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Please make the swinging mechanic/animation look either more realistic or just give it some character. As it is now, it looks really bad compared to how well done all of the other animation are done. The rope could behave better, as when you stall at the top of a loop it still stays completely taut, but I can imagine that in the future there's a material that can coil like a rope but be as strong as metal or something when straightened.
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Is it supposed to be that hard to move inside the giant salamander?? The animations for when an akrid's body is destroyed need to be better. On the PS3 version, when you are in a room there needs to be a button that shows the selected user's info. It's bothersome having to bring up the XMB, and then go to players you have met. When you unlock a trophy and the message is displayed, pressing the PS button should show you the trophy. I am just saying this because when you get a message and you press the PS button it takes you to the XMB instead of showing you the message like in XBL. But maybe this is a console "feature." I thought the demo was good, when I remember more things I will post.
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When we're in the lobby awaiting other players, we need something to do. All there was in the demo was to look at other player's gamertags, will there be something where we can look at other player's stats while we wait? Or something like this at all? Someone else told me they had a problem with the friendly AI. Obviously this game is only a demo, but this person was saying just how stupid the friendly AI were, they just run around in circles shooting. What I found was that the friendly AI don't know when to fight, and when to run, they're about to be crushed and they just keep shooting awaiting the inevitable.
The animations for when an akrid's body is destroyed need to be better.
I agree, Capcom has put all this brilliant work into the game but it felt like they just made a shortcut when it came down to the Salamnder dieing. It just stopped and burnt up, like the bosses do in Zelda: Ocarina of Time. The death scene could be a lot better rather than just taking a shortcut and making it burn.
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I don't mind the Akrid burning up once it's unable to hold in t-eng. But in Lost planet one, once they were crispy, you could punch them for a little extra t-eng. Now with the online co-op, they tend to be out of place due to lag or whatever. Hopefully that is either cleaned up, or they provide that extra whenever someone gets close and punches from their perspective. Also, thanks to someone decided to reduce the quality of play, he was shooting us to knock us down as often as he could, threw grenades at us, in general was being a waste of space. Then he just goes afk for the rest of the round. He left in the middle of second round. Luckily the rest of us can cross the red barrier and drag him along to the next level. As if I ever want to do this for anyone. The story continues. He stays afk, and we go and fight the salamander. Come a little while later, we've done the job, salamander dies, and level ends. When the scores come up, he gets 1200 points. It's a D. I'm sorry, but he did nothing. He didn't shoot, he didn't move, he didn't die amazingly, but that should mean he gets 0 points. Now I certainly didn't want to deal with him wasting our time by shooting us or grenading us, and I didn't want to drag him along, but now I just earned him 1200 points. Hopefully those points are just a record of how well you did that time, or they don't help people get anything. But if they are ever used towards items, or status in any way, then there should be a way to stop freeloaders, other then quit and retry.
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Idea: Perhaps some stats achieved in the Co-Op demo can be transferred over to the full game, once the full game's servers are operational? Things such as the max amount of points you've gained in a round, the highext amount of boxes you've gotten towards a streak, and possibly some of the awards you've gotten in the demo, such as finding the inner core in the salamander. Just some things to motivate people to play the demo more, until the full game where people would be trying to beat the scores they achieved in the demo.
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I think the Akrid died just fine...picky sobs. I thought the demo was very impressive. Good: Everything Bad: Those damn signs that give you tips...i got stuck behind two of em and instead of poppin me out it just killed me. And i agree wit the one guy talkin bout being killed in mid air ur weapons stay..lol.. u can tell this is just a rough draft...maybe just make them fall where ur body lands..thats how you've always had it so i dont know why im even telling u. so i guess just the signs..lol hate those things. Ideas: I agree with the guy talkin about not really havin much to do in the lobby...im not too concerned with it...but if its possible to fit it in..stats and stuff would be cool to view. But again i rather the time and effort be spent more into the rest of the game..this idea would be somthing to throw in when everything is done :0
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This is my first time playing Lost Planet, and I have to say the Demo is dope, I'm on it everyday. I don't get bored with doing 3 stages lol... I'm REALLY looking forward to the full release.
PSN ID: KingJBlaze
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I don't mind the Akrid burning up once it's unable to hold in t-eng. But in Lost planet one, once they were crispy, you could punch them for a little extra t-eng.
Just to be clear, I am not against they turning crisp, it's just that when you punch them (I love doing that), the proportion of the shattered remains and number of them don't seem to be in accordance with the actual size of the akrid. Oh, and that new akrid that does like a rooster standing up it's very annoying, it moves too fast and sometimes it's hard to follow and before you know it the akrid is behind you.
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Oh, and that new akrid that does like a rooster standing up it's very annoying, it moves too fast and sometimes it's hard to follow and before you know it the akrid is behind you.
I've only seen it in videos since I don't have a PS3, but that thing looks great. A quick, aggressive Akrid is a very welcome addition. It also seems fairly smart. The only danger from the small three-legged Akrid is from their numbers.
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The rooster can drive people nuts, but it isn't very resistant to explosions. It quickly loses a leg or it's head if you bomb it. When it jumps towards you if you are facing it when it spreads it's spines, you have a quick moment to get some damaging shots on it. I think it takes a lot more damage during that moment. I know that I have in the single player mode taken it out with one shotgun blast when it spreads it's spines. As more feedback, earlier while on the back of the Salamander I had a problem. It started it's jump into the water so I went to the side and jumped to try for safety, well the jump went a little wonky, which I'm okay with except that it ended up putting me in front of a leg, which instantly killed me. That leg/step damage stuff is a bit too unpredictable. I know that it has killed me when I'm in the small cave under the rock when the Salamander passes over, so it definately needs whatever touch ups to the programming that it is still getting.
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