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| Huxley General This is the Huxley general discussion area where most talk regarding Huxley is done. Sub Forums: Huxley PC Forum - Huxley Xbox 360 Forum |
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#21 (permalink) | |
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Training Grounds
![]() Join Date: Mar 2006
Posts: 19
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#22 (permalink) |
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Training Grounds
![]() Join Date: Jan 2008
Posts: 17
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I like the games that go for the happy medium. Too fast and you can master it, but it's still a bunch of spazztastics with. Too slow and it gets TOO tactical where you just feel like a pawn piece. And the game just has to feel right. Slow games can feel fun and fast paced if theres enough junk going on. Just gotta get it right.
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#23 (permalink) |
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Senior Member
![]() Join Date: May 2006
Posts: 784
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I know we were discussion the possibility of them choosing to have the ammo sold from vendors along with there being special types of ammo for more money. But I don't think we ever got word from Webzen about it
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It's not UT, it's not Quake, it's not WoW, it's not Planetside, It's not CoD, it's not BF...It's Huxley |
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#24 (permalink) | |
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Senior Member
![]() Join Date: Mar 2007
Posts: 214
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This is a very subjective question. There isn't a right or wrong answer.
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Realism is not a synonym of tactical, nor is slow paced. I've played quite a few InstaGib matches in UT2k3 and believe me, there was quite a lot of strategy involved even though we had a single weapon... Granted, in slower paced games, like COD4 (which I've been playing a bit lately), it's more about finding the right spot than actually strafe dodging, although in fast paced games such as UTIII, your movements are your key to survival. Therefore, it is true that tactics differs from one and another. |
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#25 (permalink) | |
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Training Grounds
![]() Join Date: Jan 2008
Posts: 6
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What I want from a FPS is.. I want it to be like a good action movie. Though instead of passively watching, I'm in the thick of it and influencing the outcome. Though it might need skills and there might have tactical elements, I wouldnt enjoy watching an action movie where the characters are jumping around like bunnies and be able to carry 10 different weapons which entire mass would need a truck to fit it in. Running around, picking up healthbars, invisibility buffs, speed buffs, super weapons, etc.. Two characters running around in a circle in full speed jumping, dodging and going full auto on their weapons trying to hit eachother. Taken from some of my small experience with UT (been a while since playing though) and similiar games. Well, tbh I enjoyed UT a bit too. Jumping in and playing fast game in 30 min or so. But when you add the RPG content and the consistency of the character and its development. You want to "identify" with your character and thats where the added realism comes in (if you can have a "realistic" science fiction FPS that is). If you cant feel its realistic its harder to feel you are "in the game". I'll compare a bit with WoW as I got a couple of years experience of it and a lot of people can relate to it.. I really dislike the having your mount in your backpack.. or the concept of "pulling" in instances.. you got a whole room with humanoid mobs and you "manage" to pull one group without pulling the next one.. and they dont "aggro" you, even though your fighting like 15 yards away.. Lame ;/. People get used to it, as this is how you implement it. Making huge instances takes time, easier to put a lot of mobs very close to eachother. FPS games has hopefully evolved since the early days where you picked up "Extra Life", carried 10 different guns, picked up speed boosts, etc.. Hm.. reread it and saw that I strayed a bit from the original topic of "Gamespeed" |
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#26 (permalink) |
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Training Grounds
![]() Join Date: Jan 2008
Posts: 12
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If the char dev is still going to be the way they said it was going to be, it should allow for a more realistic setting in terms of amount of guns and stuff.
