modes on each map, and giving the ability to split up the maps for less amounts of players. Thats NOT what SOCOM is about.

Each map should be built around 1 mode, and each map should stay in its original form.

i agree with this i really hope they dont do major changes on maps but i want them to put hit detection as it was in socom 1
 

LJ11

Member
Doel said:
Well I'm afraid they are already messing it up by having multiple modes on each map, and giving the ability to split up the maps for less amounts of players. Thats NOT what SOCOM is about.

Each map should be built around 1 mode, and each map should stay in its original form.

Couldn't agree more. I was kind of disappointed when I read about that. Each map should have its own specific objective/mode. Hopefully they nail everything else, I'm willing to overlook this misstep.
 

Doel

Member
Here is my letter to Sony, Slant Six, and Zipper, which I sent to someone (won't say who) within the company after Confrontation was announced.

Design each map around 1 mode: Some games like Halo are able to pull off multiple modes for each map, and still retain their fun, but it just doesn't work that way for this franchise. As SOCOM 1 & 2 proved, when each map is based around a specific objective, they ALWAYS turn out better.This way no maps feel compromised by being all things to everyone. Instead of cramming in modes for each map, having a focus and keeping things simpler is often the key to keeping them fun.
IE: people were forced to get to the middle of the map in Crossroads to get the bomb, and to visit the other team's spawn to plant it. Same goes for getting the hostages out from under ground in Death Trap. The maps in SOCOM 1 & 2 had a focus, and that went a long way to keeping it fun every time.

Make it FEEL like SOCOM 1: The best way to ensure this is to probably play a lot of SOCOM 1 online. People still play it because the core gameplay has legs, and feels a little better then SOCOM 2. Though SOCOM 2 was the best all-around game, SOCOM 1 has the best FEEL to it's gameplay. A few shots and you were down, no hit detection issues, and not as much lag. If someone was smart enough to be able to sneak you from behind, then they should get the kill. No turning around while being shot, and getting a lucky kill...again and again and again (this happened a lot in SOCOM 2).

Retain the same server-based online interface: The SOCOM franchise has always had one of the best online interfaces. Based on servers like US East, Canada West, etc, and games within those. A party system works for Halo 3 and Resistance, but is NOT suited for this franchise. In SOCOM, people enjoy playing against their friends as well as with them, while still having it stay as a ranked game. I personally feel that going back to the way SOCOM 2 was, having everything you do stay ranked, is the best way to approach that aspect.

More classic maps: This is an obvious one. Of course we'd love to see new maps, but if all you did was re-package SOCOM 2 (and its 22 maps) with a SOCOM 1 feel and next-gen visuals, then the fans would adore you and eat the game up. I realize you are initially releasing it with 5 maps, and if those were all re-worked classic maps, you'd see no complaints from me.

Take out Encumbrance: That is where the weapons and equipment you were carrying effected how fast or slow you moved. SOCOM 3 introduced it and it was an interesting idea, but it just doesn't make the game all that fun to be quite honest. Simplicity is key, and you don't want to make things too complicated that could ruin the experience. So just don't do it at all.

Don't let attachments take over the game: If it were up to me, I'd take them completely out, or at the very least, make it very streamlined. There always ends up being some magic gun like an M16 with a Silencer and Scope, that ends up ruining the experience. If you're going to do attachments then make it very simple. But please, don't complicate it. Simplicity is often the key, and SOCOM 1 & 2 proved that something doesn't have to be packed with everything but the kitchen sink to be a great experience.
IE: M4A1 can have a silencer or not (instead of making it a separate gun like SOCOM 1 & 2). That's it. And you can change the kind of scopes on SNIPER rifles only. No scope options for automatic guns.



And I've added this part to it:

Keep it round-based!: This is VERY important. It should stay as the team to win 6 rounds, wins the match. Thats how it has always been and that how it should continue to be. Otherwise it won't feel like SOCOM.

Since I'm afraid of them changing the most important aspects like this after hearing of their plan for multiple modes on each map and splitting up the maps.
 

