Results 1 to 14 of 14
  1. #1
    Iron Guard
    Join Date
    Jan 2007
    Location
    Chicago, IL
    Posts
    809
    Gamer IDs

    Gamertag: Eshelon

    Default Improving the Overall Multiplayer Experience

    I'm new to these boards but have been an active player of Gears since it's launch. I would like to preface this post with the following:

    Prior to Gears, I NEVER played any XBOX or XBOX 360 games on Live. I come from a long history of playing PC games (mouse and keyboard FPS style). This game SPECIFICALLY brought me back to playing online and I haven't stopped since I started. I never thought I'd be able to retire the old mouse and keyboard in exchange for a controller, but sure enough, I have.

    That being said, I wanted to right a complete and concise list of my personal experiences with problems in this game in hopes that they are either addressed in a patch or addressed in the sequel. I'm not going to dive into great detail as I want this to be as simple as possible. Please note, some of these may be construed as "bugs" and therefore belong in the "bug" thread, but most are suggestions to improve the player experience and increase the games logevity.

    1) Increase maximum # of players to 6 v 6 or 8 v 8. There may be a bandwidth limitation here and if so, I understand, but I would be very interested to see how a 6 v 6 match plays out in comparison to a 4 v 4.

    2) Allow starting weapons to be customized. At least in player matches.

    3) "Party" style matchmaking system. Nuff said.

    4) Change hit-detection to client side instead of server side. Staggering movements are dififcult enough to control when one experiences lag or latency but to add to that complexity with the thought of leading your target before firing (and at different lengths depending on the host), that really causes some frustration.

    5) Modify Locust Player Character Models. I am surprised that not many people notice this but the locust player characters are much larger than the COG, thus making them easier to hit. It is one of the more unbalanced features in the game in my opinion and needs to be modified. General RAAM's character sticks out in almost every situation. I'm not saying redesign them completely, just scale them closer to the COG so that the areas where each model can be hit for both COG and locust are the same.

    6) Thrown Grenade detention time decrease. I think that one of two things should change with grenades. Either just put a flat decrease on the time it takes for a grenade to explode once tossed or make the timer shrink based on how long you hold the right trigger before releasing. If neither of these is sufficient, make the grenade landing noise softer so the opposition isn't as quick to hear it.

    7) Shotgun Damage. I know this has been repeatedly thrown out there, but the only thing I ask is that when you are greater than 15-20 ft away from your opponent, shotguns should be a useless weapon.

    8) Chainsaw Counter. I think that there are far too many players out there rushing in with the chainsaw in the hopes that their opponent will miss fire and allow them to get that kill. It would be nice if there was a seperate "counter-attack" system where if you were getting chainsawed, you'd have a split second to hit X and reverse the attack back onto the sawman. Something where you could knock them down. This would make it so that people rushing headon with the chainsaw would have to think twice, but a sideways or rear attack would be impossible to defend from.

    9) Ricochet Damage. I think that it would be cool if when an opponent hiding in an area where the surrounding walls are made of a metal if you could cause ricochet damage to your opponent but only if friendly fire was on (would increase the challange).

    10) Alternate Game Mode. Instead of a "weapons-rush" at the beginning of every map, what if there was a game mode where each player on a team (prior to the round starting) had to select a "role" they wanted to play (sniper, boomer, assault, recon, grenadier, etc.). And based on that role, they would be provided with weapons from the get go! This would make each match entirely about strategy and player positioning as opposed to weapon rushing.

    11) Ranked Matches Change. Friendly Fire should be on in ranked matches and opponents who teamkill should be penalized as much as 50-100 points per teamkill.

    12) Better Bandwidth Reporting. In ranked matches, players should only see hosts that are located in their country and it should show ping times to those hosts. That little "bandwidth meter" doesn't do much for me.

    13) Ranked Leaderboards Change. Offer a few views to the leaderboards:

    - Based on total points (today's view)
    - Based on kills to deaths ratio (individual performance view)
    - Based on total matches won (team view)

    I feel like the leaderboard system today promotes too much one-man-show type gameplay. Gears should be a team based game and people should want their TEAM to win, regardless of how many kills the individual gets.

    14) Early Quitters Penalty. 50 points? Try 50 points per round they left early! If someone quits early in a 5 round match, they should lose 50 points per round or something like that but most people won't care. If they quit early in a 19 rounder, they will lose alot, and therefore they will stick around longer. The number is negotiable, but I think it should be a per-round penalty.

    15) Bigger maps with more cover. I'd like to see more outdoor larger maps with lots of cover points and alternate routes. I think that would be very creative.

