Titanfall has maximum player count of 12 (alongside AI) [Respawn comments post #558]

I've long thought that Respawn needs to make Titanfall a lot more like Fuse.

oh-you.gif
 
Guys, what if Titanfall is actually a FPS MOBA? Think about it. 6v6, multiplayer only, ai controlled units that can be farmed.
Where did this MOBA talk of Titanfall start? I feel like everyone has been saying it at this point

The thing is tho it's still going to turn into a meta game over who can set up the better trap/farm faster with A.I bots. That's just my opinion. Hoping they aren't underestimating the community they are trying to get attention from
 
Define an FPS like this

Generally just referring to competitive MP shooters.

Grief has started a good list of games I am thinking of. Halo, cod, cs, I'd add rainbow 6, quake, UT, W:ET, TF2...

All these games work really well at 6v6. Some also work really well with higher player counts as well. But none of them are bad while playing 6v6 either.
 
Raide said:
You can jump in...and out!

Ok GAF, will there be other modes aside from 'Team Deathmatch' meaning; will there be modes that take advantage of player counts?

I ask because what if having more than 12 people affects how you jump in and out of those gigantic robots that I was mentioning earlier? I would hate for that to happen, and I can live with 12 people and npcs jumping around in a huge 'arena'.
 
This is a non-issue. Obviously if the size of the maps were like Battlefield's then we got issues. They're going after the CoD crowd of twitch-based, short-attention spanned, instant gratification types which I'm sadly a part of.
 
Ok GAF, will there be other modes aside from 'Team Deathmatch' meaning; will there be modes that take advantage of player counts?

I ask because what if having more than 12 people affects how you jump in and out of those gigantic robots that I was mentioning earlier? I would hate for that to happen, and I can live with 12 people and npcs jumping around in a huge 'arena'.

At E3 they showed off a 'hard point' mode which was similar to conquest in Battlefield.
 
I am kinda hoping he said Bish...

She did.

COD is 6v6. What exactly is the problem?
This is standard by now. Games like Battlefield are the exception.

People aren't clear on how it meshes with the large-ish scale of the maps and need clarity. They need videos. CoD maps are claustrophobic in comparison to Titanfall maps. Because they have to be. It's just a gap in understanding that needs to be filled with gameplay video.
 
Not usually a fan of bots, but I'll wait for impressions/to play before I judge. My biggest concern is how actual player opponents show up differently than AI (like with a marker or something). AI is usually dumb but accurate, and people are sort of the opposite.
 
This has been known for a long time.

The AI Soldiers should fill up the maps just fine, it won't feel like Ghosts where you're just running around large maps for long stretches of time without actually seeing anything.

SHAME ON YOU USING LOGIC
 
Not usually a fan of bots, but I'll wait for impressions/to play before I judge. My biggest concern is how actual player opponents show up differently than AI (like with a marker or something). AI is usually dumb but accurate, and people are sort of the opposite.

The bots in the latest CoD games are surprisingly realistic at times (Black Ops 2 and Ghosts), but I think that was after the IW split.
 

"I'm sorry. I'm sorry that Respawn haven't made the game that you dreamed up in your head."

Yep.

Eh...

I agree with his point on asymmetrical gameplay, leading to Lobby jumpers (or worse, team killers upset they didn't get the mech), but his initial platformer collectathon argument was a straw man, and he completely glosses over matchmaking variety (like the fact that Halo offers a Big Team Battle mode that scales maps accordingly and is balanced for that type of play). Battlefield offers team deathmatch scaled down, and it's nice to switch to this mode now and then to recover your KD ratio that suffers in Conquest, or if you're in the mood for something more intimate. The key here, variety offered by scaling map size with player count.

Also, I'm getting a bit tired of people that have played the game once or twice at some expo event, dismissing any and all concerns because their one match experience was great fun. That doesn't speak to the variety offered by the game, or if Titan Fall's main mechanics are a novelty that will wear thin (I'm looking at you, Lost Planet MP). The official videos released are all very cinematic, carefully choreographed strings of hero moments. Basically, the best match you'll probably ever have. How about a free demo or hands-on MP event sponsored by Dew, that shows a ton of live gameplay with players, like me, that suck?
 
