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Lost Planet
 
Lost Planet 2 General Discussion Give us your Feedback: Lost Planet 2 Co-Op Demo
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Give us your Feedback: Lost Planet 2 Co-Op Demo
11 years ago  ::  Sep 27, 2009 - 9:30PM #181
Roy
Posts: 1,483

 I liked the demo.  There are a few things I would love to see, but some people do have a few things right.


 Character customization is great, but it shouldn't get out of hand.  A few full costumes would be good.  Some "fashion" concepts would be fun also.  But 100's of options just wouldn't seem perfect.  Customizations that I would really miss if they don't get in though would be the color of the harmonizer when it is occasionally glowing and color choices on the main clothing and costumes.


 Focusing on how each of the four characters had his own weapon set, I hope that customization will allow you to filter your possible weapon sets.  I would love to reduce my access to certain grenades and guns, in favor of other guns and grenades which I like more.


 


 I found it kind of difficult to get inside the salamander.  On my solo play through I ended up inside several times without knowing what was happening.  One moment I'm laying shot into a leg, and the next I'm suddenly inside and see the medal "infiltrate G's Body".  After multiplayer a few times I saw someone actually walk up to it when it was down and climb in, but it seemed so slow, and when I tried it, it was a low chance that it worked.  Probably just growing pains of a game in demo version.


 A few competetive or complementary Akrid would be nice, but again, don't get out of hand.  It might be a pain if on hard or expert when exiting "G's" body that you suddenly find a sky full of the flying Akrid.  Still a few of the internal Akrid should probably be spit out occaisionally, especially if someone is inside long enough to irritate G and get forcibly digested out.


 


  Also, as a hope that it is included, perhaps some terrains will effect T-eng ammounts and the uses of T-eng.  Like how the tropical area had T-eng fading at a regular rate, and no usage over time of T-eng, perhaps deep caves, or snow environments will start draining you T-eng.  Afterall, while the planet is being changed, maybe there are some areas that haven't been changed enough, or can't be adapted.  But if those areas affect your engery, make sure to keep minor warnings up.  Perhaps a small symbol appears HUD style showing below 0 temperatures.


 Also as an idea for heated or volcanic environments maybe the reduce the abilty of the harmonizer to use T-eng to heal yourself, slowing down the process.  As well as t-eng shouldn't fade in those hot environments.


 Hopefully, fun uses of the T-eng launcher for "puzzles".  Perhaps you can overcharge an Akrid and cause it to burst dependant on what type of Akrid it is.  Or perhaps trick the other human "guards" into traps by being able to drop T-eng in places.  Depedant on how much work goes into the AI.


 


 An idea for the versus play maps.  Some maps should have cold/rainy conditions that can be turned on or off, so that the map varies slightly by choice of the players.


 


 I noticed also in the demo for connecting to games.  If the connection fails, you are dumped all the way back to the mode select screen.  This really slows down everything.  Perhaps you could keep it close to the game select screen, and if that persons game appears again it should have a small mark by it showing that you failed connection to it in the last 10 minutes.


 Also during one particular error for connection it sent me back to before the title screen.  I had to see the logo, and if it was a full game, I probably would have had to see the adds/developers screens again.  That is a bit overdone.  I'll see those screens many times while playing, I don't need errors forcing me to see them unless the game actually crashed.


 


 Sorry about all the suggestions.  I'll look around and get them into another thread when I can.

11 years ago  ::  Sep 28, 2009 - 1:15AM #182
rockleesaiyan
Posts: 13

First of all, please stop talking about the graphics of Lost Planet 2! They are perfect! Everybody whom I played with has said that and I played with a lots of lots of lots of people!

The characters have the ideal size for this new Lost planet!... The only think i have to admit to are the explosions. They could be a bit more polished like the rest of the game! The explosions seem kind of blurry(the dark smoke part) and that's it. BUT PLEASE KEEP THE SIZE of those beautiful BOOMBOOMS!! haha

 The new glossy environment is epic!! It gives you the feel that you are in the actual game and that is what it is all about.IT makes you play this demo over and over again! Like I, and many other LP2 supporters have done!.
Do not understand me wrong; your criticism is of great value to the LP2 community  but please do not give Capcom and any false statements about their gorgeous looking game.

And now about that the whole interface multiplayer thing, I would have to agree on  that. They could go with the more stable standard ones! But then otherwise, please Capcom; keep experimenting with it. It seems to work for the rest of the GAME!!!!! Good work!!! Guys!!!!  


WE LOVE IT!!!.

11 years ago  ::  Sep 28, 2009 - 6:38PM #183
Deaco
Posts: 2,074

Sep 28, 2009 -- 1:15AM, rockleesaiyan wrote:


First of all, please stop talking about the graphics of Lost Planet 2! They are perfect! Everybody whom I played with has said that and I played with a lots of lots of lots of people!

