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  1. #41

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    I have very little confidence in UT2007. It'll be pretty and there'll be cool vehicles, but the gameplay previews have demonstrated it do be a hitscan infested monstrosity with stupid visuals like people coloring red when you hit them with a simple bullet.

    I fail to see why "grounded" means "in your face". If people move slower, they won't be able to close the gap before you peg them to death with your shock/sniper/enforcers/stinger. How is that "in your face"? Map design won't help either, because the ONS level we've seen is on the whole huge, wide, open and suspiciously devoid of cover (also known as "obstacles" or "gheystaticmeshes" to some people).

    Epic claims to close the skill gap in several ways. Epic also claims to test mostly with players that aren't even aware of the dodgejump feature (or lack thereof). Not a very good basis for skill gap prediction, methinks.

    Now would be a good time for Epic to appeal to that giant mass of FPS gamers that appreciate a bit of realism and the off-chance to catch their breath in combat. Plenty of those don't play for the Kark98, M203 or other uninventive weapons, but for the immersion and the chance to be more than a negative frag total to their team.

  2. #42
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    Quote Originally Posted by Xyx
    If people move slower, they won't be able to close the gap before you peg them to death with your shock/sniper/enforcers/stinger. How is that "in your face"? .
    Check on gameplay once in a while... ...talking about UT2004 here.

    For the "grounded" and "in your face" argument. Check UT (from 99) to see what EPIC is talking about. That was faster and more "in your face".
    Last edited by fuegerstef; 08-21-2006 at 09:11 AM.

  3. #43
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    Remember when boost dodging was removed? People whined how it was a skill based jump and should of stayed in. It was impossible for map designers to really plan out and prevent map flow from being destroyed when you could jump from the first floor to the third or even fourth floor. I think Epic feels the same way about the Dodge Jump, Dodge Jump, addiction in UTk4.

  4. #44

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    UT99 was more "in your face" because the maps weren't all giant hallways. There were plenty of cramped areas.

  5. #45
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    Me and a friend pulled out the UT99 demo for a quick match or two at work while waiting for some pc's to finnish ghosting. Wow that game is addictive even for now days. Sheesh... I'm hoping to get that type of satisfaction out of UT2007. I'm not asking for a UT99 remake though. But I definatly would argue that UT99 is a classic that never gets old. Right up there with pac-man, mario bros, and doom95.

  6. #46
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    i liked the ut99 maps the most
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  7. #47
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    What I really loved the most was the look and feel of UT99, I'm really glad they're trying to bring that back.

  8. #48
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    try a triple rocket
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    Quote Originally Posted by rhiridflaidd View Post
    I remember when I first saw a cicada in-game and had a shock vs cicada duel (I had the shock.)

    The shock did nothing, and the cicada couldn't hit me no matter how he tried. We both walked\flew away bored after a while.

  9. #49
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    Quote Originally Posted by Xyx
    I fail to see why "grounded" means "in your face". If people move slower...
    Grounded means less air-time but not necessarily slower. The run speed seems a lot faster than UT2004 run speed. UT run speed was faster as well. UT was fun in a way, but I don't want to be playing it anymore. An evolution of UT2004 would be better. But to be frank, what the sci-fi FPS genre needs to become popular again is a whole new franchise preferably by a small/new company with fresh ideas. I don't think UT2007 will be a revitalisation of the series or a big success in terms of sales or community. I'll probably still buy it and probably play it while it has people playing (hopefully for longer than UT2004 lasted), but I won't convince people to buy it and end up wasting their money this time.

    But I agree that their testing method will once again cause problems. I don't want to see UTComp again. There was no need for it in UT. I don't want to have a long list of mutators, settings and rules just to make it playable.

  10. #50

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    Sooooo When Deos 2007 Demo Come Out I Wanna Play

  11. #51
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    Quote Originally Posted by Xyx
    I fail to see why "grounded" means "in your face".
    That's OK. It doesn't rely on you understanding why it works.

    Seriously though, the reason it makes the game more in your face is because any enemy can only counter your forward dodge with a backward dodge. In UT2k4, an enemy can counter your forward dodge with a backwards dodgejump, and forward dodgejumps are out of the question. (unless you're suicidal or time it very carefully, but even then you will get maybe one or two rockets in before your enemy dodgejumps away again.
    Plus, the maps can be built a whole lot smaller.
    You could say "But they can build maps small now, you just won't be able to dodgejump in them", but for some reason it just doesn't work that way. Curse3 was loathed by quite a few people.


    All that probably won't apply to ONS though, but I think a lot of people feel hitscan domination is less of a problem and more a part of the gametype's nature in ONS.

  12. #52

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    Just imagine UT 99' movement with better graphics and such (I know thats an understatement)
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  13. #53
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    prolly nothing like that.
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  14. #54

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    Quote Originally Posted by Boksha
    All that probably won't apply to ONS though, but I think a lot of people feel hitscan domination is less of a problem and more a part of the gametype's nature in ONS.
    Bit of a wasted opportunity there, so I hope UT2007 will improve on that.

    I sometimes wonder why mappers still bother putting anything besides AVRiL, shock and link on lockers. They'll get screamed at if they don't include AVRiL, shock and enough link ammo to completely charge two nodes and repair half the team's vehicles, but when they do people hardly bother with any other weapons.

    Epic should balance for wide open maps like ONS. If hitscan is balanced there, it'll still be useful in open areas in other maps. It just won't be as good up close anymore. Which it shouldn't, since people are supposed to pick a close range specialized weapon like the goo gun over a sniper rifle. Hitscan has a great niche, but shouldn't venture out of it.