LJ11

Member
Good stuff Doel, agree with pretty much everything you wrote. Hopefully Slant Six is listening to the community.
 

Greg

Member
Doel said:
Well I'm afraid they are already messing it up by having multiple modes on each map, and giving the ability to split up the maps for less amounts of players. Thats NOT what SOCOM is about.

Each map should be built around 1 mode, and each map should stay in its original form.
Yeah, I don't give a shit about 32 players either - 16 was the perfect balance of not too hectic but just enough action. Games should never rely on the the amount players to control the pace - the map should dictate that for you. Simply extending the map to allow more players was the biggest fault of S3 because the map wasn't controlling the players, the players were controlling the map.

All I wanted was Crossroads in HD, and now they are adding all these extensions and alternate modes - get that shit out of my S2 HD. :lol
 

Arsenic

Member
I liked your open letter Doel theres alot of things in there that i hope they come through on.

But i would add that the structure of briefing rooms must stay. It's one of those things that keeps a community well intact, just going into a server and seeing the same usual players/clans to play with, or finding a old buddy with a new name. I have a bad feeling they would get rid of this.
 

Doel

Member
Arsenic said:
I liked your open letter Doel theres alot of things in there that i hope they come through on.

But i would add that the structure of briefing rooms must stay. It's one of those things that keeps a community well intact, just going into a server and seeing the same usual players/clans to play with, or finding a old buddy with a new name. I have a bad feeling they would get rid of this.
Completely agree. Thats what my point on "Retain the same server-based online interface" is trying to hit home about. That Briefing room online layout is VERY important to the franchise, and I honestly believe that if it wasn't for that interface and Clan Support, the SOCOM franchise would never have become as big as it did.
 
I read the article about this in EGM today and it grabbed my interest. I loved SOCOM 2, but I wasn't that impressed with SOCOM 3. It had it's moments but it definitely wasn't as satisfying or addictive as SOCOM 2 so it's good to see this game trying to head back towards SOCOM's roots.

I don't own a PS3 currently. And this game is being developed by outside developers right? Zipper is probably doing SOCOM 4 or something? Anyway...I'll follow the game I suppose.
 

SeatBelts

Banned
SOCOM was my favorite 3rd person shooter on the ps3, looking forward to this.I hope their other SOCOM game is a lot harder than 2 & 3, they were way too easy.Bring back 1's hard mode :p
 

KillJade

Banned
SeatBelts said:
SOCOM was my favorite 3rd person shooter on the ps3, looking forward to this.I hope their other SOCOM game is a lot harder than 2 & 3, they were way too easy.Bring back 1's hard mode :p

Yes, I liked socom on the PS2 as well.... ;)
 

Kittonwy

Banned
Greg said:
Yeah, I don't give a shit about 32 players either - 16 was the perfect balance of not too hectic but just enough action. Games should never rely on the the amount players to control the pace - the map should dictate that for you. Simply extending the map to allow more players was the biggest fault of S3 because the map wasn't controlling the players, the players were controlling the map.

All I wanted was Crossroads in HD, and now they are adding all these extensions and alternate modes - get that shit out of my S2 HD. :lol

I like 32 player but then I like having more people in a shooter, since you can do squads and you can fit more people from the same clan in the same game instead of keeping everything so small, but then I probably enjoy the social aspect of an online shooter more than just the pure strategic element, instead of having just the same 8 guys playing all the time, 32 lets you have more people join in on the fun.
Indifferent2.gif
 

GQman2121

Banned
Kittonwy said:
I like 32 player but then I like having more people in a shooter, since you can do squads and you can fit more people from the same clan in the same game instead of keeping everything so small, but then I probably enjoy the social aspect of an online shooter more than just the pure strategic element, instead of having just the same 8 guys playing all the time, 32 lets you have more people join in on the fun.
Indifferent2.gif

With 32 players that just equals more nade kills in my book.

