Huxley Game, Massively Multiplayer Online First Person Shooter Game, MMOFPS


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Old 20-04-2006, 06:07 AM   #21 (permalink)
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You play an RPG to level... this is mainly going to be FPS, which translates to killing people.
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Old 21-04-2006, 07:54 PM   #22 (permalink)
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If one man can take out 10, that is more of a reflection of the lack of teamwork on the part of the 10 rather than the skill level of 1. If this game is like that, then I will not last in it. that is just over the top. I am all for setting skill the advantage but 1 v 10 and the 1 winning is totally unrealistic. now if it is 1v3 and the one wins, sure. I'll buy that. I defeated three oponents once in a paintball game 1v3. That was an example of skill defeating no skill.
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Old 21-04-2006, 09:40 PM   #23 (permalink)
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Ah you guys don't understand, I'm just making examples!! Also nobody is expected to take out 10 people at the same time. You can however take out people one after another.
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Old 21-04-2006, 10:34 PM   #24 (permalink)
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That brings up another question though.

How/will there be ways to recharge your health? Will it be a matter of finding a medic type person, will there actually be health pack type inventory things (that you'd find on people you kill also), will there be recharge "Stations" like in some other games, etc
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Old 21-04-2006, 11:13 PM   #25 (permalink)
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Only time will tell, i guess.
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Old 22-04-2006, 12:12 PM   #26 (permalink)
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Meh, I'm against recoil since this is a sci-fi game the weapons are going to be ott. Though I expect there to be some sort of 'cone of fire' expansion for many of the weapons. I imagine huxley to be quite centric to your movement as well as your aim, in UT movement is very important whereas in CSS getting the first shot or having the element of surprise is important. I highly doubt gameplay will turn out to be this stealthy covert 'spec ops' type game that some want it to be.
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Old 22-04-2006, 01:49 PM   #27 (permalink)
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im against the 2-3 hit idea. i think the armor should absorb a lot of damage allowing for longer close quarters battles seeing as this is going to be more ut/quake styled. eg in ut04 a battle with 150 sheild/100 hp will last much longer than a 100 hp battle. Although once armor is depleted, you should die very easily, like 2-3 hits.
as for increasing the skill margin, i think adding a few things like dodge (NOT ut fly accross the screen style) roll, prone or other movement abilities will help make for a steeper learning curve.
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Old 25-04-2006, 06:08 AM   #28 (permalink)
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Well, seems like this is a 2 sided argument. The UT/Quake ppl wnat the game to be like UT/Quake, Run around spray and pray kill everything. And the CS/BF people want it to be a squad/Organized type of gameplay, Requiring Communication, Skill and Teamwork.

From what i have to say i think the game that matches this argument the most is the COD series. You can either Spray and Pray or work as a team and its still all realistic, Get shot in the head you die, 1-5 shots to the chest you die, grenade blows up 4 feet away from you you die.

So either way, spray and pray, or tactics/team work. This game could include both you know, With large scale maps i dont see how a UT/Quake approach could make the game succeed, having to run across a huge map to get to the other team and what not then gunning them all down.... i just cant see it. In close quarters hell yea i could see it. but since this is a MMOfps with hundreds of players all in the same area... i dont see it being succesful. With realistic hitboxes a UT/Quake Approach would be bad, it would be like playing UT/Quake and killing people in one or 3 shots by spraying everywhere.

I dunno, this is just my opinion, and in my opinion a Tactical, Communication and teamwork based approach is the best for this game. Much like the Bf series. But huxley style. 8)
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Old 25-04-2006, 07:11 PM   #29 (permalink)
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Spray and pray is used to describe CS and BF-style games where you aim your crosshair at the other guy and just hope that the shots hit him.

Any single person can dominate any style of game. It depends entirely on the gameplay type. If all the PVP gameplay in this game involves holding multiple areas and such, then there's no way for 1 person to possibly do everything himself. But I have yet to see an FPS game where 1 good player can't do the work of multiple bad ones. This should be expected and in fact encouraged, as it gives you a reason to actually be decent at a game.

At the same time, 3 good players will always beat 1 good one, so teamwork will be important regardless of the style of game. Anyone who doesn't think there's any tactics in UT/Quake styled games is mistaken. Different gamestyles simply call for different types of strategies, but any time you have more than a couple players on opposing sides in any game, the smarter team will most likely prevail.

Incidentally, if anyone wants to see some examples of teamwork in action, the UI3 UT2k4 CTF tourney starts tonight, #2k4ctf and #unrealness on irc.enterthegame.com will have UTV/shoutcast coverage.
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Old 25-04-2006, 08:29 PM   #30 (permalink)
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Well, I'm just glad the devs arent taking this realistic slow paced approach and turning Huxley into a camp-fest. UT style gameplay pretty much suggests that fast movement is going to be a key factor in how well you preform. None of this crouch and take 3-5 seconds to make a perfect shot.