I read they said a player would have to invest in a license to be able to use a certain weapon, how much a license costs depends on your class, e.g. Enforcer would only have to use 2 points for a rocket launcher but a phantom would need 4. So you wouldn't see skinny alternix running around with 5 different pieces of heavy weaponry but you can still use the other weapons at the cost of losing more points to invest in other things. Ammo: To be honest I haven't read anything about ammo in the game and I can't really say what my stance on this is. Having full unlimited ammo would be a bit over the hill (plus a lot of people would just spray 24/7) but I wouldn't want to be doing an action heavy battleground that takes ages, you're enjoying yourself and suddenly your weapon goes *click*. Personally I'd just let everyone spawn with a certain amount of ammo and have some very limited ammo spots lying around places. Plus it's kind of hard to say where realism comes into the game, seeing as we have no way to know how much an Alternator Enforcer would be able to carry (seeing as I've yet to meet a live one on the street). It's best to just wait and see what the result is, there's no way we can know that this game will be "bad" if fast and good if "slow" (or vice versa). |
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#27 (permalink) |
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Training Grounds
![]() Join Date: Dec 2007
Posts: 11
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You know when CS first came out, it was relatively fast paced. A lot more so than what it is now. People were always bunny hoping all over the place, and jumping/shooting was a natural part of the game. But ever since they implemented a decrease in speed after jumping, the game became more slow paced, thus, forcing players to take more tactical methods to playing the game.
So what am I trying to say? Well, if they decide to implement a decrease in speed after jumping, the game should become more appealing to those who like tactical fps games while still cattering to those who like twitch action fps games. |
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#28 (permalink) |
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Senior Member
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I myself prefer a good tactical FPS compared to games like Unreal tourniment.Feels more real and makes you think with your brain.And you don't get those 8 yr olds kids ruining your online moemnts of glory,Cuz They don't like the game.SIMPLE!
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I put the laughter into manslaughter. |
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#29 (permalink) | |
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Training Grounds
![]() Join Date: Jan 2008
Posts: 17
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That's a good point. As long as the devs get creative, it can cater to both. |
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#30 (permalink) |
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Member
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I honestly don't mind if they make it faster or slower, either way it satisfys me. If it is fast paced, it'll be a great FPS. But slow paced, a great tactical FPS. I am mostly looking for something between the both. As long as it is balanced, It'll be great for both tactical players and for those who just want to kill their opponent.
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#33 (permalink) |
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Senior Member
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But even when the game comes out,We will get complaints on the speed anyways.If it is too fast."To much like the unreal games"
If it is too Slow "To much like rainbow six: Vegas" Even if it is in between " to Much like Halo" People are never happy with what they get.It is called "Hype".
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I put the laughter into manslaughter. |
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#34 (permalink) |
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Training Grounds
![]() Join Date: Jan 2008
Posts: 12
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So true, eclipsemind, so very true.
I'm still hoping it will be a fastpaced game though, I like tactical shooters a lot but that's all we've been getting lately (CoD4, CS:S, Rainbow Six, etc...), I could use something a little faster. plus it's going to be sweet to have a fast game that's more customizable to your own tastes (licenses, skills, classes, etc...), I don't think we've really had a decent one of those. |
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#35 (permalink) |
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Senior Member
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Yup,IT gives another element of gameplay.One may go for a vehicle licencse and maybe a skill For faster vehicles,Whilst another may go for a sniper rifle and a skill which increas weapon stability.That could lead to two things.One guy in the car havings his windshield shattered and his faces ripped aprt or the Sniper gets run over.But then that in a way reminds me of the "class and perk" system of Cod4.
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I put the laughter into manslaughter. |
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#36 (permalink) | |
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Member
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As I said, I don't really care as to how the game speed will be. If you can't take the game speed then boo hoo? Simply adjust to it? Either way in my opinion, it's perfect. And if you are an ignorant prick and can't play because, as Vicious said
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#37 (permalink) |
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Training Grounds
![]() Join Date: Nov 2007
Location: tennessee
Posts: 25
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people that are trying a fast pasced FPS suck are just mad they suck at them, lol i grew up on the quake games you just have to think fast and be thinking 3 steps ahead of what ur doing. its like FPS kong fu if you think about..
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#38 (permalink) |
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Training Grounds
![]() Join Date: Jan 2008
Posts: 12
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Fast paced fps = more reliance on reflexes and general strategy.
Slow paced fps = More in depth strategy, positioning, etc.... And those are the main stresspoints. Both types require aim and both types require you to have a brain, the focus is just different, but one isn't less tactical then the other. |
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