The characters have the ideal size for this new Lost planet!... The only think i have to admit to are the explosions. They could be a bit more polished like the rest of the game! The explosions seem kind of blurry(the dark smoke part) and that's it. BUT PLEASE KEEP THE SIZE of those beautiful BOOMBOOMS!! haha

 The new glossy environment is epic!! It gives you the feel that you are in the actual game and that is what it is all about.IT makes you play this demo over and over again! Like I, and many other LP2 supporters have done!.
Do not understand me wrong; your criticism is of great value to the LP2 community  but please do not give Capcom and any false statements about their gorgeous looking game.

And now about that the whole interface multiplayer thing, I would have to agree on  that. They could go with the more stable standard ones! But then otherwise, please Capcom; keep experimenting with it. It seems to work for the rest of the GAME!!!!! Good work!!! Guys!!!!  


WE LOVE IT!!!.





Yeah.. Didn't you post that on 3 different threads already? No one has even brought up anything about graphics so far in this thread.Undecided

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11 years ago  ::  Sep 28, 2009 - 9:40PM #184
rhyth
Posts: 17

Sep 28, 2009 -- 6:38PM, Deaco wrote:


Yeah.. Didn't you post that on 3 different threads already? No one has even brought up anything about graphics so far in this thread.



Is it bcoz he is not sure if his opinion is heard or not, no moderator response to any of this post after we got the PS3 demo. I for one want this game badly that i find inverted horizontal aiming is missing and im used to it on lp extereme condition and mgo. Control issues are quite vital to a 3rd person shooter but nobody (at least the moderator) said anything. Capcom pls listen coz im buying this game.

11 years ago  ::  Sep 28, 2009 - 11:25PM #185
rockleesaiyan
Posts: 13

MY OBERSERVATIONS so far...


 Today i compared both games LP and LP2 and i saw that they realy put some hard work into LP2 so far!. .. It is realy more comfortable picking up a weapon with Triangle rather then Circle! They also gave a varity of Cross Airs for different weapons. pretty darn sweet! i hated that old ugly cross air in LP.  one of the best additon would be the manuel use of the Harmonizer!! i coulldnt stand to keep looking for TE. We coudnt even enjoy the enviroment fully with that Thing !!AND I TOTALY LOVE THE NEW BIGGER ENVIROMENT THE BIGGER MONSTERS AND OF COURSE THE NEW BIGGER (yet to be polished)EXPLOISON!!!!!!!!!!ALL THIS  = BIGGER FUN! A LOT MORE  OF ADDICTING FUN!!!!! BUT ALSO i realy DIGG the little animation before going into an VS!! It gets me all bumped up everytime i go in!!haha love it. and i like the fact that you can crapple on anything and being able to hold that position as long as you like by holding the Square button but the best thing is you can repel down or up on  anything your anker can reach by pressing L3 hahaha! I love the  fact being a futureristic ninja with this small but very efficient little tweakCoolLaughing


 


OKay now some ideas for LP2


 


it would be sweet if you could change weapons while walking or running! that little halt for the weapon to change stops the adrenaline of the epic new gameplay in this game  i mean being able to reload a rocket launcher with 1 hand and 1 foot and NOT being able to do a little weapon switch while moving kinda bumps me..that would be very nice if ya could implete that into the final game..


 


What are your guys ideas and feelings?

11 years ago  ::  Sep 29, 2009 - 1:44AM #186
Flamheart
Posts: 167

In the original game's competitive demo, I played for weeks on end, simply trying to memorize where everything was and how to know what rotation it was for the demo map. While I won't get that ability here, I feel that I should begin analyzing the characters to make a Demo guide for them, just based off of the things put into the PS3 demo. I feel that it will not only help me pass the time while I wait for the full game, but it will help people who just can't seem to get the hang of the character.


As per the overall game, I must say that it's truly magnificent. Every time I play through, I'm able to keep finding more things, and due to the online part, I never experience the exact same thing multiple times, through any of the stages. If the full game is anything like the demo, graphic-wise and in the sense of level design, you can add another customer to the list already. The only thing I could ask for right now, is that once the "next stage in # seconds" countdown starts, players should be unable to die. As in, at the final stage of the PS3 demo, once the team killed the demo's boss monster, someone decided to suicide and it failed the mission, which shouldn't happen if we've already met the objective. Either they shouldn't be able to die, or it shouldn't subtract from the team meter after the countdown begins.


Also, I'd just like to mention that inside of the giant enemy at the final stage, I somehow fell through the beast and got a self-destruct soon after, as I fell directly through the beast into the endless void of the outer-level. I'm pretty sure this is a glitch, since I was still ranking up damage on the inner core at the time I fell through.