Honestly the only thing I really want to know out of E3 is how are they going to support this new game with maps. They can try to spin these different modes on the five initial maps all they want, but five maps are still only five maps. People are going to find a mode that they like on each one and that's all that the community is going to play.

I want to know that on such and such a date that these maps are going to show up on the PSN. I would be really disappointed if they didn't remake the maps from the first two games, especially the three HDD maps form the second game.
 
Take out Encumbrance: That is where the weapons and equipment you were carrying effected how fast or slow you moved. SOCOM 3 introduced it and it was an interesting idea, but it just doesn't make the game all that fun to be quite honest. Simplicity is key, and you don't want to make things too complicated that could ruin the experience. So just don't do it at all.

Hell no.

Keep it in there.

Prevents twinks from maxxing out their payload. Makes perfect sense.

If you want magical physics go play Unreal Tournament.
 

Doel

Member
The Take Out Bandit said:
Hell no.

Keep it in there.

Prevents twinks from maxxing out their payload. Makes perfect sense.

If you want magical physics go play Unreal Tournament.
Makes perfect sense on paper, but what you end up with is a game that isn't very enjoyable.

SOCOM 1 & 2 never had it, and you never heard people complain that it was unfair that someone had a Sniper Rifle, a Rocket Launcher, and 3 grenades and that they should move slower.

If Confrontation has customizable armor like Rainbow Six Vegas, then I can see it being used there. But don't let the weapons you use have an effect on it.
 

dralla

Member
the lobby system is outdated. It only alows 256 people per server which is a pain in the ass if you want to play with a group and want to join a near-full server. It needs a party system, custom games and ranked games..similar to Resistance
 

Kittonwy

Banned
dralla said:
the lobby system is outdated. It only alows 256 people per server which is a pain in the ass if you want to play with a group and want to join a near-full server. It needs a party system, custom games and ranked games..similar to Resistance

PS3 shooters in general should take a lesson from Resistance on how the whole lobby/party/clan system is done in terms of getting in and out of games whether they're ranked or unranked. Community-wise nothing on the PS3 right now can beat the party-system in Resistance.
 

garrickk

Member
The Take Out Bandit said:
Hell no.

Keep it in there.

Prevents twinks from maxxing out their payload. Makes perfect sense.

If you want magical physics go play Unreal Tournament.
I agree with TTOB. All your other suggestions were great, but I think the load you're carrying should greatly effect maneuverability. It's an important balancing tool.
 

Doel

Member
Kittonwy said:
PS3 shooters in general should take a lesson from Resistance on how the whole lobby/party/clan system is done in terms of getting in and out of games whether they're ranked or unranked. Community-wise nothing on the PS3 right now can beat the party-system in Resistance.
OMG NO.

The Resistance/Halo party system works great for those kinds of games.

But SOCOM has been about meeting new people, joining clans, have clan matches, and that is where their online interface and lobby system excels.

I can make a room, call it "[Doel] Recruiting", add the maps I want play, and then people who are looking for a clan may join the room and try out for the clan. I then can send them a clan invite while still in the game. And if I chose to leave the room, the next person in line takes over as host and nobody gets booted from the room and they can continue to play.

And each clan has their home server where they like to play and are familiar with the clans in their server. The clan I was in had US East 5 as our home server, and we became familiar with the other clans and people that played in that server, formed relationships, sometimes mergers, etc. It was really its own community, and each of the servers was like a mini community.

SOCOM Confrontation needs to retain that system or it truly will not feel like a SOCOM game.
 

Arsenic

Member
Kittonwy said:
PS3 shooters in general should take a lesson from Resistance on how the whole lobby/party/clan system is done in terms of getting in and out of games whether they're ranked or unranked. Community-wise nothing on the PS3 right now can beat the party-system in Resistance.
God no, not in socom. Maybe uping the 256 player limit and adding the party system would be nice, but no way should they get rid of the server/lobby list. Doel makes good points about that.
 

