Don't worry, that's not unique to large player counts. The second you start playing well in CS the other team will warn you that they're reporting you and that you will be overwatch banned.
I know I also played CS a lot too.
Don't worry, that's not unique to large player counts. The second you start playing well in CS the other team will warn you that they're reporting you and that you will be overwatch banned.
You and me both brother.I can't wait to see more from "Campaign Multiplayer". Such a unique concept, with so much potential.
ROTFLMAO!
Heart Pounding 6 vs 6 multiplayer action confirmed!
So the default multiplayer option will force people to fight CPU AI via the mechs? That sounds undesirable.
That sounds really cool, and peaks my interest in terms of gameplay possibilities.AI play their own role in the game and are a different class of character in the game.
It's not an all or nothing situation. There are happy mediums for every genre and every game. What works in one doesn't work in others. Nowhere have I said Titanfall must be 32v32 or it will fail. I am simply saying that, in my experience, I like online shooters that have larger player counts. Why? Because they tend to have less reliance on each individual player and more chances for interactions with other human players. Some people like the really well done atmosphere of previous 4v4 or 5v5 titles. I don't. What is so confusing about that?
Incoming mega-reply!
Drew in here mixing it up with us really shows the confidence he has in his and his team's project. Couldn't possibly be more excited.
Rather a smaller, tighter experience than a massive sloppy one.
Same here. I won't be getting this first outing but the game looks fantastic. The gameplay speaks for itself.I just wanted to say DKo5, I really appreciate and respect the hell out of you guys at Respawn.
I'm disappointed to not be playing this game on my console of choice, but I wish you great success with it. It sounds like you guys have put a lot of thought and effort into it and it looks like a fantastic game.
This might be the most reasonable criticism I've read in this thread so far. Variety and breadth and value are some big unanswered questions for this title.Where's the variety, Titanfall? The value.... You've already cut out any SP mode...
Apparently people think more players = automatically better.
ROTFLMAO!
Heart Pounding 6 vs 6 multiplayer action confirmed!
Not yet talking about specific PC stuff. That time will come...
ROTFLMAO!
Small tinsy tiny maps have 3 vs 3 or 6 vs 6. Medium sized map have 8 vs 8 or 12 vs 12. Big maps have 16 vs 16 or 24 vs 24.
If the maps in TitanFall are big, but only has 6 v 6, then this is a dealbreaker.
Not yet talking about specific PC stuff. That time will come...
Obviously never played 4v4 Gears of War. One of the most heart pounding games out there, and there was always a break at the end of the game with trash talking in the lobby.
@ DKo5
When do you think you guys will announce the resolution for XB1? I'm sure if it was 1080p already it would have been touted by now, but when do you think people can expect an announcement? The day the game releases by a tech site or a month before by the developer?
Also, dedicated servers?
The game looks amazing, truly. I doubt if you knew the answers (answer) that it would be wise in addressing it, so ignore it if you wish. But dedicated servers? Yay or nay? I don't want Halo or Killzone dedicated servers, I mean real ones.
Not yet talking about specific PC stuff. That time will come...
It was revealed to be 720p and 60fps a while back.
Having not played the game, I assume?, you probably shouldn't yet say they don't add to your experience. You very well might not like them in the game, but again - save judgements until playtime! That said, they do provide more than just "cannon fodder". Thats one thing they do provide for newer players, but they are a source of earning XP, earning your Titan faster, and other things that we haven't yet talked about. They aren't some huge "OMG GUYS WE FOUND THE ANSWER", but they do add flavor and a unique angle to the game that aren't currently available in other games; at least none that I've been playing.
It was revealed to be 720p and 60fps a while back.
12 players maximum, last-gen graphics, source engine and still only 720p on the Xbone...
It was revealed to be 720p and 60fps a while back.
12 players maximum, last-gen graphics, source engine usage and still only 720p on the Xbone...
