In essense... EVERYONE has the ability ... so i have trouble seeing it as completely broken and it in no way deserves to be called a Wall Hack.
I saw footage where a guy ran straight through an enemy's bullets and then meleed him to death.
Looked like it worked on moving enemies periodJust to be clear, Listen Mode only works on sprinting enemies, correct?
Well I'm sure everyone will be wearing body armor eventually, so it's kind of a moot point.Wasnt the guy wearing body armor?
Just to be clear, Listen Mode only works on sprinting enemies, correct?
If the single player game looks nearly as bad as this YouTube video of multiplayer I'll be disappointed....
According to Naughty Dog's multiplayer lead, yesJust to be clear, Listen Mode only works on sprinting enemies, correct?
http://www.gameinformer.com/games/t...g-breaks-down-the-last-of-us-multiplayer.aspxSo, what we do with the radar is: players show up on the radar when they're sprinting. That was a really big change we put in early on so that we could just slow the pace of the game down and force players to try and creep around a little more. And we put a range limit on that so if you're really far away from the battle you can still sprint just to get into the conflict, get closer to your teammates.
If the single player game looks nearly as bad as this YouTube video of multiplayer I'll be disappointed....
According to Naughty Dog's multiplayer lead, yes
http://www.gameinformer.com/games/t...g-breaks-down-the-last-of-us-multiplayer.aspx
edit: actually I'm not sure if there is a difference between Listen Mode and Radar visibility.
Yeah I'm getting this game after the inevitable price drop in a couple of months. MP seems disappointing.
That trailer said differently IMOAccording to Naughty Dog's multiplayer lead, yes
http://www.gameinformer.com/games/t...g-breaks-down-the-last-of-us-multiplayer.aspx
edit: actually I'm not sure if there is a difference between Listen Mode and Radar visibility. Later they mention a "marking" ability that could still show up in Listen mode.
Yeah I'm getting this game after the inevitable price drop in a couple of months. MP seems disappointing.
Yeah, the editor's note in the previous question tripped me up. They list the different radars in the interview and it seems like they're saying after you spot someone they appear in Listen Mode. That's how I'm reading it from here.Isn't radar like a minimap? where sprinting guys show up cos they're making noise same for shooting? Listen mode is seeing that big glow around people through walls
Having more information doesn't make a situation less tense. Does chess become less tense because you have perfect information? This is what I'm trying to get at.
Yeah I'm getting this game after the inevitable price drop in a couple of months. MP seems disappointing.
Well I'm sure everyone will be wearing body armor eventually, so it's kind of a moot point.
I know Uncharteds take a while to drop in price. I assume this wouldn't be any different,
Agreed. I don't play many multiplayer games, but the Uncharted MP really 'clicked' with me. It was a ton of fun, and I prefer them over most other MP games. I think ND can make some interesting/fun multiplayer, but it just doesn't look like they put in a lot of time on this specific multiplayer (at least compared to Uncharted 2 and 3). And yes, yes, I know it's more about the singleplayer (it is for me, too), but just saying... If you're gonna make a multiplayer mode, don't half-ass it (and yes, it's probably too soon for me to say that since I haven't played lol; but no co-op is a big deal for me).
Are you comparing situational LISTENING which is in the game or any game for that matter, but can be varied depending on sound system to a full on wallhack where you get a perfect view of the people behind walls in a COMPETITIVE MULTIPLAYER GAME? No, just no - There is simply no logical or acceptable explanation for this shit.
In Uncharted 2 MP, there was an ability called "Situational Awareness".
Everyone hated that game breaking bullshit.
This game gives it to EVERYONE.
Good job ND.
The "mental game" part of TLoU will be miniscule in comparison to actual chess. Having information on the level of "seeing you're enemy through parts of the map" is a much, MUCH bigger piece of the pie than guessing what you're opponent might do next in a chess match. It might not remove ALL the tension, but it will often boil the game down to strictly: "Kill or die." The cat & mouse dynamic is dumbed down, the stealth is dumbed down, the atmosphere is different, the mindset of players is different, etc. In addition to the radar, it's there basically to gives players a safety net, and a feeling of comfort. You're probably never completely in the dark, you probably never have to devote your full attention to the surroundings, you probably never have to make calculated blind risks. It reduces the panic and potential mistakes that a more "pure" experience might provide.
