Doel said:SOCOM Media Day is today. I'll be home updating here and therealsocom.com blog as quick a I can, and hopefully I'll also record episode 3 of the podcast tonight with Hellman on everything we saw today.
TTP said:All I need to know is the frame rate. I dont care about anything else. It's THE deal breaker.
The Take Out Bandit said:After playing Battlefield online all I can say is I really hope SOCOM steps up it's game.
What happens in Vegas stays in Vegas.Doel said:So clearly there was an embargo on the event.
This.Broadbandito said:for how bad BF:BC is online, itll be easy for socom to step up its game. :lol
Broadbandito said:for how bad BF:BC is online, itll be easy for socom to step up its game. :lol
Nope. All we know is "summer".andycapps said:Have they stated when the beta will be available to those that purchased the June Qore issue? Didn't see any info on this in the OP.
Hey Slant Six, why add team switching?
That's a good question. The decision to implement team switching stems directly from the core premise of SOCOM: U.S. Navy SEALs Confrontation; pure online competition. The ranking system in Confrontation is meant to truly reflect individual skill and teamwork, and in order to do that all other variables must be controlled. If a team only plays one side of a map then we cant determine who truly is the most skilled, flexible and capable team. Would anyone claim that they have played a game where all the weapons, attachments, maps and game modes are 100% balanced in every way (including the previous SOCOM? Does that stop people from taking advantage of those subtle imbalances and aiming to play under the most advantageous conditions? Not a chance.
In order to make a game truly competitive it must be as fair as possible and that means leveling the playing field. There is a reason professional sports have the competitors switch sides part way through a game. Surface irregularities on an ice rink or tennis court could unbalance a sports competition, so the players always switch ends. We dont want people walking away from a match attributing their win or their loss to the location of their spawn or the weapons their team had. In addition, we feel that players will have the greatest investment in their Clan-specific Special Forces character, or at least have a preference for playing Commandos or Mercenaries and we want to ensure that in ranked games everyone gets equal time with their preferred character.
In ranked games players can expect to play a total of 10 rounds, each round being 6 minutes long. At the 5 round mark the teams will switch sides and the players reverse roles. This is the reason that each player has two avatars: your Commando (Special Forces) and a Mercenary. You will be playing with these two characters each time you jump into a game. Players will be able to create multiple preset loadouts for each avatar which can be easily selected during the course of a game. At the beginning of each round players will be able to choose the loadout they want to use.
If at the end of the 10 rounds both teams are tied at 5 rounds each then the team with the best overall performance is awarded the victory. This is where individual skill blends with being a team player to tip the balance in close matches. So if you have a camper playing with you, hanging back and not pulling his weight you may want to persuade him to change his play style.
Finally you can disable team switching in custom matches.
Voo Sneaky:
How about 11 rounds Allen... this "better performance" mumbo jumbo is over what? Bombs planted? Kill Counts? Total Earned Points? The game should just flip a coin, and put teams accordingly to that if the overpoweredness of a side is that big of an issue. By then, each team has seen each others strategies on both ends, so I don't see the problem in having one last round to decide it all.
Your professional sports metaphor fails if you don't have tiebreakers. The only sport that comes to mind that doesn't have an overtime if there is a "tie", is boxing, which is PURELY controversaly decided by judges. Some of my favorite moments on SOCOM 2 were the nailbiting tiebreaker rounds on Xroads which would determine the outcome of the whole clan war... but the way you guys are making it doesn't revive this feeling at all. Instead, everyone will focus on planting the bomb to get those "free bonus points" to ensure they get the winning edge in case of a tie.
Doel said:Nope. All we know is "summer".
TTP said:All I need to know is the frame rate. I dont care about anything else. It's THE deal breaker.
There are a few issues, though. Throughout the various matches we played, the framerate struggled to hit 30 fps. Oftentimes, the game hovered in the 20s, especially during the larger matches. Developers noted that they're aiming for 30, locked.
Weren't the last Socom games the same? If 2 was like that, then it would be totally acceptable since I remember that being really fun.TTP said:I'm seriously concerned.
TTP said:I'm seriously concerned.
TTP said:I'm seriously concerned.
Doel said:
J-Rzez said:Alpha.
TTP said:I'm seriously concerned.
Hi SOCOM folks,
I'm a music editor at SCEA, and I wanted to share with you some of the cool stuff our department is doing with Slant Six on the music for SOCOM: U.S. Navy SEALs Confrontation.
Our main goal is to musically score each player's experience in the game on a personal level without being too informative or distracting. When the battle does heat up though, expect some incredible tracks from Justin Burnett to accompany gameplay. I've included one in this post to give you a taste. Also, if you preorder from Amazon, you'll get 5 more.
The main way we determine when and how to play music is by what we call the "Combat Intensity System". Game events are tracked - enemies letting off rounds, bullets whizzing by your head, someone chucking a frag grenade - these are all factored into the combat intensity. When the value of intensity reaches a certain threshold, combat music kicks in to accompany the ensuing chaos. Over time the total combat intensity value goes down so that events from too far in the past don't affect the system.
The analogy we like to use is it to imagine a bucket. Whenever something exciting (gunshots, explosions, etc) happens in game, water gets poured into the bucket. Now imagine that this bucket has a small hole in the bottom that water leaks out of slowly. If enough water is thrown into the bucket at one time, the bucket overflows and at that point we play music.
When you're not engaged in serious combat, the music largely goes away to give some breathing room. Because, let's face it, you're going to be playing this game for hours! When things have quieted down even further, the Combat Intensity drops below what we call the "mood threshold". Here we play brief ambient clips every once in a while to heighten the experience of being in these exotic and richly detailed North African spaces. In a multiplayer FPS, music does have the potential of interfering with being able to hear important audio cues like enemy footsteps. As a competitive gamer, this was a big concern - especially after Scott, in the office next to mine, ran up behind me in game and put a few rounds in my back while a mood was playing. Something had to be done! Now the mood music will not play when enemy footsteps can be heard. (Bring it on, Scott!) Also, combat music will only kick in when there are enough gunshots and explosions going on around you that you wouldn't be able to even hear something subtle like footsteps.
Another cool thing we do to further tailor the score to the game experience is to create multi-layered pieces of music. We start with getting what we call "stems" from Justin, the composer. The stems are separate audio files each containing a different instrument that makes up the song. The song gets sliced and diced then we recombine the instruments to make two different arrangements - one for a medium intensity combat and one for a higher intensity combat. If a battle is exciting enough, the audio file containing high intensity instruments gets played on top of the already playing medium combat music. Again, this is all determined by the Combat Intensity System.
One challenge with designing music implementation systems for video games is that they can become too literal and lose their musicality. So there are all kinds of other things going on that take into account issues like music ping-ponging between intensities with game states, number of players on the map, differences in weapon fire rate, etc. Ultimately, we try to find ways in which to track the game experience musically, but we also allow the great music that our composer delivers be heard and 'breathe' in the way it was intended.
It gets pretty deep, but at the end of the day I think music is going to add a lot to the SOCOM: Confrontation experience.
Cover of Night.mp3 (2.75 mb)
Cheers,
- Ernest
HoTHiTTeR said:I kind of expected the Beta to drop before the next "issue" of Qore came out. Any word on when we can expect the Confrontation beta to be available?
TTP said:I'm seriously concerned.