Some off you clowns just had to express your opinion on how bad MAG was huh? Well here's another clown saying it might not have been the most popular shooter but it was great with a dynamic not seen in other games. Sorry for the off topic remark but you really don't need to bring up big match sizes to make yourself feel better about TF, or maybe you do idk.
Me too. I was only mildly interested in Titanfall before. When design decisions are made to reinforce one another, rather than simply being tacked on to boost a feature list, the results tend to be great. And player count is a design decision--it fundamentally changes so many things about the game. Obvious stuff like the level layout and pacing of the game, but subtler stuff too.This actually makes me more excited.
We have dedicated servers for all platforms, hosted on Microsoft's cloud. Here's an article Jon Shiring wrote after E3 to explain it a bit. Your response still makes the assumption that big player counts = community servers. Having been a part of quite a few PC FPS communities, I know exactly what you like about them, why they're good, and why they're different than the average P2P matchmaking system.
Not yet talking about specific PC stuff. That time will come...
Its mostly the consistency of firefights. Lower player counts and there starts to be too many lulls in the action, too many "Hrmm... where to go now..." thoughts going through your head. Higher than it and there's just too much. You lose the ability to "keep it all from spilling over", so to speak, in your brain. 6v6 hit upon the sweet spot of being able to keep track of everything you're seeing, all the information coming in from your POV, the mini map, the obituary scroll, your teammates chatter, etc. Most players are usually still feeling quite in control of what they're doing, where they're going, and what they want to accomplish. Beyond 6v6 and it quickly turned into much more of a random mosh pit of "How did I die?" and feeling like there was nothing that could have been done to NOT die. Thats an important distinction to make.
A driving mantra for this game, as cheesy as it sounds, is what we dubbed MLLM. Minute to Learn, Lifetime to Master. Like Chess, or Go. Players quickly feel like they can get in and have fun. Thats not the "hard" part to accomplish with this. The hard part is, after 5, 10, 20, 100 hours - what is the player learning? Are they feeling like they have the ability to increase their skill at the game, or have they hit a ceiling? Are their wins and losses based on something they have control over, or is it purely luck/chance? Higher than 6v6 was really fast ruining this goal.
Its the Fulda Gap of the console wars. EA. Microsoft. A moneyhat exclusive. Takes advantage of the cloud. From the makers of COD. The biggest reason to buy an Xbox. Multiplayer only. Hyped by the big names in gaming press. And now its 6 v 6 max with a strong AI component.God damn this game is a lightening rod. I wonder why?
Right, so in multiplayer, you will be facing CPU mechs a lot, right? Because players will have set them to autopilot?Huh? The mechs are controllable by players but you can hop and set them to AI follow mode.
Maybe I just don't understand what you're asking.
Not yet talking about specific PC stuff. That time will come...
Right, so in multiplayer, you will be facing CPU mechs a lot, right? Because players will have set them to autopilot?
Not all controller players are incompetent. I know a few people that I can run laps around when I'm on a controller and they're using a M/KB (granted they're terrible players)I hope that controller players are forced on their own servers, I doubt K&M players would be too happy about someone that can not hit the broadside of a barn on their team.
If no one else tweets at them I willI would rather hear about adjustable FOV.
Right, so in multiplayer, you will be facing CPU mechs a lot, right? Because players will have set them to autopilot?
Origin-only
FOV capped at 20
Framerate capped at 25 to be more cinematic
Player movement locked to up-down-left-right arrows
Crouch is locked to k for krouch. Toggle only.
Every single weapon is hitscan including weapons that are otherwise projectiles in the console version
Symmetrically encrypted read-only config.ini
Menus are made of really big buttons you have to scroll through
Resolution capped at 480p
Tressfx only available on AMD cards
Uplay, Konami, and Square Enix proprietary accounts also required to play game. Must sign in every 30 minutes.
No server browser
Xbox One gets $20 map packs two months before pc
TF2 hat preorder bonus
Preorder at gamestop to receive exclusive gold bling weapons camo (power to the players)
No items fox only