Lots of talk about a game not due for a while with little information known and some fake screen shots. Slow news week?
Maybe because it's made by Zipper and people expect it to be good. I really don't see the problem to troll it and say slow news week. Pics were supposedly leaked.
18 posts about nothing (well complaints about how brown it is). The pics are obviously not from game play and no new information has been released. This is like a Seinfeld episode :smile:
but you just said lots of talk.
Complaining about brown color in a war game how sad.Maybe they should make the soldiers have pink and light blue armor?
"MAG is 100% multiplayer and has been since day one," he added. "This has let us spend all of our development resources on creating a deeper MP experience, which supports tight shooter gameplay seen in games like COD, but that’s just the foundation of our offering."
Iuppa went on to say that MAG's variety and multiplayer focus will offer an experience that is unique across all consoles.
"The amount of gameplay variety in MAG, the depth of our skills and gear, the Shadow War (the ongoing tournaments between factions), and strong community tools all create an extremely rich MP environment, one we believe is truly unique on the consoles," he said.
This seems like an awesome idea on paper but it's execution will be challenging and painful, to say the least. 128 players on each side working together? Not a chance in hell. Also, that'll be some amazing netcode to handle 256 concurrent players in a shooting genre (that requires good interoplation and hit detection). Executing this well will take lots and lots of QA work and will be very expensive.
If somehow they do pull it off, this will be the most amazing game of this generation.
The network/server layer will be no problem as long as they have good engineers and load testing. 256 players isn't much even for a low-latency shooter (and besides, it's probably 30hz at most, maybe less server-side).
The real trouble will be with game balance and getting that many players to cooperate. It can definitely happen -- like in many MMOs -- but this is usually only accomplished with strong in-game social structures. This may not be practical if the design also calls for low barrier to entry. I know it can be frustrating playing GoW2 Horde on public servers where the random people you're matched with don't know how to use shields or hold and defend ground. And that's a 5 person game where everyone has a headset.
EDIT: Oh, and let me apologize for replying to a year old post. I saw this thread and started reading from the beginning without looking at the timestamp!
The network/server layer will be no problem as long as they have good engineers and load testing. 256 players isn't much even for a low-latency shooter (and besides, it's probably 30hz at most, maybe less server-side).
I just wonder about respawning in a game like this..on a basic level I dont like the idea of respawning in a true wargame sense, but if you dont then a lot of people are going to be bored a lot..maybe just allow dead people to leave immediately, or continue watching if they want to see the outcome?
How so? I can't imagine any sense of large-scale war that isn't managed as well with 32 players and respawns. Unless you actually have 128 soldiers lined up facing each other! But hidden around a town, taking up positions, the sense of 'soldiers everywhere' is solely a matter of player/map density. Unless you ahve the option to attack en masse and overwhlem - 'I'm going to take my 50 troops to capture that outpost' - and for that you need high-level battle management, I can't see how having hundreds of players can add to the experience. Above 30ish, it'll surely feel much of a rub.Basically 128 per side could allow real large scale battlefield tactics for the first time in a fps..and thats very intriguing.
How so? I can't imagine any sense of large-scale war that isn't managed as well with 32 players and respawns. Unless you actually have 128 soldiers lined up facing each other! But hidden around a town, taking up positions, the sense of 'soldiers everywhere' is solely a matter of player/map density. Unless you ahve the option to attack en masse and overwhlem - 'I'm going to take my 50 troops to capture that outpost' - and for that you need high-level battle management, I can't see how having hundreds of players can add to the experience. Above 30ish, it'll surely feel much of a rub.
How do R2's 64 player battles compare? Does it feel noticeable different to 32 players?
At least they're being ambitious I suppose...lots of cool possibilities "if" it could work right.
I can imagine this thrilling scenario of having to take some goal (a flag or something) and you with a band of 30 or so blitz charge it..slicing through the hapless defenders for the brilliant tactical win
Basically 128 per side could allow real large scale battlefield tactics for the first time in a fps..and thats very intriguing.
I just wonder about respawning in a game like this..on a basic level I dont like the idea of respawning in a true wargame sense, but if you dont then a lot of people are going to be bored a lot..maybe just allow dead people to leave immediately, or continue watching if they want to see the outcome?
Once you're dead and aren't allowed to respawn, you're out of the game, taking the player out of the game is probably just about the worst thing you can do in terms of keeping the player playing the game, because the player might or might not watch or join another game. Die a few times, a player might just put the disc back into the box, not many people are as hardcore as SOCOM fans.
It's much better to spawn the player right back but it would work better if the player is spawned back at points where the team has captured or home. The game is better off to have the player in the game, working his way back to where he has died than die once and then be completely knocked out of the contest.
How do R2's 64 player battles compare? Does it feel noticeable different to 32 players?
The problem is, due to the size of the maps and player count, games could take ages to finish. For that very reason, I'm not particularly interested in this game.
I don't see how they can manage small armies without reprimands and rewards, as in RL. If an objective would be served by a player camping in a defensive spot, and they don't want to, how are they to be controlled? Should they be?! It's a game after all, they should be allowed to have fun, right? Typically bad players can get kicked. Managing 128 on your side is going to be hard! Perhaps squad leaders can award ranking points to team-members? Nice in theory, but favouritism will play a big part I'm sure. Maybe leader-points can be awards by the rest of the team also. But then you'll get miffed players who were rubbish and gett no team points from the team leader who will reciprocate unfairly.MAG needs to solve this via better communication, a meaningful ranking system that's also effective during a match and a more integrated objective system. If it was me, I would try to make objectives "selectable" from somewhat preset pool of objectives.