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The multiplayer experience is getting better and better the more I play it. I think it's because more people are understanding how to play the game. Too many were playing it like GeoW before. I see more people using the tactical roll and I don't miss my chance to tell people about it. Also have to tell people about changing the controller settings because it's turned off a lot of people who've played it =/ It's too bad that changing the controller settings in the demo isn't immediately apparent. It's like something you bump into by accident, unless of course someone tells you. Been telling people about it as much as I can.
I just got finished with 2 full matches (8 vs 8). Last one was incredible, to say the least. Each team had 10,000 starting gauge and it literally went back and forth for 20 minutes! No dull moment at all. There was a point where we were down by like 3000 points, but it's like...everyone on the time just tried harder to push our score higher. With only 30 seconds left, we were still behind by 2 or 3 kills. I managed to get one of the kills we needed before the match ended and we somehow pulled it off. Really exhilerating :cool: Oh, man. I agree. It's the most fun I've ever had in a MP game. It can only get better, too. With the other 7 (or 8 if you get the LE) maps, I'm sure there'll be a lot of different ways to go about doing things. You'd think I'd be sick of the Pirate Fortress by now after having played the hell out of the single player demo and it's the only map on the multiplayer demo. I don't though. The other maps look even better. One looked like a bunch of buildings that were being constructed and plenty of places to fire off your hooks at. Another video I saw showed a bunch of people trudging through a long trail of snow that I couldn't really see the end to. If this demo is any indication, we have a great game on our hands.
Oh and kudos for helping people get into the game. We need as many people as we can to like this so I'll never run out of people to kill. XD
I'm still kind of afraid that games like Gears of War, Call of duty 3, and Rainbow Six: Vegas might give Lost Planet a hard time. It's only because gamers are used to games like those. But I feel that Lost Planet is something special and should be able to hold its own. Grappling never gets old. There are so many grenades and they're all fun and useful for different situations. The ammount of normal weapons, energy weapons, and VS weapons is amazing. The mechs are cool, too. I rarely hop into a mech in the demo but that may change in the retail version where they'll have more useful ones and they may be needed.
These game feels very original and refreshing. I don't see how anybody can say that this has been done before. if it has or was, I don't think it couldn've ever been done so well. I love Capcom for all their awesome series.
360: Lucent85 (currently w/o a 360) PSN: Lucent85 MSN: lucent85@hotmail.com YAHOO: Lucent85
Currently Playing:
PS3: Final Fantasy XIII and Red Dead Redemption PS2: God Hand, Okami, Persona 4
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I signed up to this forum just so I could post my impressions. I really played the online demo for the first time last night, and these are some of the things that really stood out for me that I had some issues with. Overall though I really enjoyed it.
1.The radar doesnt show useful information. I understand that activating the nodes around the map bring up a radar feature but everyone on the radar is a red dot. That doesnt help at all. Its also hard to tell but are those numbers on the radar. Do those numbers represent nodes.
To make the radar an actual useful feature the red dots should indicate red team members and blue dots should indicate blue team members. Also if my assumption is correct about the numbers being nodes then the numbers on the radar should change color depending on what team controls the node. For instance the #1 node would turn red when it is activated by a red team member and vice versa for the blue team. The node number on the radar should stay a neutral yellow untill its been changed.
2. I cant tell the direction from where Im being fired upon. Often times when I played last night I couldnt tell where the bullets were coming from. My character would stop and stutter while he was taking damage yet I couldnt tell where it was coming from. There needs to be some sort of onscreen indicator showing where the direction of fire is coming from. The stopping and stuttering is not enough of an indicator to you taking damage. Not to mention its completley unneccessary.
3.Options to hide scores. I read the recent press release about the increase in text size. I think its a great idea except now the issues is the scores take up a quarter of the screen. It would be great if there was a way to simply hide the scores then bring them up with the back button or something. Or just show my score and the top 3 people.
4. Why cant I use my grappling hook in the air? One of the first things I wanted to do was use my grappling hook while jumping, but I cant. Was this feature left out on purpose. It would add ALOT to the game if players could do this. Im sure we have all heard of a game called Bionic Commando. For some strange reason I dont see this happening in the final version. Im thinking we'll see it in Lost Planet2. Id love to be surprised though
5.Why has the machine gun been changed? I new the second I got into the game something was up with the machine gun. The rate of fire seemed slower and sounded like it had less of a kick. I started up the single player demo just to make sure and low and behold the it seems like a completely different weapon. Was this changed for the multiplayer. If so I dont like it. The machine gun in the single player demo was much more fun to use. Please please please bring that gun back.
6.Energy Bars for team games doesnt make sense. I spent 3 straight hours last night playing but I could never figure out what the bars meant. To many different colors and what not. Id use the points to tell how well we were doing but I couldnt read them. Instead of different colors for the bars why not do it like street fighter. One solid yellow bar that gets depleted throughout the course of the team match. Once the bar is completely empty game over for the other team. So basically treat the bars like the health bar in fighting games.
7 Spread the spawns out. Last night we were getting spawn camped like crazy. They new exactly where we would appear and was there killing us easily. If the spawn area were spread out a bit that would have helped. It seemed everyone on my team allways spawned in the same 6 X 6 area.