Where did this MOBA talk of Titanfall start? I feel like everyone has been saying it at this point

The thing is tho it's still going to turn into a meta game over who can set up the better trap/farm faster with A.I bots. That's just my opinion. Hoping they aren't underestimating the community they are trying to get attention from
The MOBA mentions are just the best shorthand for explaining the use of AI bots in this since it's different from the traditional use of FPS bots (as complete replacements for humans). A lot of people are having a hard time grasping the concept and that's probably the best analogy we can give with the info at hand. It's more accurate to say that there are some MOBA design influences at play here the same way an action game may take some influences from an RPG.
 
I agreed with you earlier in your worries about variety. Less players max may provide less room for overall variety in total modes on offer, maybe, possibly. And the value proposition isn't something we can really tackle yet. Its an open question.

But this phenomenon where people make up a game in their mind and then blame the devs or whomever else when reality ends up different is something that happens a little too often.

I'm guilty of having done it myself plenty of times, and its a real danger of early hype and trickle-feed details, but ultimately people do it to themselves.
 
I 've never owned a Xbox and I don't give a damn about online shooters but isn't the quality and fun of a game not more important than the number of players?

Who cares if there are 18 or 12 players? The best games in live often have only 2 players, like chess or something else.
 
At what point does the novelty wear off, 6v6 is fine for current gen, But for a big next gen game and exclusive at that when people have mastered the maps or what not, Its only natural to then think damn i wish there were more players etc....

Just seeing 32v32 on console is epic, Im not knocking the game and 6v6 could be alot of fun but for the xbox one i would have expected more, Luckily i'll get it for the 360 as wont be out for the ps4.
 
Looks like this all basically comes down to: we don't know enough about titanfall. Some new information about the mechanics of the game will probably help to sort this all out. We could also just wait and play it.
 
VideoGamerTV said:
Titanfall is only 6v6? Must be a tech limitation, right? No. Don't be bloody daft. x

The operative word being only. As in, it can't do more.

Call of Duty 4, and its 'Ground War' mode, would imply that the core team don't oppose stretching the player count for the sake of balance. If it was technically feasible, for the game that Titanfall currently is, I imagine it would be included. To cater for that audience who don't mind a less balanced game for the sake of more players.

I don't think that a tech limitation guided that design. No, I believe that 6 v 6 was the right balance in Respawn's eyes. But I do think that tech limitations play a part in Titanfall having a max player count of 12. They designed around a max of 12, and don't have the hardware latitude to try to appease that section of their audience who want more. It, among other things, implies that Titanfall is pushing the hardware it is primarily developed for as far as they can take it.

Now, to those calling it a hardware issue ... eh. If Titanfall was envisioned to be a 16 v 16 player game instead, it would probably exist as that, with any of the graphical, framerate or fidelity drops that incur.
 
Looks like this all basically comes down to: we don't know enough about titanfall. Some new information about the mechanics of the game will probably help to sort this all out. We could also just wait and play it.

That's correct. More info. More videos to be specific.

We could also just wait and play it.

Nope. That kind of patience is unrealistic. They need to show some game MP footage. 10 minutes with developer commentary will be more than enough.
 
How does the console the game is on have anything to do with the number of players that "should" be in the game. I guess Street Fighter sucks because 1v1? And Powerstone is objectively better? I'm sadly surprised by the crap people have been saying in this thread (first page is painful) but I'm reading through it to try to understand where people are coming from and I just cannot. I tend to let the developers design the game and decide for myself whether or not it is good. Maybe people who are growing up on the COD generation are now expecting player counts to steadily increase.
 
Where did this MOBA talk of Titanfall start? I feel like everyone has been saying it at this point

The thing is tho it's still going to turn into a meta game over who can set up the better trap/farm faster with A.I bots. That's just my opinion. Hoping they aren't underestimating the community they are trying to get attention from

Probably ever since it was announced as balanced for 6v6 with ai filling in, and revalations the AI could probably be "farmed" for kill streaks /timer reductions for titanfalls. I assume getting killed is just as bad in this game as it resets your killstreak/titanfall timer, and the goal is probably to get your titan ASAP, since I assume they have the highest killing power.
 
