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

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?

Because it is only Playstation fans discussing their surprise at the player count. Come on.
 
And here I thought the best time I ever had playing games was 5vs5 Instagib CTF with Unreal Tournament in a clan. But damn, how wrong was I, together with thousands of other players...

Seriously, barely any game has ever given me more enjoyment than UT(99) and was it 1080p/60fps & did it have 16vs16 players? People should stop craving for high """"important"""" numbers and just see whether a game is enjoyable or not. And guess what the opinion of most people who played Titanfall was?

It was a non-stop action-fest that kept you on your toes all the way through the match and was enjoyable as f*ck. But I guess that doesn't matter anymore, since now we know that it doesn't have a high player count. The game is instantly poo, just like any other game when we know it doesn't feature the all great and mighty 1080p or 60fps.

Seriously, I am ashamed by people that dare call themselves gamers. People have lost all sight of what games are about.
 
If the developers say 6 v 6 is where the game plays best then I trust they know what they are doing. Still looking forward to this on PC.

In other news, this thread is moving so fast and some comments are beyond comprehension - It's hard to keep track!
 
Fake Kaz...lol.

CEO Kaz Hirai ‏@KazHiraiCEO
I can confirm that Titanfall’s multiplayer will be limited to 0v0 players on PS4

Edit: For whatever reason, he deleted the tweet. It was definitely there a few minutes ago. Odd.
 
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.
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.
 
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.

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.
 
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 don't mind. I will buy it and play it. Still my most exciting game of this year alone. If you want your big scale battles go play Battlefield or Planetside 2.
 
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.

Why would having more human players put strain on the console CPU when the game logic is running on a dedicated server?
 
Works great for me I have a squad of 4-5 mates I play battlefield with, can't wait.

More players has never meant better experience.
 
Wow, I've never seen anyone so defensive about a single game before...

Sure you have. Funny how you were going to pick this up on your.. pc ahm.. But now because of player count you call it half a game and won't pay full price for it. Why is that? The game is a full game. I know why you've post multiple times in this thread. I'm going to have to go back to the other Titanfall thread here and see how much interest you showed in the game then before player count was released.

Edit.. not one single post about Titanfall on this site I see. But lot's of post in threads about Xbox One, the sales of Xbox One and Xbox One related games. Wonder when you're buying that Xbox One. I might be an Xbot, but I'm not in PS threads here making hits and acting innocent here. I save that for crap places like n4g.
 
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.
For the same reason there isn't a 10v10 Dota 2 game mode. C'mon.
 
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.

I'm thinking that the whole EA partner thing is the one saving grace for this game. These partners have been on Steam before. But we know ea is trying to force feed us its origin program so they don't want these guys announcing it will be on both platforms. It would have been spammed on battlelog as an upcoming game by now if it was. Since Destiny isn't going to be on pc, titanfall is one of the only fps multiplayer game I have to look forward to as a pc/last gen console guy.
 
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.

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.
 
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.
Well that's unfortunate that some would write off your question as simply hate.
 
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.
 
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.

Hate to be a pessimist but the fact that the PC port is the same isn't really strong evidence. Plenty of devs release the same game on PC regardless of the extra resources afforded (some devs barely put effort at all in optimizing for PC)

Whatever factors are actually at play here... clearly the "intentional design" is the only route they could take from a PR perspective. Whether that claim is true or not isn't overly important though...

Its a 6v6 game. Just gonna have to judge it from there when it actually releases.

Out of curiosity though... I wonder if they hit a wall in performance because of the engine, overly taxing environments, hardware limitations, or maybe its just exactly how they say it is and this is the game they intended to make after testing it.
 
It would really suck to just occasionally meet a real person during a game.

From developer and player impressions it sounds like there is constant player interaction.

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.

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.

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.
 
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!
 
Wow, I've never seen anyone so defensive about a single game before...

Dude why are you even in this thread?

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.

Cut or uncut? I can't tell.
 
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!

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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.

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.
 
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.

What element of randomness might the AI enemies add to how a match plays out? I imagine it as if a TDM were going on during a L4D campaign. Perhaps Respawn can limit repetition by changing the scenario within a level. An AI director that works harder against the more skilled players could be interesting.
 
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.

Please don't bring reason in here! What is wrong with you?
 
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.

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.
 
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.
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.
League of Legends is probably the most successful competitive MP game right now and its 5v5. Its like we are actually considering player count as a factor of what makes a game good. really? Do you also think next-gen counter-strike will be 32v32? Its about playing a well balanced competitive multiplayer. Not a mindless clusterf*ck because casuals are attracted to bigger numbers. Bf4 cant even scratch MLG with all the hype it got. i mean, do you people really think that they couldnt add more players? even a graphic intensive game like bf4 runs 64 players, what makes you think titanfall cant run 24? Competition is addictive and thats what they're aiming for, they dont care about huge mindless battles where no one has control of it due to all the variables. History speaks for itself the most successful games dont even break the 10 player count.
 
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.

Well they're mixing SP and MP in their maps so I guess they'll have cool scenerios like that. I hope at least. Like I said earlier in the thread though, for a game that is supposed to be out in 2 months there's a lot of things we don't know yet...
 
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.

A "rush" map with every player starting in Titans and the attackers trying to break through a wall to destroy anti-air could be epic.
 
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.
 
This seems like one of those experiences that you need to get your hands on before you know how to judge it. I am underwhelmed by the 6v6 limitation, but I want to see how the AI factors into the gameplay.
 
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.

Thread was really just an elaborate ruse for mods to thin the herd.
 
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