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Post by lazy on Nov 15, 2014 9:26:50 GMT -5
So i haven't really had time to play any games for a while but had a few hours on cod aw,and then went back to titanfall and it is just so good everything is right. But my question is was it released unfinished, should it of had all the new features in from the start or is better to release updates the way they did. At first i thought it was great getting updates every month but now I'm thinking it might have kept more players interested if it was all there from the beginning. Also it's been mentioned before but EA should have given the map packs away free with it being a new ip and made themselves look good in the process.
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n1gh7
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Post by n1gh7 on Nov 15, 2014 13:33:22 GMT -5
If titanfall was released right now, do you think anyone would be playing it? Everyone's playing COD now. Titanfall would have no playerbase. Respawn needed to release something to get a playerbase before the standard fall/winter releases. Plus, they show that they had the double jumping, boosting verticality thing first.
It's industry standard to have paid map packs, and was probably a part of Respawns contract with EA to have paid map packs. These map packs give additional income that was probably essential for the new studio while creating a reason for people to come back to the game if they were feeling bored of it. You don't have to buy them if you don't want to. There are a ton of maps in the release game anyways.
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mannon
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Post by mannon on Nov 15, 2014 16:47:49 GMT -5
A few things were lacking with TF at launch, but overall I would say the patches have just been natural post-launch iteration. I don't think most of the changes would have happened pre-launch. Respawn needed the community feedback. Honestly, other than the lackluster implementation of the multiplayer campaign and it's complete inability to substitute for a single player campaign I'd give TF high marks for more or less getting everything right.
I could do with some more weapons, I'd like to see a change in the wall hang activation from aim to crouch, I'd like to see burn card groups for easier sorting, maybe an autosell feature so you can mark some cards you never want to deal with, and a priority list for autofill, but mostly the game got it right.
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Post by Pegasus Actual on Nov 15, 2014 18:52:59 GMT -5
Not sure what the hell Respawn was thinking with this game. I can't even select a custom helmet, shin guards, jumpsuit, or paint my jump jets. It took months before I could even paint a logo on my titan for god's sake. The lack of swag is bad enough, but then have you tried quickscoping?!?
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wings
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Post by wings on Nov 16, 2014 3:39:12 GMT -5
Plus, they show that they had the double jumping, boosting verticality thing first. Eh? Double jumping existed in Unreal Tournament 2003.
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wings
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Post by wings on Nov 16, 2014 16:12:11 GMT -5
n1gh7 never specified double jump being new to modern military shooters.
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n1gh7
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Post by n1gh7 on Nov 16, 2014 17:31:39 GMT -5
n1gh7 never specified double jump being new to modern military shooters. Well that's what I meant.
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Den
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Post by Den on Nov 16, 2014 18:50:57 GMT -5
"It has double jump first" is a pointless title to hold. We've had double jumps since forever. Not to mention it's more important to discern the differences between each game's "double jump". If you reduce them to their simplest states, sure, they have "a double jump" someone did it first, but each of them have their own nuance and applications specific to the rest of their game worlds. The double jump in one would not work in the environment of the other games for the most part.
UT2K's double jump was very short, designed to be just high enough to reach a specific elevation, that of many models' height in the game world. Its application was also very limited, only able to successfully activate the double jump at the apex of the first jump. The wall kick as well was very limited and difficult to pull off properly, a potential horizontal dodge only against a wall after the second jump and offering no more height. For mobility, the double jump was more about offering a dodge-like ability to change direction in mid air more than elevation... and the dodge on the ground was nearly linear, but sometimes useful for leaping across a gap than a double jump if the other side is at a lower elevation. UT's high mobility devices were the contextually possessed Translocator and Grapple Hook - didn't always have them, but they were there - as well as fixed jump pads or maps/areas with low gravity.
Advanced Warfare's double jump is a small first hop and a lengthy boost. A staggered difference in height, and the second jump can have its height managed by holding the button. The player retains some inertia with the jump so air control isn't as direct as UT's, however the air dash can change direction quickly, but the player halts any upwards movement with it. Basically, Advanced Warfare has something equivalent to Megaman X movement... though no wall clinging besides mantling.
