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Old 10-17-2007, 01:23 PM   #1 (permalink)
 
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Interesting I thought...

http://kotaku.com/gaming/xbox-360/be...s-2-311385.php
GoodLuck and make sure you blow'em up to show them their organs!

edit: does anyone even play this on the 360???
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Old 10-17-2007, 07:42 PM   #2 (permalink)
 
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Re: Interesting I thought...

If anything, the endless debate over control mechanisms seems to indicate that a singularity is coming in the not so distant future. The wiimote and the mouse seem to have picked up on the idea that more delicate movements need to be detected than can be offered by analog sticks and a few cute buttons.

Wish I could play against Valve though...the strategy that would ooze out of that match would be studied for years...namely theirs...cause we'll be dead...

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Old 10-17-2007, 08:37 PM   #3 (permalink)
 
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Re: Interesting I thought...

They will use their hidden hacks, don't play with them. They probably also have hidden teabag functions for extra humiliation after they kill you.
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Old 10-18-2007, 09:06 AM   #4 (permalink)


 
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Re: Interesting I thought...

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Originally Posted by Zephyr View Post
Wish I could play against Valve though...the strategy that would ooze out of that match would be studied for years...namely theirs...cause we'll be dead...
Its purely myth that a developer is good at the game they create. Ever play NS with Flayra?
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Old 10-18-2007, 10:09 AM   #5 (permalink)
 
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Re: Interesting I thought...

I dunno, I seem to remember the Bungie devs were really good at Halo 2.
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Old 10-18-2007, 12:28 PM   #6 (permalink)

 
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Re: Interesting I thought...

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I dunno, I seem to remember the Bungie devs were really good at Halo 2.
Straight Deathmatch is a whole other beast from Team Based Objective. Sure, kills do a good amount of work, but the game focuses more on the team than the individual player.

Also, in most deathmatch games, the players are evenly matched. The only difference is in individual shooting skill and map knowledge. I actually weight map knowledge above shooting skill because with proper timing, you can almost guarantee first access to power-ups and weapons. This was a huge deal back in Unreal Tournament and it still holds true to Halo games. My online experiences are terrible up until I learn the layouts of the maps and where the overcharge and stealth are.

Who would know more about the maps in Halo 3 than the devs?

These conditions do not hold true as much for games like NS and TF2. Map knowledge can help (and does), but it's not the all or nothing style of deathmatch games. Sure, knowing a back way to the CP can help a cap, but if there's a heavy on the cap waiting to chew you into cat food, it won't do you any good. There are no secret power-ups or better weapons in the maps.

No matter how good you are in TF2, you can be killed (and quite easily sometimes) by a new player who just happens to be in the right place at the right time or just has backup when you don't.

Now, I'm not saying the TF2 devs couldn't wipe the floor with a TG member team, but I'm not giving them the benefit of the doubt like I would most Halo devs. The valve guys have been seriously busy hosting a beta and working out issues with the PC version. If anything, TF2 for 360 is just a port of that. So, these guys are probably used to a keyboard and mouse anyways. Going from that kind of pinpoint precision to a joystick entails are fairly large learning curve.

This contrasts a lot from games designed around the 360 controlled like Gears of War or Halo. Sure, these guys probably did a lot of play testing on PCs, but more than likely that was done with 360 controllers.
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Old 10-18-2007, 03:33 PM   #7 (permalink)
 
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Re: Interesting I thought...

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Now, I'm not saying the TF2 devs couldn't wipe the floor with a TG member team, but I'm not giving them the benefit of the doubt like I would most Halo devs. The valve guys have been seriously busy hosting a beta and working out issues with the PC version. If anything, TF2 for 360 is just a port of that. So, these guys are probably used to a keyboard and mouse anyways. Going from that kind of pinpoint precision to a joystick entails are fairly large learning curve.

This contrasts a lot from games designed around the 360 controlled like Gears of War or Halo. Sure, these guys probably did a lot of play testing on PCs, but more than likely that was done with 360 controllers.
Hm, this was the part I didn't consider, being used to a mouse and keyboard would make it a huge crutch to use the 360 controller. I suppose that should even the field a bit - will be interesting to hear about anyway!
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Old 10-19-2007, 01:46 PM   #8 (permalink)
 
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Re: Interesting I thought...

Roger that.

Tried TF2 on my friends 360 last night and well.... it's horrible. Halo 3 is fine, gears of war is fine, the entire orange box seems a waste of cash on the 360 (which stinks because I am probably getting one anyway and like xbox live). You cannot track a 1/2 decent scout even with a high sensitivity because it has joystick acceleration that you can't turn off (I went spy and won 6/6 matches just by capturing points while people couldn't shoot me on multiple 'servers'. The only classes my friend plays (and he has had the game since it came out) is engineer and spy since the aiming is quite bad.

Again, I can play Halo3 and have an enjoyable experience, but the port is just bad all around. It's like playing with two fingers on each hand that are bandaged together.
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Old 10-19-2007, 01:55 PM   #9 (permalink)

 
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Re: Interesting I thought...

I remember back during my Unreal Tournament days being a pretty damn good player. Me and my buddy would consistently fight each other for top spot on "Tom's Deck 16" Server.

I then attempted to play UT on the PS2. Even after an hour of excruciating pain, I still could barely hold my own against a Novice Bot. FPSs like these are just not meant for a joystick.
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Old 10-19-2007, 04:32 PM   #10 (permalink)

 
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Re: Interesting I thought...

Deck = ftl. I don't care what anyone says. There were so many good maps, stock and custom, that no one played because 40% of serverland was Deck and Face.
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Old 10-22-2007, 05:05 PM   #11 (permalink)
 
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Re: Interesting I thought...

I've never had a problem using a joystick for first-person shooters.

Heck, I'm even playing Half-Life again on the PS2 right now- and even though it has a mouse/keyboard option, I'm using the PS2 controller. UT on the PS2 was a cinch, as far as my experience went.

I actually tried UT on the PC with a Nintendo 64 controller and adapter- after spending a while getting it working, I was able to play just fine, though I wasn't able to turn fast enough to keep up with everybody else. Were everybody else using the controller, though... I'm sure it would have been just as even as always.
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Old 10-23-2007, 10:16 AM   #12 (permalink)
 
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Re: Interesting I thought...

I can't say it's necessarily "difficult" to use a controller/joystick for an FPS, but it's that turn-speed thing that is the major problem. If you can't turn and aim as fast as someone with a mouse can, you will lose everytime. Plus I just think you don't have that "in control" feeling as much in an FPS with a controller.
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Old 10-23-2007, 12:45 PM   #13 (permalink)
 
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Re: Interesting I thought...

A console controller is perfectly fine playing a FPS with provided everyone else is using a controller as well. You can even be very good with it.

But a full PC setup offers a degree of control that a console just cannot match. Even a mediocre PC player will probably mop the floor with a good console player (provided they are playing in a cross platform environment)
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Old 10-24-2007, 10:01 AM   #14 (permalink)
 
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Re: Interesting I thought...

my idea for controllers is just to remove the right stick and in its place put a track ball if properly engineered I think it would work great and go a long way towards improving the control of console games.
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Old 10-28-2007, 03:21 PM   #15 (permalink)
 
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Re: Interesting I thought...

I've never learned to use a trackball myself. >.<

I hear people preach about their awesome-ness, but I've never bothered to try.
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