    16) No Forced Character Voice Sounds when last player alive. If you are the last player alive on your team, an easy way to be found is for your enemies to just throw frags or smokes in the general vincinity and listen for your character to say "smoke out" or "smoooooookkke" (if you're a locust). Well if you're the last one alive, who are you saying it to :-). Let's get rid of that to make the hunt for the last survivor a more interesting situation.

    That's all for now, but I'll submit more as I think of them. Any feedback you guys have would be most appreciated.
    Last edited by Eshelon; 01-25-2007 at 02:59 PM.

  2. #2
    Banned
    Join Date
    Dec 2006
    Location
    France
    Posts
    765

    Default

    Quote Originally Posted by Eshelon View Post
    5) Modify Locust Player Character Models. I am surprised that not many people notice this but the locust player characters are much larger than the COG, thus making them easier to hit. It is one of the more unbalanced features in the game in my opinion and needs to be modified. General RAAM's character sticks out in almost every situation. I'm not saying redesign them completely, just scale them closer to the COG so that the areas where each model can be hit for both COG and locust are the same.
    Are you sure about that? If it's true I shall never be a Locust again!

    Most things you point have been discussed before. I've to disagree with you on the chainsaw issue btw.

  3. #3

    Default

    Quote Originally Posted by Eshelon View Post
    6) Thrown Grenade detention time decrease. I think that one of two things should change with grenades. Either just put a flat decrease on the time it takes for a grenade to explode once tossed or make the timer shrink based on how long you hold the right trigger before releasing. If neither of these is sufficient, make the grenade landing noise softer so the opposition isn't as quick to hear it.
    why? grenades are enough of a ***** to get away from as it is.

  4. #4
    Redeemer
    Join Date
    Dec 2006
    Location
    Toronto, Ontario, Canada, eh?
    Posts
    1,256
    Gamer IDs

    Gamertag: HamsterManV2

    Default

    Quote Originally Posted by Eshelon View Post
    8) Chainsaw Counter. I think that there are far too many players out there rushing in with the chainsaw in the hopes that their opponent will miss fire and allow them to get that kill. It would be nice if there was a seperate "counter-attack" system where if you were getting chainsawed, you'd have a split second to hit X and reverse the attack back onto the sawman. Something where you could knock them down. This would make it so that people rushing headon with the chainsaw would have to think twice, but a sideways or rear attack would be impossible to defend from.
    No need for that. You know what the chainsaw counter is? Landing a single bullet on them. One. 1. Uno. If you use shotgun and miss, then that is part of the risk. Multishot weapons are ideal though, like lancers and pistols, and after that happends, they are caught right infront of you to do as you please.

    In fact, my hobby is to chainsaw chainsawers. I spray a couple of shots, one hits, they are stunned, I walk up to them and BZZZT. With shotgun, you REALLY should roll back, cause if you miss one shot you are toast. With pistol, spray, and when they are stunned, 1 melee will finish it.

    Chainsawing is fine and incredibly balanced. Those who can pull it off against GOOD players are worthy for the kill.

  5. #5
    Banned
    Join Date
    Dec 2006
    Location
    France
    Posts
    765

    Default

    Quote Originally Posted by ballhawkdawk View Post
    why? grenades are enough of a ***** to get away from as it is.

    Indeed. One stuns you, the next covers the walls with your guts.

  6. #6
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Location
    Maine
    Posts
    126
    Gamer IDs

    Gamertag: D1rty R3dn3ck

    Default

    One thing I would like to see added for multiplayer is the ability to review games you've played. Maybe something that people can get excess to on this site that has a list of the games they've played the past week. Just basic info; just like the tracker info from the end of a match with players, kills, downs, revives, and total points. I think it would be cool to be able to access that info somehow.

  7. #7
    Iron Guard
    Join Date
    Jan 2007
    Location
    Chicago, IL
    Posts
    809
    Gamer IDs

    Gamertag: Eshelon

    Default

    Quote Originally Posted by Fred_Perry View Post
    Are you sure about that? If it's true I shall never be a Locust again!

    Most things you point have been discussed before. I've to disagree with you on the chainsaw issue btw.
    Why do you think so many people automatically go COG at the start of a match? I would also bet you that if you reviewed all the matches played yet on live, a far greater percentage of wins went to the COG team over the locust.

    I'll prove it to you. Select the General RAAM character on locust and select any COG character for your opponent. Line up a shot at RAAM's CAPE from a sideways view (so the bullet should pass through the cape and not hit him). It still connects and does just as much damage. That's why if I am a locust, I never select that player model.