11 years ago  ::  Sep 29, 2009 - 3:31PM #187
rockleesaiyan
Posts: 13

Sep 29, 2009 -- 1:44AM, Flamheart wrote:


In the original game's competitive demo, I played for weeks on end, simply trying to memorize where everything was and how to know what rotation it was for the demo map. While I won't get that ability here, I feel that I should begin analyzing the characters to make a Demo guide for them, just based off of the things put into the PS3 demo. I feel that it will not only help me pass the time while I wait for the full game, but it will help people who just can't seem to get the hang of the character.


As per the overall game, I must say that it's truly magnificent. Every time I play through, I'm able to keep finding more things, and due to the online part, I never experience the exact same thing multiple times, through any of the stages. If the full game is anything like the demo, graphic-wise and in the sense of level design, you can add another customer to the list already. The only thing I could ask for right now, is that once the "next stage in # seconds" countdown starts, players should be unable to die. As in, at the final stage of the PS3 demo, once the team killed the demo's boss monster, someone decided to suicide and it failed the mission, which shouldn't happen if we've already met the objective. Either they shouldn't be able to die, or it shouldn't subtract from the team meter after the countdown begins.


Also, I'd just like to mention that inside of the giant enemy at the final stage, I somehow fell through the beast and got a self-destruct soon after, as I fell directly through the beast into the endless void of the outer-level. I'm pretty sure this is a glitch, since I was still ranking up damage on the inner core at the time I fell through.




Nice i never had that glitch before but yea you just have to invest time in this demo to figure everything out and thats what i did ....about that being able to die after you defeated the big boss is  a sucker but thats maybe just a demo thing

11 years ago  ::  Sep 29, 2009 - 3:32PM #188
rockleesaiyan
Posts: 13

Sep 29, 2009 -- 7:51AM, WHITESNOW wrote:


Sep 28, 2009 -- 11:14PM, rockleesaiyan wrote:


OKay now some ideas for LP2


it would be sweet if you could change weapons while walking or running! that little halt for the weapon to change stops the adrenaline of the epic new gameplay in this game  i mean being able to reload a rocket launcher with 1 hand and 1 foot and NOT being able to do a little weapon switch while moving kinda bumps me..that would be very nice if ya could implete that into the final game..


What are your guys ideas and feelings?





Thats right you said exactly what was bothering anyone playing LP. The fact that characters cannot switch weapons without stop running and this way losing time is major annoyance for those who play POST GRAB !


Thsi might be called literally first main concern N1.


The fact i sthat wen playing Post Grab, you cnat lose time anyway, and you often have to switch weapons to the SHOTGUN for close combat. When you switch weapon while running, you lose precious time for nothing. I dont even know why they did that. It is possible to switch weapons without stopping in reality.


Second main concern is still about weapons, the shotgun shooting in LP is not very precise, you can shoot several times from a very close distance, and never kill your opponent. And in the same time your opponent kills you with just one shot. This is a real bug i believe.




 


Glad we are on the same page here but yea they should realy go fix this i mean come on guys do not make the same mistake again!!!.. But the shotgun in the LP2 is actually the best shotgun i seen sofar in any game its accuracy  is freakin sick!! Play the demo again & look for youself please,  and tell me your opinion again; to me it seems pretty darn goood


 


what do you think?

11 years ago  ::  Sep 30, 2009 - 10:31PM #189
Jorplee
Posts: 3

After having the demo, oh, I don't know, maybe just over thirty times now, I've noticed the following. (I do know the game is a work in progress and there probably are bugs present, but I'm not concerned as I know they will get squished during final production/ polishing.


Good, Bad and the Ugly


Uber boss fight... oh_my_gawd was that a rush the first time.


Lots of wapon options


Lots of grenade options


Lots of VS options (the multi-seater VS are incredible for co-op!) Likewise, being able to ride on a VS by holding on is awesome as well. One concern, during hard landings, I noticed myself and others would fall off. Anychance we could "grapple"-link to the VS, so as to avoid falling off during a hard hit? Perhaps being "thumped" by a boss and falling off, that would make sense, but jumping and landing, anything to do about that?


Music... don't even think about changing it, it's perfect; enrapturing. Even playing through the single boss fight demo time after time, the music that kicks in during the "Cat-G's" appearance never fails to resound a ominous feeling of possible impending doom. Amazing work to get that feeling every time during a scene I've played out over and over!


Sound effects seem great enough. So long as we continue to get "voice, sound effects, music and ambient" volume levels, I don't see any issue with something drowning out the important stuff. Generally I turn sub-titles on, so I don't have worry about what someone is saying to me. As I noticed, there are always tell-tale signs of some event going to occur or a change in a scripted NPC's behavior through sound. Most great gamers rely heavily on sound to give away foot steps, power-ups, etc... So glancing at subtitles throughout live-action play is no issue for me and many others.