Titanfall's double jump is two equally high straight up jumps. The second jump itself doesn't offer too much air control - the player will maintain most of his inertia, losing some even if he jumps in the direction he's already going. The game's primary mobility is in the wall running, while the double jump is more a buffer mechanic that allows the player to slightly guide himself in mid air between each wall run. Where UT and AW need to touch ground to jump again, Titan can double jump off of walls or the ground.
And I don't know much about Destiny, but it appears that the basic jump is the high, floaty Halo style jump, and then there are triple jumps, teleports, super jumps and gliding.
The different environments and the different style of jumps in each game compliment each other. "X did double jumps first" is a meaningless claim; one isn't doing double jumps "better" than the other (that's more a case of a game that could do its own style better), they each function for their respective game.
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Anyway, Titanfall on release may have felt like a 'complete game' if it were thirty bucks. Now that it has several new modes, it comes off as more complete, but seriously, I'm sure a lot of folks just want to be able to play the damn game without needing to compete against other players - just stomp around against NPCs who aren't as cannon foddery as the ones that litter the map as minor hazards while you go up against players.
Hell, Star Wars Battlefront is considered among the best Star Wars games, but its draw wasn't the multiplayer; it was solo or a few friends co-oping against dozens of bots. Its multiplayer was always very barren yet it sold a bunch almost entirely on the fact that it had bots. I still play it today and mess around on a map packed full of soldiers. A game where you can fuck around is one hundred times more fun than a multi-only game where you always have to perform or else you're just being shat on.
If they had another gametype similar to Defense, some sort of objective game mode where the grunts and spectres were ten times more dangerous and it's you alone or with a couple friends had to go around the map to get stuff done, that'd be awesome and I would consider it more than "complete". I don't think any map on Frontier Defense can be completed by a solo player simply because they can't wipe out the enemies fast enough, so a mode against NPCs in which an individual has the chance to take their time would be great.
Or something like that.
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mannon
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Post by mannon on Nov 16, 2014 19:11:15 GMT -5
Destiny has Halo style low gravity high jumping. Maybe with just a little less height than standard halo. But then it has double and triple jumping which can add height as well as change direction, (and whether it's more height or direction change can be tweaked in your subclass.) You also have the Warlock Glide and Titan Jetpacks which are similar yet naunced. Both give you vertical thrust that you can turn off and on during a jump. I believe the jetpack has more thrust but less time. Glide doesn't have enough thrust to halt your descent when you fall but can thrust for quite a while before it stops. I'm not sure about jetpacking, but for glide if you want height you activate it immediately and leave it on to give you a high slow jump with some air control. I think the jetpack is best used at the peak of your jump, but I'm not sure about that. Then of course there is blink, and many of the supers and melee attacks also have a movement aspect. Warlocks also have a hover ability which lasts a couple of seconds, and preserves some momentum, so it can be comboed a bit with glide for some interesting results.
As for TF and a good singleplayer/coop experience... yes... yes PLEASE! This could be my game of the year if I could play a decent coop campaign of sorts with my GF. Horde mode sounds interesting, but I've not tried it. What Den suggests sounds fun as hell and my GF would probably play it.
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Will
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Post by Will on Nov 17, 2014 15:48:36 GMT -5
Titanfall has perfect, flawless gameplay. The new Horde mode adds a lot more depth to the game too - almost feels like it doubles the amount of game content for a few simple lines of code. But in all, the game is STILL incomplete without a proper campaign mode.
Titanfall 2 will fly off the store shelves. They won't make the mistake of no campaign again, the same ultra-smooth flawless gameplay will stay, they will probably match the Barbie Doll Customization that COD has made into a standard, and most importantly it won't be a Microsoft exclusive.
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wittyscorpion
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Post by wittyscorpion on Nov 17, 2014 16:19:42 GMT -5
My main fear for TF2: without it being an XBL exclusive, MSFT dedis can't be used and the "ultra-smooth flawless gameplay" won't stay as a result.
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Den
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Post by Den on Nov 17, 2014 18:35:14 GMT -5
without it being an XBL exclusive, MSFT dedis can't be used Not necessarily. Microsoft Azure is a separate thing from XBox; they can rent out those servers again for whatever they want... or go and allow player-managed dedicated servers.