The MOBA mentions are just the best shorthand for explaining the use of AI bots in this since it's different from the traditional use of FPS bots (as complete replacements for humans). A lot of people are having a hard time grasping the concept and that's probably the best analogy we can give with the info at hand. It's more accurate to say that there are some MOBA design influences at play here the same way an action game may take some influences from an RPG.

I wish for a FPS game that takes inspiration in MOBA mechanics. Not a a true MOBA but in fp view, mind you, but a real fps with some new ideas borrowed.

For example, death as penalty. Death is managed very differently in a MOBA in comparison wtih a FPS. Death is cheap in fps, but very costly in MOBA games. It increases a tension a lot playting them.
Or the game mode, a tug-of-war with intermediate objectives in the map (the towers), I like that idea instead of TDM, CTF or capping points after points in BF conquest.
Or the focus in great number of varied characters instead of different maps.



About Titanfall, I think the AI will be more like AI grunts in a SP game, not like the creeps in a Moba game.
 
Well, here's my two cents: In BF4, 64 players is too many. 32x32 is a clusterf*ck. A shit show. My friends and I normally play 24x24 (48plr) servers max. More players, IMO, actually detracts from the experience. More does not equate to better. (Unless you are chopper pilot with pocket engi repair tooling you the whole time. But I digress).


Titanfall is obviously playing on smaller maps than BF4. Significantly smaller, I would speculate. We might have been hoping for 12v12 or 10v10 but I mean, those guy would know better than us at this point. I'm not willing to get all up in arms about it just yet :)
 
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.

surely since all of the a.i is handled by the MS Cloud©, it can still mean that 6v6 is the limit in terms of the power of the hardware

Right, I'm a bit late on these... but the next person that plans to jump in with the Cloud argument needs to explain how other players online are absorbing all the CPU processing of my console.

I wonder what's the ratio of time spent killing bots/players. Also, the cynical part of me is already convinced that the journos praising this game did so because they thought they were dominating real humans instead of bots.

Now this, I can actually see happening a bit. People love feeling like they're kicking ass, and I wouldn't be at all surprised if some people came away with a more favourable impression due to all the AI they murdered on their first go.

But then, is that really a problem? I don't mind other people getting cheap thrills in multiplayer as long as it's not directly at my expense (hello Mario Kart).
 
I wish for a FPS game that takes inspiration in MOBA mechanics. Not a a true MOBA but in fp view, mind you, but a real fps with some new ideas borrowed.

For example, death as penalty. Death is managed very differently in a MOBA in comparison wtih a FPS. Death is cheap in fps, but very costly in MOBA games. It increases a tension a lot playting them.
Or the game mode, a tug-of-war with intermediate objectives in the map (the towers), I like that idea instead of TDM, CTF or capping points after points in BF conquest.
Or the focus in great number of varied characters instead of different maps.



About Titanfall, I think the AI will be more like AI grunts in a SP game, not like the creeps in a Moba game.

Would be awesome, I agree.
 
About Titanfall, I think the AI will be more like AI grunts in a SP game, not like the creeps in a Moba game.
I think that's a valid comparison as well but I think their role in the overall battle will be more significant than that ala the role of creeps. Especially if they can help take or defend objectives. That's my understanding at least.
 
From what I had envisioned TitanFall would be and what I have seen, I had thought it was going to be a CoD Killer (aside from CoD killing itself). 6v6 isn't bad and I've had my fair share of matches like that in TF2 and even 9v9 Highlander, but I had the most fun pubstomping in 32 man servers. It would be good if there were 2 modes, the former being the competitive one and the latter being the one for pub play.
 
I think that's a valid comparison as well but I think their role in the overall battle will be more significant than that ala the role of creeps. Especially if they can help take or defend objectives. That's my understanding at least.

drr what how are creeps not important, Good creep management and last hitting is the difference between a victory and a defeat in a Dota game, especially considering how snowball heavy the game is. Unless killing this these NPC, continually making you stronger ala full blow kill streaks , I can't see how they'll be more significant.
 
This right here, simple as that. Thank you for reading my mind.

