You really must be new here.
... and by 'here' I mean the internet.
The crap I've seen in this thread is something I expect from GameFAQs, not here.
You really must be new here.
... and by 'here' I mean the internet.
Man, after this conversation PS4 owners better be salivating over PlanetSide 2 when that comes out. What's that got like, 2000 players to a server?
A sony jihadist? What the fuck am I reading? What the hell is going on with some of these posts.
All of those games have shit movement. All great team arena movement-based shooters have been 5v5 to 7v7. Making it bigger turns it into something that I AM GLAD it is not. Fuck epic battles that minimize player skill.If the game can handle more players, why not leave the option there? That's what bothers me. Every modern FPS has different options and playlists so people can choose Ground War in COD is a love/hate thing, yet the option is still there, same for BTB in Halo.
"Vince is right - we tried a huge amount of playercounts (all the way down to 1v1 and up quite high) and designed the maps, gameplay mechanics, and entire experience around which played best. If anyone wants to chase the numbers game, perhaps we're not the experience they're after? I dunno."
Excuse me if I'm wrong, but aren't maps always design with a player number range in mind? Like "best suited for 4-12 players" or "ideal for 24-32 players"?
It's not like these guys are new to this. Their previous franchise and probably every modern FPS has the option to play with more than 12 players if you want to.
This sounds like terrible design to me, so I still think there's another reason for the player count.
I don't personally care about the player count, Its online and match based only so it couldn't interest me any less, I think the 800lb gorilla in the room is that 6v6 may in fact be due to hardware limitations rather than "design choice". It could really be worse, but knowing the pedigree behind this game, I have a feeling they themselves wished it were better.
Fake Kaz...lol.
CEO Kaz Hirai ‏@KazHiraiCEO
I can confirm that Titanfall’s multiplayer will be limited to 0v0 players on PS4
In my opinion:
Its GAME design choice based on the limitation of the X1 CPU, Next Gen consoles require the GPU compute for the majority of the Grunt (and Source engine probably isnt using GPU Compute efficiently - at a guess) The fact that the Source Engine is apparently CPU bound/Intensive and is a re-worked 10 year old engine, it points to the fact that they know their limits in Localized AI.
They are likely trying to push positivity on why its 6v6 (and they should, they have alot invested in it) But the likely hood is they KNEW it would be 6v6 and designed the games and maps around it.
Any AI Bots involved in the game, I would put a guess on that they will Run on MS Azure Cloud servers (Since AI is pretty much the only thing atm theorized to use the Cloud with decent results without any latency negatives) , which basically will backup that theory that the Game is CPU bound/Source Engine related.
You're not familiar with the Mukazhideen bro?
Wow, I've never seen anyone so defensive about a single game before...
See what you did Fracas.
For the same reason there isn't a 10v10 Dota 2 game mode. C'mon.What I don't get is why does it have to be locked at 6v6? You can have the main gamemode be 6v6, then also enable 12v12 and make it clear that it's not the intended way to play. I mean, they say they tried that in their tests, right? So they can actually do it.
Unless it doesn't work on the console hardware at 60fps? But that doesn't make sense to me, shouldn't be that taxing.
A lot of MP games do this. Have the supported number of players in most gamemodes, then a "clusterfuck" gamemode with a lot of players.
I'm just trying to give him the benefit of doubt. I'm remember hearing a NPR report that it's actually not that unusual in muslim cultures to use the word for other struggles that aren't tied to religious battles.Are you really actually defending that word being used?
The crap I've seen in this thread is something I expect from GameFAQs, not here.
I only play Scout in TF2 and 16v16 maps totally destroy the viability of the class and the general flow of the game as a whole.
DK gave me an answer in one of the Titanfall threads on GAF but he was really evasive about it.
He alluded to contracts being different, but that is all he said on the matter.
To be honest, if a Steam version wasn't happening, they would have outright said it.
See what you did Fracas.
wars makes beasts of us all.Console
The game has a lot of hopes riding on it, like someone else said, expect the reviews thread to be a bloodbath.
Yeah I don't see how this isn't a reasonable response
Game looks great either way but the smaller scale reveal with a game that pretty much screams large scale from its marketing... is disappointing.
Kind of impressed that this is a source engine game though lol.
Well that's unfortunate that some would write off your question as simply hate.Hey, I'm with you on most of what you said. The people who say,"6v6? No buy." or "Xbone can't support more than 12 players, trololo." are ridiculous. But I can't even ask questions about the game without being called a hater. It's a little ridiculous.
It would really suck to just occasionally meet a real person during a game.All this really tells me is you will be fighting more AI enemies than I expected.
Considering it is releasing on PC with the same player count, and the devs have already explained why they chose this player count, I'd place money on your being wrong about that.
Adding to that the fact that we already have 64 players in BF4 on the Xbox One and have had 32 players+ in games for the past decade or more in previous consoles.
Your theory just doesn't pan out.
It would really suck to just occasionally meet a real person during a game.
Source engine is great. They rebuild the whole engine but what i like about Source take a look at Dota 2 or even CS:GO this looks phenomenal. With CS:GO the hitmarkers are spot on and a hit is a hit really good netcode can't wait to shoot in titanfall.
Forgot that plenty of people have already played the game. I think that eases my worriesFrom developer and player impressions it sounds like there is constant player interaction.
From developer and player impressions it sounds like there is constant player interaction.
Apparently they completely rewrote the netcode.