Doel

Member
Arsenic said:
God no, not in socom. Maybe uping the 256 player limit and adding the party system would be nice, but no way should they get rid of the server/lobby list. Doel makes good points about that.
Yep. And as you can see here, the SOCOM community agrees with me 100%.
 

Kittonwy

Banned
Arsenic said:
God no, not in socom. Maybe uping the 256 player limit and adding the party system would be nice, but no way should they get rid of the server/lobby list. Doel makes good points about that.

Bububut looking through servers and rooms is a pain in the ass!!! Why can't they just have the party system/party lobby and put the clan in different ranked games via match-making?
angry.gif
 

Doel

Member
Kittonwy said:
Bububut looking through servers and rooms is a pain in the ass!!! Why can't they just have the party system/party lobby and put the clan in different ranked games via match-making?
angry.gif
As 1 option, that would be fine. But it needs that server/lobby set up like the past games, for the reasons I posted above. And seeing 100% of the people on the SOCOM Confrontation board agree with me so far, proves that if they are listening to the fans they will keep that interface.
 

Kittonwy

Banned
Doel said:
OMG NO.

The Resistance/Halo party system works great for those kinds of games.

But SOCOM has been about meeting new people, joining clans, have clan matches, and that is where their online interface and lobby system excels.

I can make a room, call it "[Doel] Recruiting", add the maps I want play, and then people who are looking for a clan may join the room and try out for the clan. I then can send them a clan invite while still in the game. And if I chose to leave the room, the next person in line takes over as host and nobody gets booted from the room and they can continue to play.

And each clan has their home server where they like to play and are familiar with the clans in their server. The clan I was in had US East 5 as our home server, and we became familiar with the other clans and people that played in that server, formed relationships, sometimes mergers, etc. It was really its own community, and each of the servers was like a mini community.

SOCOM Confrontation needs to retain that system or it truly will not feel like a SOCOM game.

But I want to play with people I know against people I don't know, not playing random people in a room I make and have no control over who gets to play on my side aside from having to make a password in which case I would have to recruit enough people to play on both sides, instead of just getting the clan together in the same party and just hop from game to game.
 

Arsenic

Member
Kittonwy said:
But I want to play with people I know against people I don't know, not playing random people in a room I make and have no control over who gets to play on my side aside from having to make a password in which case I would have to recruit enough people to play on both sides, instead of just getting the clan together in the same party and just hop from game to game.
I understand that but that should be an added option, not the standard. Some people like playing against the same players over and over again, while others like the random encounters, which truly can be fun too. But i think thats what wars are for :p
 

TONX

Distinguished Air Superiority
This debate is interesting to me because on one hand i loved the SOCOM II Lobby system (beta tested SOCOM 3, but meh) but on the other hand i love Resistance's Party System. Theres got to be a middle ground for both sides of the spectrum to agree upon.
 

GQman2121

Banned
The Take Out Bandit said:
Hell no.

Keep it in there.

Prevents twinks from maxxing out their payload. Makes perfect sense.

If you want magical physics go play Unreal Tournament.

I don't have a problem with the payload system. I think it's a good way of switching up the different styles of play.

What I take an issue with is the fact that your starting payload doesn't decrease as you use your arsenal. If I have four PM mines that are weighting me down, then use them. Shouldn't that weight also be lost?

If that can pull that off then great. If not the entire payload idea needs to get scraped altogether.
 

dralla

Member
TONX said:
This debate is interesting to me because on one hand i loved the SOCOM II Lobby system (beta tested SOCOM 3, but meh) but on the other hand i love Resistance's Party System. Theres got to be a middle ground for both sides of the spectrum to agree upon.

Motor Storm uses the same exact system as SOCOM and it feels archaic. Get rid of the 256 player servers, it's terrible.
 

J-Rzez

Member
Naw, they NEED to KEEP the server and lobby system... That was one of the enjoyable aspects of the games on msg boards and stuff... Your clan can become notorious in that one specific element that others will come there to jump in your room to play you, ask about being recruited, or challenge your clan to a match... I remember at times my clan would bounce to other parts to try and "take over" that section... lol... Party system is cool, no complaints, but keep the server/lobby system up... IMHO, Socom had the best UI when it came to this aspect out of any shooter...

