I don't think anything can be worse than Halo 4 hahaha.
Halo 5's campaign?
I don't think anything can be worse than Halo 4 hahaha.
Halo 5's campaign?
I thought that part of the interview was copied wrong or something at first. "Players wanted more content, internally we thought the game was too chaotic." What kind of leap in logic is that?
just had another thought after comparing this to halo 4.
this isnt THAT far out.
Anyone hoping for dramatic changes....i think youre SOL
Halo 5's campaign?
I feel like the campaign for 5 was better than 4 but thats neither here nor there.
But I do feel like Titanfall 2 has a lot in common with Halo 4 MP. That MP wasn't bad per se but changed so much of what the game was based around that players who were big fans of the older games fell off, while newer fans enjoyed it and then moved on like they usually do.
If a Titanfall 3 is made. I fully expect it to be the combination of 1 & 2 that can please the most amount of people. Much like what Halo 5 did with its MP.
Design decisions that lead to a less fun experience definitely should not review well no matter how well executed they are.I wonder if, once the reviews hit, this game will get the same chorus of "the developers made the game they wanted, don't review it as compared to the game YOU wanted" defenders as something like NMS has.
This is a clear case of a very competent developer being hamstrung by poor design choices.
Yeah, they'll do a great job making the game, but it won't be the game that most people want.
Did 1 mission and stopped, so can't comment lol.
Halo 4 had a MASSIVE drop in players and damaged the franchise extensively. For the longest time, people didn't even believe that Halo 5 played so well. I see no reason for Respawn to make the same mistake - they are all seasoned devs with years of experience.
Yet here we are.
Still hoping for a full write-up from the MP team about what they learned.
Actually, that was Infinity Ward.
What
One of the big efforts there was trying to think of the degree of verticality, the sort of "swiss cheese" effect. But now we have a 3D "swiss cheese" effect. So we started thinking more in terms of simplifying the concept and using what the designers call a "window pane" effect, where we think in terms of lanes. Defined paths become the norm: the left, the middle, the right. There's a greater simplification of the player's understanding of the environment, so that the environment becomes more predictable and becomes less about just drawing lines across the map from any point to any point where it just becomes a mess. We're trying to make sure the level is designed in a way that gets these trendy routes and feels more fundamental.
Meant to comment on this yesterday but did not have time. I am not buying this argument because this very same principals/concepts are present in most, if not all, R1s maps. For example, Lagoon has three well defined paths left, middle (tunnel) and right. Same with Boneyard, Training Grounds. I am not sure how the new maps are any different besides seeming to funnel the action down a specific path, at least for Bounty Hunt.
Respawn is full of ex-Infinity Ward guys yeah? I'm not suprised........
Look at the state MW2 launched in (and is still in). Its an unbalanced, broken and glitchy mess. Not to mention how they completely turned their back on the PC community after being such saints when CoD4 came out with the free DLC in patches/full mod support/dedicated servers/etc.
Something happened to this team during the development of MW2 and they have been out to fuck over their community ever since. This all reminds me more and more of MW2 the more I think of it.
And to think I was telling my friends right after we dropped TF1 a few months after it came out that TF2 was the game to be on the look out for. Since all they needed to add was more content, nothing else. What a shame.
Respawn is full of ex-Infinity Ward guys yeah? I'm not suprised........
Look at the state MW2 launched in (and is still in). Its an unbalanced, broken and glitchy mess. Not to mention how they completely turned their back on the PC community after being such saints when CoD4 came out with the free DLC in patches/full mod support/dedicated servers/etc.
Something happened to this team during the development of MW2 and they have been out to fuck over their community ever since. This all reminds me more and more of MW2 the more I think of it.
And to think I was telling my friends right after we dropped TF1 a few months after it came out that TF2 was the game to be on the look out for. Since all they needed to add was more content, nothing else. What a shame.
I honestly can't think of the last time in which I've been so disappointed by a sequel after loving its predecessor so much. I really can not believe this.
You do realize the fastest players in Titanfall 1 bounced off walls and then bhopped on pavement right? Or no you don't realize thatSure, they are moving fast, but most of it is on pavement. The map design is what hurts.
.
What layer of complexity ? Not sure if you are on PC or not but Bhopping on the console was much harder than this slide mechanic. Bhopping properly that is, where you have to strafe jump so your gun does not bop when you hit the ground.So let me get this straight. Their idea to fix the problem of people moving to quickly was to slow things down. Then they implement a thing that makes you go faster by adding an extra layer of complexity to something that already was apparently too complex?
What?
What was wrong with just jumping before when hitting the ground? How is having to crouch slide before jumping a improvement? I mean sure, turns out you CAN move as fast as before, but it was buried beneath something that was totally unnecessary, how is that a good thing?