These guys know what they're doing, 6v6 is perfectly fine. Anyone jumping to conclusions needs to actually think about the long-standing player count in CoD since CoD4 nailed the formula. 6v6 in almost every mode except 9v9 in Ground War.

DICE are doing their own thing with Battlefield, but IMO 16v16 is really as high as they should be going anyway. The novelty of high player counts (32+) wears thin pretty quickly when it inevitably turns into a clusterfuck.
 
Eh...

I agree with his point on asymmetrical gameplay, leading to Lobby jumpers (or worse, team killers upset they didn't get the mech), but his initial platformer collectathon argument was a straw man, and he completely glosses over matchmaking variety (like the fact that Halo offers a Big Team Battle mode that scales maps accordingly and is balanced for that type of play). Battlefield offers team deathmatch scaled down, and it's nice to switch to this mode now and then to recover your KD ratio that suffers in Conquest, or if you're in the mood for something more intimate. The key here, variety offered by scaling map size with player count.

Also, I'm getting a bit tired of people that have played the game once or twice at some expo event, dismissing any and all concerns because their one match experience was great fun. That doesn't speak to the variety offered by the game, or if Titan Fall's main mechanics are a novelty that will wear thin (I'm looking at you, Lost Planet MP). The official videos released are all very cinematic, carefully choreographed strings of hero moments. Basically, the best match you'll probably ever have. How about a free demo or hands-on MP event sponsored by Dew, that shows a ton of live gameplay with players, like me, that suck?

Why would people be upset they didn't get the mech?

The way it looks, all mechs are on a countdown timer?

EVERYONE gets a mech.

It's not like it's a random selection like Left 4 Dead's Tank.
 
I wish for a FPS game that takes inspiration in MOBA mechanics. Not a a true MOBA but in fp view, mind you, but a real fps with some new ideas borrowed.

For example, death as penalty. Death is managed very differently in a MOBA in comparison wtih a FPS. Death is cheap in fps, but very costly in MOBA games. It increases a tension a lot playting them.
Or the game mode, a tug-of-war with intermediate objectives in the map (the towers), I like that idea instead of TDM, CTF or capping points after points in BF conquest.
Or the focus in great number of varied characters instead of different maps.



About Titanfall, I think the AI will be more like AI grunts in a SP game, not like the creeps in a Moba game.

It has been a while since I played it, but I'm pretty sure Super Monday Night Combat tried to do all of those things.
 
"Hey guys, I don't know jackshit about video games development, nor did I work on TitanFall, but I'm going to say this is all a limitation of a weaker console and now they're trying to pass it off as a positive thing"...

"Hey guys, I don't really play many shooters, but I'm going to assume 6v6 is bad, despite the fact that games like Call of Duty are only really 12 players aka 6v6 as well, or that Halo is usually 4v4 etc. That's because in my mind, 32vs32 sounds like a better number, forget how much it will impact player engagement, player spawns, team play and map control"...

No wonder devs hate gamers on forums some times.
 
"Hey guys, I don't know jackshit about video games development, nor did I work on TitanFall, but I'm going to say this is all a limitation of a weaker console and now they're trying to pass it off as a positive thing"...

"Hey guys, I don't really play many shooters, but I'm going to assume 6v6 is bad, despite the fact that games like Call of Duty are only really 12 players aka 6v6 as well, or that Halo is usually 4v4 etc. That's because in my mind, 32vs32 sounds like a better number, forget how much it will impact player engagement, player spawns, team play and map control"...

No wonder devs hate gamers on forums some times.

I say it probably is a limitation of a 'weaker console', as 12 players represents their max and perfectly balanced experience, where games like COD4 with a large amount of the same development team allows players the option to increase the player count, perhaps to the detriment of balance.

I think it's certainly indicative that the hardware Titanfall is primarily developed for doesn't have enough latitude for Respawn to include an increase to the 'ideal' player count to satisfy some of those players who want larger matches.

I'd disagree, however, that the limitation was the cause for the design decision.
 
Would be awesome, I agree.

I don't .. while I love dota I can hardly call it an enjoyable experience because of the snowball factor. Makes the games you snowball in boring and the games your enemy snowballs in even worse . And then it causes resentment towards newbs due to feeding .
 
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