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Will
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Post by Will on Nov 17, 2014 18:39:50 GMT -5
without it being an XBL exclusive, MSFT dedis can't be used Not necessarily. Microsoft Azure is a separate thing from XBox; they can rent out those servers again for whatever they want... or go and allow player-managed dedicated servers. I was actually a big fan of the rent-a-server service in Battlefield 3. It provided EA with that extra income to offset the costs, and allowed us to participate in some very fun and unique rulesets. Something like that could be pulled off with Titanfall. I'd rent one.
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n1gh7
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Post by n1gh7 on Nov 17, 2014 19:45:46 GMT -5
Well the thing is then what do you do with the console peasants?
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mannon
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Post by mannon on Nov 17, 2014 19:56:48 GMT -5
Technically the same dedicated servers could be setup to host console matches as well as long as Microsoft and Sony don't object to it... which I guess they might. I can't figure why else nobody seems to have done that for console other than to control cheating.
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Will
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Post by Will on Nov 18, 2014 0:12:43 GMT -5
Well the thing is then what do you do with the console peasants? This existed on Battlefield 3 on the Xbox 360 exactly as I described.
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n1gh7
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Post by n1gh7 on Nov 18, 2014 0:14:55 GMT -5
Well the thing is then what do you do with the console peasants? This existed on Battlefield 3 on the Xbox 360 exactly as I described. Oh. I honestly don't think that system would be popular with the console crowd for Titanfall.
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wwaa
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Post by wwaa on Nov 29, 2014 13:19:50 GMT -5
.... and then went back to titanfall and it is just so good everything is right. TF is designed for different players than COD:MP fans. For me in TF almost everything is wrong. At the moment on PC: DLC1: 8 players DLC2: 0 players DLC3: 2 players I think the whole idea of a MP-game with slow TTK, tons of bots and spam of titans, spam of "burn cards" (wtf?), 3 weapons of choice, other human players “pilots” almost impossible to spot, is a fail if it was designed to attract cod:mp players. TF should be more “Skyrim”/"Hitman" oriented, singleplayer only, one huge map, one world. Then I could maybe play it. or "Co-Op" ... or "Portal" ... but not FPS MP.
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mannon
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Post by mannon on Nov 29, 2014 19:47:29 GMT -5
TF works great for FPS MP. Maybe not your bag, but it works as intended. Personally TF feels almost perfect to me. I use pretty much all the weapons, unlike most CoD's other than MW2. I really don't have any trouble finding pilots either. Sure it's not a pilot around every corner, but then that's a lot of what sucks about AW. You can't walk 10 feet without catching bullets in the back of your neck.
To be honest with TF I think it would be harder to do SP than it is for MP unless you just break it down into titan segments and pilot segments, but part of what I think makes TF so interesting is having all that going on at the same time.
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wwaa
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Post by wwaa on Nov 30, 2014 5:25:42 GMT -5
^ Maybe not your bag, but it works as intended.
Yes, that is rougly what I am saying: thay have what they wanted.
I play HC SnD 90% of time. Other HC gamemodes to unlock attachments only, or as first 1-3 games to train fingers before real games begin.
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Post by Pegasus Actual on Dec 2, 2014 0:13:59 GMT -5
.... and then went back to titanfall and it is just so good everything is right. TF is designed for different players than COD:MP fans. Not really. Hey, everyone's entitled to their own opinion. But, your opinion sucks. Wait what? The only reason TTK is any higher than COD is because you're missing. Edit: Didn't see that you play HC... but most COD players don't bother with that shit anyway, Titanfall is definitely closer to COD Core TTK than COD HC is. They're not really bots, they're minions. It's a pretty big difference.Uhh, there aren't many weapons, it's true. But the ones that are there are pretty useful. Smart Pistol, Carbine, G2, Shotgun, and CAR are all fantastic.That might be a...slight... exaggeration.
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wwaa
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Post by wwaa on Dec 2, 2014 4:05:31 GMT -5
^ LOL, of course. Any opinion is okay. The fact is, I played BO1 5* more than TF (total 8 hrs) and even bot 3-4 dlcs, while pc implementation was a disaster and should never be released after some real tests : ) (btw this blonde beauty saying okay is very nice but she does not seem to have more IQ than a cow, so her understanding of anything seems poor, so when she disagrees ... Example: ) - A triangle has 3 angles don't you think?
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