The AI stuff sounds super fun IMO. Player controlled pilots and mechs going at each other while there's an army or at least a large amount of AI running around. I think I'm starting to understand what they mean by SP experiences in a MP game thing.
You a bad motherfucker!Unfortunately for you I'm a run and gunner with lightning reflexes , I'm a good sniper don't get me wrong but I don't bother with it because it bores me.I would rather be dropshotting your crappy ass and making you throw down your pad in rage.
Wow, I've never seen anyone so defensive about a single game before...
Hell no. Not for me. I'll be waiting until it drops to $40, maybe even $30 before I even consider buying Titanfall now. No way in hell I'm paying $60 for half a game.
That Titanfall was multiplayer only was bad enough for me, now this? I can no longer justify a $60 price tag for this game...
Wow, I feel like I'm on a time machine and its 1999 when such a low multiplayer count was acceptable...
Damn that's a lot of BBC.
Unfortunately for you I'm a run and gunner with lightning reflexes , I'm a good sniper don't get me wrong but I don't bother with it because it bores me.I would rather be dropshotting your crappy ass and making you throw down your pad in rage.
You a bad motherfucker!
You a bad motherfucker!
What they are hoping to do is make the missions you have more like actual objectives and less "Capture this flag/area/straight TDM."
We have plenty of shooters that do straight DM or objective stuff but most of it is pretty bog standard. I am hoping Respawn freshen things up a bit more.
The only thing about smaller player counts and maps is that (when respawns exist) the match can get boiled down into repetativeness far more quickly than a larger map with more people. The 1 guy that is slightly better will shift a battle much sooner, since even eliminating 1 player will create an asset imbalance allowing for 2v1 or 3v1 situations easier where as in a larger map and higher player counts, the better player has to work harder to single out folks and reduce the inherent disadvantage of acting alone, but the talented player can still create imbalances elsewhere on the map in spite of larger player counts and wider spaces.
Game to game, once a certain knowledge base is achieved within the players, there will always end up in a certain repetativeness on how it is played (aka the meta game), since that will always be the most efficient way to win (excluding new people, clueless, and trolls/griefers). However, how the game is designed around movement, how weapons work, ammo constraints, and other factors are the true limitus test towards how much each individual can grow and learn within the game which gets reffered to as a skill ceiling. Some games, like tribes, had a very high skill ceiling when it came to movement, movement knowledge, gunnery lead, and loadout setups. The amount of impact a single skilled player had on the outcome did not matter how many people were playing the match, as they would always sway the outcome due to the high skill ceiling involved. The only difference the player count made was on the map size. Smaller sizes for fewer people and larger for more people.
In many other games within the FPS genre, they are far more limited in terms of how they are played out by comparison. Of which, the player ends up being more limited in how they approach a situation, thus creating repetativeness sooner and how that is commonly alleviated is through larger maps with more players introducing more random elements. The problem with discussions like this, is that people fail to identify which elements allow for the varied encounters to occur and why each exists and how they work together. Lower skill ceiling games (ground bound, cooridoor design, short TTK or high front loaded weapons, high velocity shots, slow player movement) almost beg for a larger player count with more content in order to create more randomness to retain the player's attention over time. Higher skill ceiling games could just drop 2 players in a duel setting with zero cover and watch as the match unfolds over the course of a few minutes as they duel it out.
Well this thread needs about five tons of napalm throw on it...
Sorry to dogpile, but that's a really bizarre thing to say. Like an alien hearing there are eleven players on a soccer team and flipping out.
It's a fast action shooter with giant mechs.
What is the "right" number of players then?
How big are the levels?
How fast can your team traverse the landscape?
What happens when an odd/even situation happens with mechs?
And how did you come to the conclusion a "wall" has been hit in development? I would love to see a tennis court designed with this philosophy.
I want to see evolving objectives in a match that end up being different for players. So say 2 players on each team get an objective to secure or defend a location, another 2 get a move/stop a emp/charge/VIP to that location and the 3rd group of two is tasked with just defending or attacking whoever they pick.
This. Cant believe neogaf has adopted the pre-historic mentality that EA has been trying to incorporate that more players=better game just to sell more bfz.To all the BF/Huge Battles/Epic people:
You have Battlefield. You have Planetside. Stop bitching about this game not being like them.
Let competitive players have this one. Please.
6v6 is eSports as fuck, and from what I'm seeing of this game with your left hand mattering again, this could be huge. 6v6 + movement as a core aspect of gameplay + money bags = possible eSports phenomenon. Just need to see how the TTK is.
I think ultimately that is their idea. The Angel City one has one team trying to rescue someone, the other preventing and then having to run for it if they fail. That stuff sounds pretty basic but how inventive they get with the missions will keep people playing.
All I want if Titanfall D-Day landings.
I think ultimately that is their idea. The Angel City one has one team trying to rescue someone, the other preventing and then having to run for it if they fail. That stuff sounds pretty basic but how inventive they get with the missions will keep people playing.
All I want if Titanfall D-Day landings.
Crying about player count without any sort of context has to be about the stupidest fucking stuff I've seen on this board in all my time.
It's like if Respwan had just created the game of Chess and was going to release it on Xbox and said it was going to be two players. I'm sure all you smart posters would be bitching about how the game needs 100 players and it must be because of system limitations it's not.
Do you see how fucking stupid you would sound saying that? I really don't see this situation being much different than that.