Imagine how tense the game would be with an ultra minimalist HUD. No enemy markers, teammates only highlighted when in your line of sight, no radar, friendly fire on, no perks, etc. That seems more fitting to the mood The Last of Us is trying to establish. Unfortunately it's not as "friendly" as radars, and listen mode, and perks.
Imagine you're in a room. You're standing in front of a wall. There's a door to your left and a door to your right, both ten feet away and both leading to the other side of the wall. If you ping with Listen Mode, you know there's an enemy on the other side of the wall. They may or may not know that you're there, and that you know that they're there. If you move, you can't use Listen Mode. If you five or so feet away from the wall, you're out of his Listen range, but he's also out of your range.
You need to kill the person on the other side of the wall. You don't know what weapons they have, what traps they may have set, and what methods they may use to misdirect your Listen Mode. And the resource you're there for is on his side of the wall.
How is that not tense?
I know Uncharteds take a while to drop in price. I assume this wouldn't be any different,
I haven't read, are their duplicate classes in this? Two scouts on one team etc.
Imagine you're in a room. You're standing in front of a wall. There's a door to your left and a door to your right, both ten feet away and both leading to the other side of the wall. If you ping with Listen Mode, you know there's an enemy on the other side of the wall. They may or may not know that you're there, and that you know that they're there. If you move, you can't use Listen Mode. If you five or so feet away from the wall, you're out of his Listen range, but he's also out of your range.
You need to kill the person on the other side of the wall. You don't know what weapons they have, what traps they may have set, and what methods they may use to misdirect your Listen Mode. And the resource you're there for is on his side of the wall.
How is that not tense?
Imagine you're in a room. You're standing in front of a wall. There's a door to your left and a door to your right, both ten feet away and both leading to the other side of the wall. If you ping with Listen Mode, you know there's an enemy on the other side of the wall. They may or may not know that you're there, and that you know that they're there. If you move, you can't use Listen Mode. If you five or so feet away from the wall, you're out of his Listen range, but he's also out of your range.
You need to kill the person on the other side of the wall. You don't know what weapons they have, what traps they may have set, and what methods they may use to misdirect your Listen Mode. And the resource you're there for is on his side of the wall.
How is that not tense?
Sorry, I made an assumption. No one here answered my earlier question about the details of Listen Mode.
Edit: Everyone here is trashing it based off of negative experiences it other games. So I was defending it based on positive experiences in other games.
Edit: Everyone here is trashing it based off of negative experiences it other games. So I was defending it based on positive experiences in other games.
Isn't radar like a minimap? where sprinting guys show up cos they're making noise same for shooting? Listen mode is seeing that big glow around people through walls
It's just that a stripped down, low to zero HUD experience is about as novel to me as what's been shown in the preview. We've had multiplayer modes and mods of that kind of stuff in other games as well.
But what you don't have, anywhere else, is a game that plays like TLoU. Why does it (the mode) have to be novel?
(I'd argue it actually is novel when you combine the unique mechanics of the last of us and a less is more MP design -- since you cannot play this anywhere else)
True, but you also don't have a game that plays like TLoU with a multiplayer like what was previewed.
Yeah, you're right. It's definitely an expectation mismatch.
Really curious if there is going to be a perk that eliminates your presence in listen mode...and if it would even turn out to be that usefull to veteran players.
I keep seeing it as such a small tool... 1 on 4 when your backed against a wall and are being criticality slow and deliberate. Yah use it then...but positioning and in fights and actively hunting... I dunno. I get a weird vibe that works me like mgo did ... Like it may have flaws but could be crazy addicting. Just a bummer its 4 on 4 if that was the case...
And the more we talk about everything else...the more leaving out a co op or horde mode seems clinically insane.
How would you guys feel about a very small, very quick QTE that lets you escape stealth kills and end up face-to-face with the would-be killer? I'm talking a QTE so difficult, only 1 in 10 players could succeed at it even a third of the time. Like, having to press 2 dualshock buttons in half a second, with the only unused buttons being R2, L2, Start and Select.
Personally, I think it'd be great
I dont see a problem with the wall hack feature, why are people obsessed with that? I guess i dont videogame much to understand ..
Is it because of the realism thing?
I remember in uncharted there were perks that allow you to poof out of danger, become spiders and stuff... But wall hacks bother you?