The wall running is an issue. Won't disagree there. Lots of people pointed this out over on the subbreddit, my guess is they change it. I could be wrong but i think they change it.I don't misunderstand what you are saying I just disagree, granted I wasn't aware of slide-hopping, but my point still stands.
They have chosen to reduce wall run speed by 25%. Wall running was THE REASON that so much time playing TF1 was spent at max speed. The have also decided to design maps in a way that DISCOURAGES chaining wall runs... And when they implemented the map design philosophy, they designed the maps around what they felt would be their default locomotion system. The resulting issues from designing maps around these two flawed philosophies cannot be retroactively FIXED by adjusting wall run speed. The maps also need to be reworked.
Also, There's no reason to believe the maps we haven't seen are "Swiss cheese" given the developers statements. And they won't be Swiss cheese by launch.
Also, I'm glad there seems to be a bunny-hopping replacement in the slide-hop, but it is inferior AND less intuitive. You attempted to downplay the importance of bunnyhopping, citing that only the hardcore ever did it. I don't think that was true before, but unfortunately it will likely be true for slide-hopping in TF2.
Also, neither the grapple hook nor stim are base locomotion mechanics. If we need to have the right loadout to simulate the fluidity of Tf1's locomotion, then we have a major design flaw.
You do realize the fastest players in Titanfall 1 bounced off walls and then bhopped on pavement right? Or no you don't realize that
What layer of complexity ? Not sure if you are on PC or not but Bhopping on the console was much harder than this slide mechanic. Bhopping properly that is, where you have to strafe jump so your gun does not bop when you hit the ground.
This is a much easier mechanic to pull off
The wall running is an issue. Won't disagree there. Lots of people pointed this out over on the subbreddit, my guess is they change it. I could be wrong but i think they change it.
Wel, good news eh? they said they will adjust bunnyhopping (no mention on the god hops where your gun doesn't bop) and they will increase air and wall speed.The thing is, slide-hopping may be more forgiving in terms or input timing, but it's far less intuitive and actually requires MORE button inputs. So I can't see MORE people finding out and using it than were using a Bhopping in TF.
Now when I refer to Bhoping I'm simply referring to using it to chain wall runs when covering gaps. EVERYONE did that in TF1.
The Technique became more involved when you were trying to strafe around corners and maintain speed on the ground- only advanced players did that. and that fine, because less advanced players were getting around just fine running on the walls of well designed maps.
These advanced bhop-like ARE made easier by practicing the new slide-hopping
However:
Bhopping didn't need to be replaced by slide hopping. They could have simply made the existing mechanic more forgiving if they truly wanted it have more widespread usage.
You do realize the fastest players in Titanfall 1 bounced off walls and then bhopped on pavement right? Or no you don't realize that
What layer of complexity ? Not sure if you are on PC or not but Bhopping on the console was much harder than this slide mechanic. Bhopping properly that is, where you have to strafe jump so your gun does not bop when you hit the ground.
This is a much easier mechanic to pull off
The wall running is an issue. Won't disagree there. Lots of people pointed this out over on the subbreddit, my guess is they change it. I could be wrong but i think they change it.
Wel, good news eh? they said they will adjust bunnyhopping (no mention on the god hops where your gun doesn't bop) and they will increase air and wall speed.
Are we done here with this issue now? So now not only do you have wall acceleration, we have bhops being better, AND slide hops introduced into the mix.
Lets marvel for a second.
Wel, good news eh? they said they will adjust bunnyhopping (no mention on the god hops where your gun doesn't bop) and they will increase air and wall speed.
Are we done here with this issue now? So now not only do you have wall acceleration, we have bhops being better, AND slide hops introduced into the mix.
Lets marvel for a second.
Hopefully they'll be back. No point in going crazy if we don't know yet.But where are the bots that aren't stuck to bounty hunt mode?
Do you have stock in this game or something?
I'm trying out the Training for the first time, so I get to feel if this game really has issues like I think it does. I hope for the best.
edit: what is up with the different looking configs?
-- Classic or Linear, I wonder which..
EDIT 2: Classic it is.
Question for Respawn -- Does Insane still get rid of Auto-aim?
MEGA EDIT:
OH MY FUCKING GOD I DIDN'T KNOW IT WAS LIKE THIS!
The problem isn't even the speed! There is no air-control, the first jump is floaty and jumping off a wall-run seems to force you to *bounce* off or the other side.
I am hyperventilating right now. I see the DooM (with no rune) example.
Wel, good news eh? they said they will adjust bunnyhopping (no mention on the god hops where your gun doesn't bop) and they will increase air and wall speed.