I can't WAIT for this shiz... I was never really good at Resistance/Unreal type shooters, but Socom, I was feared :lol

And just the sight of seeing Xroads makes me have to unbutton and zip my jeans down, as they get a lil' restrictive... "Xroads Only", "Best Map Xroads", "CROSSROADS", "CROSSROADS 2", that's all you'd see on the servers, lol...
 

Greg

Member
J-Rzez said:
And just the sight of seeing Xroads makes me have to unbutton and zip my jeans down, as they get a lil' restrictive... "Xroads Only", "Best Map Xroads", "CROSSROADS", "CROSSROADS 2", that's all you'd see on the servers, lol...
I always made the room "!! CROSSROADS 2" in the East lobbies - everyone I played with knew who created it, and it sat proudly at the top of the user created rooms. :lol
 

Doel

Member
J-Rzez said:
Naw, they NEED to KEEP the server and lobby system... That was one of the enjoyable aspects of the games on msg boards and stuff... Your clan can become notorious in that one specific element that others will come there to jump in your room to play you, ask about being recruited, or challenge your clan to a match... I remember at times my clan would bounce to other parts to try and "take over" that section... lol... Party system is cool, no complaints, but keep the server/lobby system up... IMHO, Socom had the best UI when it came to this aspect out of any shooter...
Exactly.

Like I said, if they take it out, it truly will not feel like SOCOM.
 

J-Rzez

Member
I'm just beyond excited that they claim it's to model after S1&2 more than 3 and beyond... It'll be great to hold me over until that new "ground-breaking" Socom comes out from Zipper... But for them to be granted this much time, you have to wonder if it actually is something beyond ambitious?

Can't wait to log on once again to see "NO M14's or RPG's", or "No Idub scrubs" lol...

*PS Slant Six - Keep the blacked out SAS boys in there!
 
J-Rzez said:
I'm just beyond excited that they claim it's to model after S1&2 more than 3 and beyond... It'll be great to hold me over until that new "ground-breaking" Socom comes out from Zipper... But for them to be granted this much time, you have to wonder if it actually is something beyond ambitious?

The way Luisi was framing it makes me think Confrontation isn't really a stopgap at all. It sounds like they want this to be it's own full blown extension of the franchise, including add-ons and perhaps even eventual sequels. The hardcore S1/S2 community remains catered to, while Zipper moves on to their next project (which by all accounts is going to be a big departure).
 

mr stroke

Member
ADD TO THE OPEN LETTER-

Sony PLEASE PLEASE pakage the retail until with a MIC!!!!!(IMO one of the things that made the first Socom so enjoyable) one of Sony's biggests mistakes was not pakaging a mic with the PS3..most of my experiences with online PS3 games is that most people don't have or use a mic, this really hurts games like Resistance and Motorstorm when you have to search out for a "Mics only" room.. Sony learn from Microsoft, universal mic support makes online better...
 

J-Rzez

Member
mr stroke said:
ADD TO THE OPEN LETTER-

Sony PLEASE PLEASE pakage the retail until with a MIC!!!!!(IMO one of the things that made the first Socom so enjoyable) one of Sony's biggests mistakes was not pakaging a mic with the PS3..most of my experiences with online PS3 games is that most people don't have or use a mic, this really hurts games like Resistance and Motorstorm when you have to search out for a "Mics only" room.. Sony learn from Microsoft, universal mic support makes online better...

They can only do that so often... I don't want to have a million headsets sitting around... I'm going to have 2 very soon when i pick up the package version of Warhawk that's packed with that Jabra unit, and i have one already... I don't really want the download only, as I'm a dust collecting packaging whore :p
 

Doel

Member
Did you guys catch the new Confrontation footage at the press conference? I wish the camera would have zoomed into the screen so I could have seen it better. Hopefully Sony will be uploading this footage to the PS Store soon.
 