Anyway, UT style gameplay as skilless as some of you seem to think, tracking objects moving at that speed across your monitor is pretty difficult, especially if you have to lead your shots too. I find this adrenaline filled reflex sort of gameplay much more appealing than sneaking around in some building hoping to catch someone off guard.

I'm sure all will become clear when E3 comes around.
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Old 26-04-2006, 02:01 AM   #31 (permalink)
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I make no assumptions on how Huxley will compare with FPSs in regard to hit boxes and more importantly head shots. In CSS the "spread patterns" add an element of player skill to the game.

In order to add the skill of the player and the "skill" of the character you are playing I would like to see a combination of the CSS and UT type of shooting. The higher a skill in a weapon the smaller the spread area gets until your character is so good that they can control recoil or always hit where the crosshairs show.

They could split up skills like recoil, aim, reload speed, etc that will give reason to level your character through missions or quests. I hope they do have a system like this. It would bring players from both sides of FPSs and allow non-FPS junkies to compete.
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Old 26-04-2006, 02:24 AM   #32 (permalink)
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I gotta disagree with that because I absolutely hate when I aim on someone and the game basically says "no I'm sorry but we've statistically decided that you will miss this shot".

However, they have stated that you can ONLY get better weapons through whatever leveling-type system they end up using. Thus, it would make sense that higher level characters would have weapons that have combinations of better accuracy, more damage, faster rate of fire, etc. Personally I would rather have a weapon do less damage per shot and require more hits than one that just decides it doesn't want to fire where I put my crosshair. At least in that instance I have a chance to outshoot the other guy and win the fight. If my weapon can do similar damage but is just less accurate, it feels more like a dice roll.

Also, considering that higher level players will apparently also have access to better armor and maybe even more movement options (and who knows what other bells and whistles), I don't think that giving lower level players inherent accuracy disadvantages would really be necessary.
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Old 26-04-2006, 03:28 AM   #33 (permalink)
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I think you bring up great points and that it will be interesting to see if Huxley goes to the more traditional MMO style of game or FPS. The possibilities that I stated are more traditional MMO while yours is more UT**.

Does anyone else have any thoughts. Will Huxley be an FPS/MMO or a MMO/FPS? Or better yet what would you like to see?
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Old 26-04-2006, 10:13 AM   #34 (permalink)
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i would definatley prefer a fps/mmo than the alternative. i hope they design it so a leet level 1 player at least has chance against killing a n00b "level 60". However the game should still be able to let the noobs get that high.
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Old 27-04-2006, 12:56 AM   #35 (permalink)
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Then what is the point of spending days, months or (I hope not) a year of leveling a character to have a newblet (mostlikely an alt) be able to head shot you? I am very interested to see where the balance, if any is for an MMO player. I would like to think that Huxley is not only trying to draw FPS players but from the other half as well.

The MMO side of me says character skill balance while the FPS side screams for player skill.

If they can draw more than we few that meens bigger battles, more kills and eventualy better tactics for more challenge.
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Old 27-04-2006, 01:39 AM   #36 (permalink)
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Quote:
Originally Posted by Jobus
Then what is the point of spending days, months or (I hope not) a year of leveling a character to have a newblet (mostlikely an alt) be able to head shot you?
That's why I would love a game like this, like another poster said it makes trash talk meaningful. Just because you are some high level character doesn't mean I can't fill your head with bullets and take you out. Levelling up will hopefully mean you can just get better access to weapons, gear and skills. That's it. If you want a game like that, you have a huge selection of MMOs out there, lets have one MMO for the FPS gamers.

Also on CSS I don't achieve anything, I don't gain AK +5 damage but I have been playing CS and CSS for 3 years. I just play the game because I enjoy it. That buzz you get out of playing a FPS game, I have never got in a MMO.
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Old 27-04-2006, 02:08 AM   #37 (permalink)
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A mediocre player with much better armor and weapons will probably be able to take out a moderately better player who has vastly inferior equipment with no problem.

Also, I doubt 1 headshot would kill in this game. It depends on how they plan on handling respawns, but I would be surprised if you could die in 1 shot from any single infantry weapon shot, even a rocket launcher or sniper rifle. It would slow down gameplay incredibly if you ran in, died in 10 seconds, and then spent 30 seconds getting back to that point.
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Old 27-04-2006, 02:15 AM   #38 (permalink)
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Quote:
Originally Posted by Soleft
...Levelling up will hopefully mean you can just get better access to weapons, gear and skills.
So what will your character's skills do for you in your perfect Huxley? Increase damage, add stealth, allow you to use better armor? In other words making it more difficult for other player characters of any level to make trash talk meeningfull to you?

I would just like to say that I am not trying to attack anyone with questions. I am just interested in who will be playing the game when I do.
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Old 27-04-2006, 02:45 AM   #39 (permalink)
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Higher level players will have an advantage, they won't be overpowering, that's all.
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