* Escalation Add-on Pack: $7.99 Through November 9 (until 11:59pm Pacific), anyone who purchased our previous DLC pack, Interdiction, prior to Midnight Pacific Time on October 28 gets 20% off the Escalation asking price!
* Interdiction Add-on Pack: $4.99, reduced from its original price of $9.99; this is a permanent adjustment
* MAG Starter Kit: $14.99 Valued at almost $30, it’s everything new MAG users would want: Both the Interdiction and Escalation Add-on packs, a 30-day trial for MAG character slots B and C, six official MAG PS3 avatars that sport Raven, SVER, and Valor characters and badges, and three dynamic PS3 themes (one for each PMC).
* PlayStation Plus Members receive special bargains as well. Through December 14, “PS+” members can purchase Escalation at the discounted price of $7.99 and Interdiction at half price, for only $2.50!
It wasn't that. I could play quite well near the end often coming in the upper quarter of scorers and achieving some useful objectives. It's that the game was, IMO, fundamentally broken. But I covered all that in the MAG thread!Yeah the game can be humiliating when the opponents are too good.
That doesn't surprise me, as the only people who haven't ditched the game and moved onto something else will be dedicated players. That is, you're left with those who 'got' MAG, rather than educated the user base so it all got up to speed. But the teamwork alone wasn't just it. The scoring and awards system was broken. The different combat styles were broken (LMG FTW). The whole game was just plain broken and wrong. It was poorly thought out, very poorly tested (why don't developer test with the mainstream public to identify points they manage to miss, like throwing a player into tthe mist of a battle with no opportunity to practice and having them repeatedly slaughtered as they come to grips with the controls and mechanics is a bad idea that generates frustration, not entertainment which is what games are supposed to do?!), and from the sounds of it they are making decisions while still not really understanding what they're doing. It's apparent Zipper aren't going to overhaul the game to a useful degree, and so it'll remain broken IMO.Hmm... I think the players are generally better now. You can find excellent team work sometimes.
Most of them know what to do in any given situation (e.g., what to protect, how to protect, what's urgent/important to save, etc.).
The game has gone through a lot of tweaking, so they may have sorted it by now. But when I was playing, it boiled down to LMG or sniper. If you're a great shot, the AR was okay after the 5th or 6th update p), and I did enjoy sneaking behind enemy lines when high enough to have motion detector and silencer and causing a bit of havok, but then the game never rewarded my contributions even though I was contributing significantly to the team's success. Whereas running stupidly into the thick of the action and rezzing people and dying a lot was deemed valuable.I actually thought the weapons are fine. At level 66, I am killed by a fair share of SMG, LMG, Assault Rifles, knife, shotgun. May be I should start a second character and go through the difficult newbie experience again.
This is probably the biggest fault with most online competitive games. Any game that can throw players into a no-win situation and expect them to die repeatedly with no defense for 20+ minutes is just plain badly designed. There's no other way to describe it. The game should give every player the opportunity every game to get enjoyment from it. If your game makes people miserable because they're getting spawn-killed or are hemmed it, then it's failing in the raison d'etre of games! And I'll point out that it's not losing that I don't like. I find the occassions I'm on the winning side and pasting the opposition no fun either. In WH, when hosting, I'd give the opposition a chance, let them break out of their base and try for another, or even switch to the losing team to help them out. I don't know what percentage of the (gaming) populace gets a thrill from utter domination and maybe that's something a lot of gamers play for, the times when they are crushing the opposition, but it's not something I find entertaining. I like balanced games with to-ing and fro-ing and good sportsmanship. I'll applaud a good shot that takes me out or a well executed plan, as long as it's within a fun game where I feel I'm making a contribution. Uncharted 2 was pretty good in this respect, where even against dominant teams I could find entertainment, but sadly balancing remains off in that game too such that teams get quitters, which then makes their position even weaker.The second problem is once you're up against a well coordinated platoon, it's difficult/impossible to turn the tide.
The game has gone through a lot of tweaking, so they may have sorted it by now. But when I was playing, it boiled down to LMG or sniper. If you're a great shot, the AR was okay after the 5th or 6th update p), and I did enjoy sneaking behind enemy lines when high enough to have motion detector and silencer and causing a bit of havok, but then the game never rewarded my contributions even though I was contributing significantly to the team's success. Whereas running stupidly into the thick of the action and rezzing people and dying a lot was deemed valuable.
