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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Topic: Rumour mongering: a real MMOFPS? 0 Members and 1 Guest are viewing this topic.
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Author Topic: Rumour mongering: a real MMOFPS?  (Read 11540 times)
damijin
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Posts: 448


WWW
Reply #35 on: March 13, 2008, 04:22:44 PM

In general, you should try to have players crouching/going prone in order to return fire so that no one is moving while shooting,

Negative. I wont play that game. Then again, i am NOT advocating Unreal/Quake type movement. Honestly, plantsides style and pace is good to me (or QW:ET).

Having (mandatory) to stop to shoot is lame.

I'm a TF2 player, and a big fan of Quake/Unreal -- so it's fair to say that I prefer faster games. My point was more so that MMOFPS games face unique technical limitations, and if you aren't in the mood to try and break down huge barriers, it's a whole lot easier to design a slow paced game where players are more often stationary than moving. You could go faster than that and probably have 'not bad' warping, but I think you can make a fun game based more on long range stationary combat than close range moving combat, and avoid a lot of lag issues as a result.
qedetc
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Posts: 41


Reply #36 on: March 13, 2008, 04:29:47 PM

In general, you should try to have players crouching/going prone in order to return fire so that no one is moving while shooting,

Negative. I wont play that game. Then again, i am NOT advocating Unreal/Quake type movement. Honestly, planetsides style and pace is good to me (or QW:ET).

Having (mandatory) to stop to shoot is lame.

I agree, this is exactly why I refuse to participate in real-life combat as well until they implement recoilless and auto-balancing weaponry.

Comstar
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Reply #37 on: March 13, 2008, 05:12:46 PM

I want something more like:
A model somewhere between WW2Online (Large world, Front lines, supply chains),  planetside (Personalized avatars, Outfits, squads and equipment spawns {tanks and shitt}, Cert system, looting, shooting style), and COD4 (Graphics/setting/look and shooting style/Tech level).

You can pick two. Large World or COD Graphics. I don't believe you can do both personally. Don't forget, Large World needs Large groups of players. Eve does it by having any combat bigger than 2 people meaning you zoom out so far all you see is 2 Crosshairs and a target list to auto fire at.

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Venkman
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Posts: 11536


Reply #38 on: March 16, 2008, 05:16:19 AM

Large world to me doesn't mean zoneless. Link together a bunch of maps and control the number of people allowable in each to some degree. Most other MMO do this already anyway (or just crash the zone/region/world/game when the cap is met).
Mrbloodworth
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Reply #39 on: March 16, 2008, 12:31:38 PM

^ Like planetside.

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Venkman
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Reply #40 on: March 16, 2008, 03:33:59 PM

Like creating a quilt of COD4 maps. PS was fine for its time, but whatever it takes to play it (re: previous pages), it's not enough FPS for me.
Mrbloodworth
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Reply #41 on: March 17, 2008, 06:50:07 AM

In general, you should try to have players crouching/going prone in order to return fire so that no one is moving while shooting,

Negative. I wont play that game. Then again, i am NOT advocating Unreal/Quake type movement. Honestly, planetsides style and pace is good to me (or QW:ET).

Having (mandatory) to stop to shoot is lame.

I agree, this is exactly why I refuse to participate in real-life combat as well until they implement recoilless and auto-balancing weaponry.

I said nothing of the like.

Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
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eldaec
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Posts: 11844


Reply #42 on: March 20, 2008, 03:53:23 AM

Eve does it by having any combat bigger than 2 people meaning you zoom out so far all you see is 2 Crosshairs and a target list to auto fire at.

Also, EVE has *considerably* less grass, trees, junk to hide behind, walls, windows, and similar shit.

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