  15. #55
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    no dodge jumps? UT has always been my fav. FPS.. i may not buy it just because of that.. Without it, it makes me feel like i can't move at all. So who cares if 'noob's can't move.. We all need to learn.. There is no such thing as a fair lost even without botters..

    Ut2007 disappointed me... double jump is so lame...we called it bunny hop. Hitting someone while they are double jumping is so a walk in the park. The experience players hardly ever use that.... Like one guy already said, i hope there is an option to disable it..
    Last edited by Used_condom; 08-23-2006 at 03:47 AM.

  16. #56
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    Quote Originally Posted by Boksha
    While it's true many more people play FPS games nowadays than they did when UT was at it's height a year or so after it's release, most of those people prefer realistic/simplistic shooters like CS or BF2.
    Look at the top 10 on the GameSpy stats, leaving out UT2004 because of the bots issue and Neverwinter Nights because it's not an FPS. What are we left with? Nine realism-type games with about 200000 players (140000 of which play Counterstrike) and one non-realism game: Quake3a with 3000 players.

    In fact, I'd say that the sum of UT players + Q3a players + UT2004 players is now a lot lower than the sum of UT players + Q3a players a year after UT's release. IIRC, UT had about 6000 players online at it's best days, and Q3a had about 4000 players at the time. Right now, UT has about 1500, UT2k4 (rough guess) about the same and Q3a about 3000. In other words, the amount of player hours a month is down by 40%.

    In other words, less people now play non-realistism shooters at the same time than they did back then, and there's more of the games to divide the playerbase between. In a way, it's not so strange UT2004 isn't doing as well as UT was in it's time.
    It IS notable that even now there are about three times as many people playing UT CTF than UT2004 CTF.

    Hopefully, UT2007 will change that, although I realise a lot of competetive players are disheartened by Quake4's failure, which they saw as the saviour of non-realism shooters. UT2007 will be aimed at multiplayer though, so I'm guessing it won't be a failure like Q4.
    if UT ever turned out to be like CS or BF2 or Halo, i will never buy another UT product even if the graphics are sosososososo incredible.. game play matters more to me.. I played CS, BF2, Halo and it sucks @ss.. Sooooooooo slow...... I felt like I was moving in slow-motion. I have never owned a copy of halo, CS nor BF2


    this reminds me of GW.. after anet started nerfing a shiet load of stuff in GW... i just totally quit.. never even bother with the expansions... waste of time and $$$$.

  17. #57
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    I have to admit, UT2003 and UT2004 takes quite a bit of skill to get use to it. I remember introducing it to one of my guy and he lost interest in it because he said, it moves too quick and it was very hard to hit other players. So he went back playing BF2..

    UT2007 may attract new players, but vet. players may quit...

  18. #58
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    Quote Originally Posted by Para
    Meh I liked how UT2k4 had dodge jumps...


    The game felt more like "OMG IM GONNA GET HIT *JUMPS FAR OUT OF THE WAY*" instead of "oh something is going to hit me *makes a weak and rather retarded looking jump to get out of the way but still get hurt by splash damage*"

    You play all the popular FPS games out there and don't you ever get the feeling that "omfg these controls are so weak... i should be able to like run and jump ****ing hard away or atleast dodge so I can avoid getting my ass handed to me like it was life or death"
    escaping a close combat in a 1v1 will prove difficult.. It's like, okay i tried to escape from rocs by dodging around a corner..but because there isn't dodge jump, i'll most likely get hit..

  19. #59

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    Dude, Edit button
    It looks like this -> http://utforums.epicgames.com/images...ttons/edit.gif
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    Quote fuegerstef: "When I grow old and my eyes are becoming really, really bad I might add UTComp to it(UT2004)."

  20. #60
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    Quote Originally Posted by placebo
    What I really loved the most was the look and feel of UT99, I'm really glad they're trying to bring that back.
    I dunno man...but let's say bell bottoms came back for guys.. I personally would never wear it... going back is almost a bad decision...

    sry, if i'm spamming..

  21. #61
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    Quote Originally Posted by IceX2002
    Quote Originally Posted by theeDEATHMASTER
    Just imagine UT 99' movement with better graphics and such (I know thats an understatement)
    Yes I believe epic is trying to achieve this.
    Well, IMO in UT'99 it was too easy to hit the enemy, you just load 6 rockets and you gained a frag. In UT2004 it's too hard to hit the enemy and the skilled players has too big advantage on beginners. But i hope that Epic will with the perfect balance between UT'99 and UT2004 movement.
    About the demo... well, if the game will run on my PC (A64 3000+, GF7600GT, 1GB of RAM 400MHZ) on lowest detail with minimum 15 FPS on big maps - well, i will play it, just like i played UT2004 on my old PC with 10FPS on Onslaught maps. Maybe im just a noob (:P), maybe a fanatic... BTW: isn't it a little sic? Moth ago i just buy a entire new PC and now im starting to think about making a upgrade (better mainboard should be usefull, also a fastest CPU... And another GB of ram... And a new graphic card... and a new... heh .)
    P.S.
    My first post, so i want to say: hello there. And sorry for my english - it is still not good. :/

  22. #62
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    UT 99 was really dark, so I guess people like not seeing things?

    Quote Originally Posted by Meledictum
    In UT2004 it's too hard to hit the enemy and the skilled players has too big advantage on beginners.
    But matches between two skilled players were good.

  23. #63
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    Quote Originally Posted by Scylla
    UT 99 was really dark, so I guess people like not seeing things?



    But matches between two skilled players were good.
    Yes, but not always the players got the same level of skill - espesially on public serwers. And if the game will be less based on aiming - well, you can play it with lower FPS...

  24. #64
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    Quote Originally Posted by Th3_James View Post
    felt like posting in a year old thread
    Lol, good reason


 
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