Controls... I'm happy with them, just keep the config option available for buttons, targeting reticule, stick speed, etc... **Running, however, didn't seem snappy. It actually seems a little too slow, or looks/ feels sluggish, for how the character appears to move physically when he/ she starts to run.


Options... show me a gamer that doesn't like options incorporated into the menu, controller, game-play...and I'll show you have to control a comet streaking into a black hole. Keep the options a-plenty.


Single player campaign shouldn't incorporate anything different than multiplayer. I'm hoping all cut-scenes unlocked during SP are also available during MP. Since I know a great many of us are going to start this game for the first time, co-op and grind it all the way through. It's impressive, in a time when once people played through single player campaign before loading the multiplayer aspect.... now, everything has changed. Multiplayer comes first, especially if it's campaign co-op.


Multiplayer. Someone mentioned something about being kicked back in the game menu too far. I agree, if we can't connect, please don't boot us back to the "single player, multiplayer" screen. Instead, just refresh the host list if we are "looking for a game to join".


Customization. Didn't notice any for the game. However an option for more outfits, or to choose an outfit would be nice. 8 would be sufficient, as having only 4 is going to force people that want to look different, to take what is left that the host didn't choose. Color choices would be great too, for the outfits and the glow of the harmonizer, if possible. Any glowing, shinning color, or gear aspect that already has a "stand out appearance", to change the color of said items would be great to better help players identify who is who amongst all the scripted NPC's we are sure to see running around. Female characters too. Any chance we can get characters with/ without helmets as well?


Preffered weapon(s) and grenade(s). Any chance, we don't have to hit a button to bend over and pick up a weapon we are currently using/ have equipped? Could you, maybe, set an option that we can select or just make it round-robin for all, that if we "run over" a weapon we have in our inventory, we get the ammo for?


Grapple hanging. I haven't been able to shoot the grapple and just hang in place. It seems every time I shoot it, my character automatically ascends along the wire to the top, as in the first LP. Any way to fire the grapple and ascend on our own speed? Such as, firing the grapple hook to a ledge and using the "movement stick" to draw ourselves to the top. Up on the stick would draw us up where-as down would descend (which I noticed it does if you're going to fall off a ledge and it auto-shoots to save you), left and right could swing perhaps? The stick movement would be pressure sensative, meaning, pushing the stick all the way up would increase ascend speed towards the top. You would then have to "jump", using the jump button to get onto the ledge. Rather then all that be automated, more control over the grapple would make for more interesting combat. If not, no foul, always LP3, right? Right?!


That's it for now. Just keep your chins up and coffee mugs full! Remember smoke breaks too.


 

11 years ago  ::  Sep 30, 2009 - 11:28PM #190
Kill it with fire!
Posts: 280

Sep 30, 2009 -- 10:31PM, Jorplee wrote:


Customization. Didn't notice any for the game. However an option for more outfits, or to choose an outfit would be nice. 8 would be sufficient, as having only 4 is going to force people that want to look different, to take what is left that the host didn't choose. Color choices would be great too, for the outfits and the glow of the harmonizer, if possible. Any glowing, shinning color, or gear aspect that already has a "stand out appearance", to change the color of said items would be great to better help players identify who is who amongst all the scripted NPC's we are sure to see running around. Female characters too. Any chance we can get characters with/ without helmets as well?


Grapple hanging. I haven't been able to shoot the grapple and just hang in place. It seems every time I shoot it, my character automatically ascends along the wire to the top, as in the first LP. Any way to fire the grapple and ascend on our own speed? Such as, firing the grapple hook to a ledge and using the "movement stick" to draw ourselves to the top. Up on the stick would draw us up where-as down would descend (which I noticed it does if you're going to fall off a ledge and it auto-shoots to save you), left and right could swing perhaps? The stick movement would be pressure sensative, meaning, pushing the stick all the way up would increase ascend speed towards the top. You would then have to "jump", using the jump button to get onto the ledge. Rather then all that be automated, more control over the grapple would make for more interesting combat. If not, no foul, always LP3, right? Right?!


That's it for now. Just keep your chins up and coffee mugs full! Remember smoke breaks too.




First of all, you will never have to worry about looking the same as other people in LP2. There is a ridiculous amount of character customization. Instead of preset outfits like LP1, you can acually choose different body parts to customize. (Helmet, Backpack, Arms, Legs, Torso, etc...)


The way people hang is by grappling to a horizontal surface, like the ceiling or a flat overhang. It doesn't work if you hit the edge. Once you are hanging, however, you can move up and down, or even swing. (If you do it right)

GT: Gonzogamer X
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