Are we done here with this issue now? So now not only do you have wall acceleration, we have bhops being better, AND slide hops introduced into the mix.
Lets marvel for a second.
4. there is more air control in this game than the prior game. this has even been confirmed by respawn. what you are experiencing is a decrease in the wall acceleration followed by the air speed. they just announced they changed this so you can relax. Though, the controls are floatier for sure.
I don't see how a player like yourself that is concerned about movement (which i'd take to mean you utilize movement as much as possible) would be concerned with the Titan meter.I'll reserve judgment on Titan Aquisution when we see how it works with the changes. But accumulation will immediately be better than decay.
I have little confidence that there will be TF1 style "Swiss cheese" maps, but without high expecations, it's better to pleasantly surprised than slapped by disappointment.
Yes, the control is there. I know exactly how you feel, it feels strange but the main reasons your bugging out about the movement have been changed or will be by this weekend (they're trying to make the changes for the second weekend)Is there? Because when I bounce of a wall I can hardly change direction.
I'd like them to make the game not feel like garbage, but I just confirmed for myself that it really does feel like Blops3 =( --
any chance their improvements will be ready for the next test? Because I'd rather not take their word for improvements if it's only in the final game
*sigh*
MW2 was fucking amazing! Such a fun and crazy game. Played that game so, so much. Every playstyle was valid.
Amazing experience.
I don't see how a player like yourself that is concerned about movement (which i'd take to mean you utilize movement as much as possible) would be concerned with the Titan meter.
From my experience with the game players that take advantage of all of the movement mechanics usually don't have problems destroying a majority of the population, and therefore never have a problem acquiring a titan.
As for the maps... the majority of maps that were played in tournaments, pug matches, and enjoyed by a lot of the hardcore community were the straight foward maps. The whole "swiss cheese" comment i'm a bit lost on. Which maps are exactly being talked about? What are your favorite maps in the game?
Yes, the control is there. I know exactly how you feel, it feels strange but the main reasons your bugging out about the movement have been changed or will be by this weekend (they're trying to make the changes for the second weekend)
The gunplay is so much better in this game than the original i think. With the proper changes the game will be better than the original.
I don't care about only about the most competitive players were interested in. I care that the game is simple for those who want a simple game, and deep for those who want a deep game. And everything in between..
I think this is exactly what Respawn is trying to achieve.
Lets not compare it to Halo 4. Its not that disastrous. Its fixable. Halo 4 cratered one of the biggest FPS franchises.
I
Look, maybe a year down the line there is a big patch like Halo 4 got that makes it much better but will anyone care?
.
I popped it in, played for a bit, then almost cried over a video game for the first time in my life. Massive disappointment. You aren't wrong to like it, something about it just felt so off to me and I hated it completely.
I found bad company shortly after, so there was a happily ever after.
What are you talking about dude? Seriously, here we go with this narrative of "will anyone care?" just because people overreacted to a tech test that showed 3 modes and 2 maps. There's tons of people that liked the game. The people that had some issues with design decisions voiced their concerns and immediately got Respawn to tweak some of them. The dissenting voices are always the loudest. This is how the internet works.
And let me guess you played the original for a month or two and then never picked it back up right? Oh, look made your gamertag public... not even 50% completion on achievements, so you definitely didn't play it that long but yet have knowledgeable insight that the game is unsalvageable. Riiiight.
Yeah mw2 was pretty good if you look back at some of the total ass like aw that has been out. But after cod4 it was pretty bad. That's when I really noticed the servers and net code started getting really shitty too it's been a lagfest almost since then
Yeah mw2 was pretty good if you look back at some of the total ass like aw that has been out. But after cod4 it was pretty bad. That's when I really noticed the servers and net code started getting really shitty too it's been a lagfest almost since then
Everyone is so mad at the new financial yet the servers died so quick on the original. People stopped playing 2 weeks after the game launcher. The game had major issues with pace, map design, and the Titan mechanic itself. The new one probably sucks but SOMETHING needed to be done.
They achieved that with TF1. It just needed more content. It didn't need fundamental shifts in philosophy.
They don't achieve this buy taking away the things people liked and replacing it with things that are more fitting for other games.
I think the feedback has steered them right, hopefully it's not too late for the maps.
People should stop saying they achieved everything they needed to with tf1, as if it can't be improved upon in any way. That maps were the epitome of what could be achieved in TF. It's also wrong to say TF2 is a fundamental shift in philosophy, but we'll be able to better judge that once the game hits final release.
Everyone is so mad at the new financial yet the servers died so quick on the original. People stopped playing 2 weeks after the game launcher. The game had major issues with pace, map design, and the Titan mechanic itself. The new one probably sucks but SOMETHING needed to be done.