Escalation is a superb add-on. It actually raises the quality of the game. Probably would give it an 8 or 9 in score. Playing the SETI map or Silverback Ridge and running alongside dozens of your team mates into a three sided combat field with good engine performance (improved framerate and endless draw distance) makes this feel like MAG the sequel. Pretty special.
Pros:
+ Most beautiful MAG maps yet. No Fog!
+ Escalation maps are tuned for better framerate performance, runs better than the rest of MAG.
+ Three sided combat makes the game feel truly unique.
+ Winning a three sided match is *really* satisfying.
Design:
+/- There is one global spawn point for each team that never changes throughout the match (though the team is randomly assigned one of these at the start of each match) and there's some distance to cover to reach the map center with plenty of chokepoints to get there.
Cons:
- If you *really* hate clusterfucks then Escalation endgame is not for you (when goal A, B and C is done with everyone focuses on D).
MAG has never been better imho. Escalation also sets the ground work for future MAG sequels.
The game has gone through a lot of tweaking, so they may have sorted it by now. But when I was playing, it boiled down to LMG or sniper. If you're a great shot, the AR was okay after the 5th or 6th update p), and I did enjoy sneaking behind enemy lines when high enough to have motion detector and silencer and causing a bit of havok, but then the game never rewarded my contributions even though I was contributing significantly to the team's success. Whereas running stupidly into the thick of the action and rezzing people and dying a lot was deemed valuable.
This is probably the biggest fault with most online competitive games. Any game that can throw players into a no-win situation and expect them to die repeatedly with no defense for 20+ minutes is just plain badly designed. There's no other way to describe it. The game should give every player the opportunity every game to get enjoyment from it. If your game makes people miserable because they're getting spawn-killed or are hemmed it, then it's failing in the raison d'etre of games! And I'll point out that it's not losing that I don't like. I find the occassions I'm on the winning side and pasting the opposition no fun either. In WH, when hosting, I'd give the opposition a chance, let them break out of their base and try for another, or even switch to the losing team to help them out. I don't know what percentage of the (gaming) populace gets a thrill from utter domination and maybe that's something a lot of gamers play for, the times when they are crushing the opposition, but it's not something I find entertaining. I like balanced games with to-ing and fro-ing and good sportsmanship. I'll applaud a good shot that takes me out or a well executed plan, as long as it's within a fun game where I feel I'm making a contribution. Uncharted 2 was pretty good in this respect, where even against dominant teams I could find entertainment, but sadly balancing remains off in that game too such that teams get quitters, which then makes their position even weaker.
The other pet-hate is that more capable players are given advantages to make it easier for them to dominate. That's just plain backwards and prevents new players from getting any enjoyment for a long period of slog. This may tie in with the above question about how people feel about total domination, and perhaps for many gamers having noob cannon-fodder that offers no resistance or challenge is seen as fun. If so, there's no place for me in any online competitive game (shooter anyhow) and there's no point me buying into them.
What're the gameplay differences between WH and MAG ? I can't get into WH for some odd reason. I know many people love it. I blame the planes (I want to pilot one, but I can't last for 2 seconds).
BTW, were you in Raven ? SVER should be the strongest. I think they dominate most, if not all, the game modes now.
I tried more Escalation yesterday. Got shot up like bee-hive because I don't know the maps. It looks like many people already understand the maps very well. They hide along well travelled paths and ambush newbies like me. Died many many times along the way before I get to the game objectives to fight for real. But once I'm inside the base, it's back to my favorite combat (earned 1000+ points in some games). To avoid getting slaughtered by enemies, best way is to wait for teammates and attack together. Never go in alone. Some of the clans are very well organized.
EDIT:
May be they should give new players 15 free skill points. You should be able to build a reasonably strong soldier with 15 points, like the original MAG (Improved health and such).
Beginning with the next MX vs. ATV title, THQ is hoping to explore an alternative business model for retail games -- launching at a lower price point and then selling more incremental content later. That's where the industry is headed, says company president Brian Farrell.
"What we're thinking about the business is we're turning it on its head a little bit," Farrell told attendees at the BMO Capital Markets conference in New York this week. "It's not, 'how high a price can we get', but 'how many users'," he suggested.
"If you can capture everyone under that economic curve, that's where you can make the most money," Farrell added.
The $59.99 price point is "keeping people out," he continued. A more accessible retail price point means a wider initial install base for a title, thus a larger pool of DLC customers -- and a more viable business model overall, according to Farrell.
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