8 Team games need different character models to help distinguish them. Last night I had a very hard time distinguishing between friend and foe. The teams need to use a completely different model to be able to help tell the difference. You know something like pirates vs humans or whatever. Also some sort of small visual reminder of which team your on can help.
9.Melee attacks are way to slow. This really speaks for itself. After swinging your weapon your stuck for almost 3 seconds. I can understand having a very slow melee animation when your hauling around one of the bigger weapons but there shoud be no reason for a long melee animation when all you have is the machine gun equiped. Also landing a melee hit with the bigger weapons should do more damage.
10. A list of all the players on my team. This sort of goes into the what I said about hiding the score but there of course should be a way for me to see whos on my team and whos on the other team. The back button with a score/player option inside should be able to take care of that.
I think thats it for now. Im going to coninue to play the online demo till the game releases. If I find anything else worth mentioning then I'll give you guys a hollar. If these simple changes can be made youve got the makings of a AAA game.
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Thanks, Slim, and everyone else who has posted since I last said "thanks."
We are definitely listening.
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It does indeed look like the Japanese figured out something that we don't know. It's not just taunts they can do, they can direct people to go forward and other things. Also, they're doing some REALLY crazy stuff with the grapple..I'm wondering how they do it =( Find out, Brian!! They're swinging like crazy in the minivan0483.zip one. You have to copy/paste these links to see them. The files are wmv. Looks like the Japanese are having a lot of fun with this. I found these over at the GAF forums.
=================== Some of MP demo footage for fun. Found on Japanese forums.
http://k004.sakura.ne.jp/k004/src/minivan0483.zip.html http://k002.sakura.ne.jp/k002/src/wagon1426.zip.html http://k002.sakura.ne.jp/k002/src/wagon1427.zip.html
Just copy and paste URLs. (direct links are not allowed.) I put some of the videos up on YouTube and I'll post it on my blog today with them embedded. Thanks!
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How exactly do you get yourself swinging from the rope on the bridge? I've dropped down off the edge and grappled, but I can't make myself swing.
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If you look closer at the videos they pull themselves up and down the grapple hook to get some sort of momentum going like on a playground swing.
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Yeah, I finally figured it out from watching the first video where the player drops off the side at the start. You can see he actually moves up the rope just enough for the bridge to 'nudge' him out and then he drops down the rope. As the rope swings you move up the rope and then as it reaches it's apex you move down just a little. As it swings in the other direction slide back up the rope. As your momentum increases you eventually start going over the bridge. You have to be at the VERY END of your rope to clear the far side of the bridge. Kind of a wierd glitch, because rope seems like a pole that you swing from rather than a loose tether. I've actually stalled at the top of my swing like a pole-vaulter in mid-air.
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Ok after even more hours played Id like to mention some things that were brought up by other players pretty often.
1 Whos shooting me? This was a question that was brought up very often. Many have no idea the direction fire is coming from. There has to be some sort of indicator on screen showing where bullets and lasers are coming from.
2. I cant read/see the map. I heard this issue brought often. People playing on smaller TV's are having a trouble reading the numbers on the map. They also didnt know the numbers represented command posts. Possibly adding random tips during loading screens would help explain some of the online modes and nuances.
3 Stutter animation keeps you from dodging. This one is a personal beef of mine. When I get caught in someones gunfire the stuter keeps me from dodging or pretty much doing anything else. Its even worse when they have the gatling gun. Not sure if this is a fundamental part of gameplay but Im just not feeling it. In fact this is the first shooter Ive ever played that does this. Im not sure if you guys will completely take this out but at least tone it down a bit.
4.Network Errors. This just started happening today but I randomly get network errors during matches. Of course it could be because its a demo and not complete but it did come up at least 3 times tonight.
5.I forgot which team I was on. I heard this issue come up a few times. Maybe because its a demo and everyone has the same character. Im not sure how you guys will take care of the Team play in the final version but both teams need to look different in at least color. Red team members should look red and Vice versa.
Most of this stuff Ive allready mentioned but these seem to be the major issues that keep coming up. Other than that I really enjoy the multiplayer. Every one that Ive played with says the same thing as well. I think you guys are on the right track to making a really good game.
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For 1, yeah, well, it's not an FPS. I, for myself, do not like the indicators that we see on some FPSs. If you don't see the shooter, he's probably on your back. Just turn around.
For 2, I never saw the post numbers on the map. Good point. Then again after a while you know where the posts are.
For 3, even under fire you can do the roll.
For 4, I fully agree :)
For 5, check your containers on your back, your eyes (especially the effect while jumping) and the color of the names that are displayed everywhere in the map. Those are your partners, hence the same color as you.
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For what it's worth, I no longer have any problems at all with telling people apart and figuring out the score. I'm not saying some of these issues shouldn't be tweaked, but for me, it's no longer a problem. Simply any guy that doesn't have a name over their head = other team. Whoever has more points = winning. When points for a team go down to zero = game over (or if there's a time limit, most points wins). When the bar fully empties (a few times, going through the various colors), then that team loses. Remember, you don't just empty the bar once... it takes a few times. It goes from darker colors to lighter to clear. I think if this stuff was just explained in the demo than there might have been less complaints. We had to figure it out ourselves which made it a little confusing.
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