Doel

Member
Lots of new SOCOM Confrontation info from SOCOM superfan blykmik
Over The Shoulder View - One of the first questions I asked was about the new camera angle seen in videos of Confrontation gameplay. While still a Third-Person Shooter (TPS), early footage of Confrontation revealed a more GRAW-like over the shoulder (OTS) view for the player’s perspective. While not fully committing to a definitive answer, Luisi stated that a “classic view” is a definite possibility and that the game may support a player option to choose which of the two views you prefer.

Mics, Chat and Comm. System - Seemingly excited about this question, Luisi stated that they’re looking to do some “really interesting” things with the chat communication this time around. When pressed about what exactly that means, Luisi said that it is too early to say since they are still trying different things out, but one thing he would commit to was that there would be “No global open mics”. I brought up the squad channel system used in Resistance: Fall of Man and he seemed to leave the door open for the possibility of selectively open mic channels.

New Radar Changes? - Other reactions from early Confrontation footage have focused concern on the radar. In some shots enemies are shown on the radar in red causing some gamers to worry that any hope for stealth play from SOCOM may be eliminated. Luisi stated that the details of how the radar will work are “undecided” at this point, but that in the current build of the game, enemies will only show up on the radar when they are visible to the player and the visibility radius for the radar is quite small. He spoke of much discussion amongst the development team about ways to approach this. He stated that some of the complaints about past SOCOM titles was that when there are just a few players left on a map they are often hard to find and the game can get drawn out.

Rating, Blood and Terrorists - Luisi stated that because it is an online only title it makes logical sense that the game will see the return of some of the more mature elements of past SOCOMs. “Did you see the trailer? There’s blood in there!” Though it was part of my question, he did not specifically address what the name of the hostile force will be, but all signs point to the return of terrorists but he did not directly confirm this.

Online Lobby System Structure - They are “still defining” the way the online game lobbies and server setups will work for Confrontation. According to Luisi they’re looking at improving what they’ve done in the past and are aware that the search function for the games “never worked”.

SIXAXIS Implementation - When asked about how Confrontation would use the PlayStation 3’s SIXAXIS controls, again Luisi reported that they’re “working on it”, commenting that they don’t want it to be a “gimmick” and that they are looking for the most meaningful way to implement it. I offered the obvious suggested implementation being the lean left/lean right function and he said that they’re testing a lot of different things out.

Game Modes - Apparently the development team is trying out new things here as well. When asked if there’s any chance to see a return of the classic suppression mode (from SOCOM and SOCOM II), Luisi seemed surprised that it would be wanted. This led us into a discussion about game balance and modes that tend to encourage “camping”. Luisi agreed that on the larger set of SOCOM 3 & Combined Assault map, the new suppression mode was a better compromise. I did make the point that on smaller maps the classic suppression mode seems to give players more of an adrenaline rush as it requires the full elimination of all enemies. We also discussed the need for clear defaults and tailored gameplay modes that work best in an individual map.

All New Maps (Except the one we’ve seen) - Other than the newly updated Crossroads, which Luisi described as the most popular past map, he stated that all the other maps for Confrontation will be completely new and original environments. They are aware that some of the “hard core” past SOCOM players love their old maps, but they are focused on bringing new and unique environments to the Confrontation release.

Public Beta - According to Luisi there will be a public beta for Confrontation but no date was given for when. When asked if there will be time during and after the beta process for tester’s gameplay feedback to be incorporated into the final product, Luisi stated that this time there would be. He said that because the beta can now be downloaded from the PlayStation store, they will not have the same problems as in the past of getting the beta to the testers too late for meaningful changes based on thier feedback. The turn-around time from a finished beta build to the time it can be downloaded onto the consoles of gamers is much faster than ever before. Instead of the need to create a master disc and press copies, the store offers the ability, via downloads, for them to get the beta build to gamers in “about a week.” According to Luisi this will give them more time to take feedback from the testers and incorporate it into the final game. Confrontation’s final release will available as both a download and a Blu-Ray disc at the same time. (No commitment on the release date)

“Damageable Environments” - One of the marketing points of SOCOM Confrontation has been that it will include destructible environments. I asked Mr. Luisi if this means that the physics of the entire world will allow for destruction of anything or if this means only some specific destructible areas. Luisi said a better term was “some damageable” objects and environments and that where it makes sense things would be damageable in game. He stated that allowing everything to be destroyed or damaged would cause some problems with map design and how unintended changes to the gameplay could occur by breaking through areas that would alter the balance and original design intent of the maps.

Much of the rest of the information obtained was from various parts of our conversation that lasted for about 10-15 minutes. Luisi said that “lots of work is being done on the ranking system” for Confrontation and that they are aware of the problems in the past. He stated that moderators are actually employed on SOCOM 3 & CA and they’re “supposed to be reporting” and cleaning up the ladders. He also mentioned that the ranking formula on SOCOM 3 just didn’t work.

Luisi stated that the game’s engine is completely new and not an upgrade or port of any previous SOCOM engine. When asked about gun performance, accuracy and gun spray he only commented that they’re still working on it. This brought us into much conversation about what it is that SOCOM fans want and he seems to make strong distinctions about the differences between the “hard core” player versus the rest of people that play the title. He seemed more or less aware of the desires from the “hard core” SOCOM players but appears to believe that the game should be tailored for a broader audience.

Specifically to this broader audience, when asked about the large drop off of online players with the release of SOCOM 3 and Combined Assault, Luisi says he attributes that mostly to the addition of the credit card verification. When pressed with the fact that SOCOM 3 reached close to 50,000 simultaneous players when it was initially released, he stuck by his analysis stating that most of those people were “unverified” users who never verified because they didn’t want to give out credit card information. I did make the point that, at least on the internet, gameplay changes, map sizes and weapon performance are complaints seen much more often by those that have stopped playing SOCOM.

Luisi made the point several times that the focus on online only for this title is helping to refine the development process and get thing right that have not worked as intended in the past. I asked, “So, will Confrontation have less bugs than SOCOM 3 and Combined Assault?” Luisi replied, “Hopefully.”
 
Has anyone watched the IGN trailer it doesn't seem like anything is new besides the new coat of paint. Animations look to be the same as SOCOM 2 still. I hope this isn't coming out this fall.
 

Doel

Member
Whipped Spartan said:
Has anyone watched the IGN trailer it doesn't seem like anything is new besides the new coat of paint. Animations look to be the same as SOCOM 2 still. I hope this isn't coming out this fall.
Ya its the same trailer I posted above from GameVideos.

I really liked it. I mean, its no Uncharted, but the draw distance is huge, the game looks smooth, and it LOOKS like SOCOM. I honestly have no problems with the visuals at all. I'm more concerned about them getting that SOCOM feeling right, and I really wish they would get rid of seeing your enemies on the radar.
 

MrToughPants

Brian Burke punched my mom
I hope they go with both. I won't be picking this up if it's over the shoulder view only, i'd rather play SOCOM 1 and 2 if that's the case.


Over The Shoulder View - One of the first questions I asked was about the new camera angle seen in videos of Confrontation gameplay. While still a Third-Person Shooter (TPS), early footage of Confrontation revealed a more GRAW-like over the shoulder (OTS) view for the player’s perspective. While not fully committing to a definitive answer, Luisi stated that a “classic view” is a definite possibility and that the game may support a player option to choose which of the two views you prefer.
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
Safe Bet said:
Dude...

No pussy ass "halo style" radar...

That shit is lame...

Yeah... between them screwing with the maps and the goddamed retarded radar... this one's off my radar.

I will not get excited for this series again. I get burned every fu*king time and these frigging devs are completely clueless as to why Socom was great. I'm convinced that Zipper just got lucky the first time out. Slant 6 can kiss my ass.
 
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