    Even if the registered hit points on the player models were the same, if the size of the models doesn't change, you can more easily see a locust sticking out than a cog.

    As for the chainsaw, I understand the bullet connect chainsaw cancel, but what if you're getting lagged and your bullet's aren't connecting? Not to mention that you should never be able to be chainsawed from the front unless you have a gun jam or are in the middle of a reload. There's no way that should happen. Not to mention this would make the chainsaw a more strategic weapon and not such a newb weapon.

    Again, that's just my opinion. Everyone is entitled to their own view.

  8. #8
    Iron Guard
    Join Date
    Jan 2007
    Location
    Chicago, IL
    Posts
    809
    Gamer IDs

    Gamertag: Eshelon

    Default

    Quote Originally Posted by Fred_Perry View Post
    Indeed. One stuns you, the next covers the walls with your guts.
    It shouldn't take two grenades. A grenade should do much more damage from a blast radius perspective. Not to mention they are relatively easy to dodge.

    Oh, and I'm updating my original post with another item.

    No Forced Character Voice Sounds when last player alive. If you are the last player alive on your team, an easy way to be found is for your enemies to just throw frags or smokes in the general vincinity and listen for your character to say "smoke out" or "smoooooookkke" (if you're a locust). Well if you're the last one alive, who are you saying it to :-). Let's get rid of that to make the hunt for the last survivor a more interesting situation.

  9. #9
    Skaarj
    Join Date
    Jan 2007
    Posts
    3
    Gamer IDs

    Gamertag: kr0ss f1re

    Default

    Sup guys,
    I think that a team balancing system needs to be put in place.
    I know firsthand how much it sucks when it's 4 on 4, and two guys on my team (one guy and his guest) decide to leave, and there's still a lot of time left on the maps. Now it's just one guy and me. Not impossible to accomplish but a little aggrivating.
    Coming soon to a multiplayer game near you...

  10. #10
    Iron Guard
    Join Date
    Jan 2007
    Location
    Chicago, IL
    Posts
    809
    Gamer IDs

    Gamertag: Eshelon

    Default

    Quote Originally Posted by Fred_Perry View Post
    Indeed. One stuns you, the next covers the walls with your guts.
    Quote Originally Posted by cr0ssf!re View Post
    Sup guys,
    I think that a team balancing system needs to be put in place.
    I know firsthand how much it sucks when it's 4 on 4, and two guys on my team (one guy and his guest) decide to leave, and there's still a lot of time left on the maps. Now it's just one guy and me. Not impossible to accomplish but a little aggrivating.
    In player matches, yes, in ranked, no. But I think that's what you were trying to say anyhow.

    And when it goes to player match, it shouldn't move the split screen people apart unless ABSOLUTELY NECESSARY.

    Or perhaps team balancing should be an option when the host is setting up the game (to prevent that from happening in clan matches or whatnot).

  11. #11
    Banned
    Join Date
    Dec 2006
    Location
    France
    Posts
    765

    Default

    Quote Originally Posted by Eshelon
    That's why if I am a locust, I never select that player model.
    I always go for the Joe-Schmoe-type Locust myself.

    Not to mention this would make the chainsaw a more strategic weapon and not such a newb weapon.
    I don't regard it as a newb weapon as it's way easier to avoid than, say, nade tagging.

    It shouldn't take two grenades. A grenade should do much more damage from a blast radius perspective. Not to mention they are relatively easy to dodge.
    Well RELATIVELY is the word.

  12. #12
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Posts
    267

    Default

    Quote Originally Posted by Eshelon View Post
    I'm new to these boards but have been an active player of Gears since it's launch. I would like to preface this post with the following:

    Prior to Gears, I NEVER played any XBOX or XBOX 360 games on Live. I come from a long history of playing PC games (mouse and keyboard FPS style). This game SPECIFICALLY brought me back to playing online and I haven't stopped since I started. I never thought I'd be able to retire the old mouse and keyboard in exchange for a controller, but sure enough, I have.

    That being said, I wanted to right a complete and concise list of my personal experiences with problems in this game in hopes that they are either addressed in a patch or addressed in the sequel. I'm not going to dive into great detail as I want this to be as simple as possible. Please note, some of these may be construed as "bugs" and therefore belong in the "bug" thread, but most are suggestions to improve the player experience and increase the games logevity.

    1) Increase maximum...
    The reason this game is 4v4 online is probably because the games framerate would drop if more action was brought on the screen. As far as I can tell this game usually stays above 60 fps online and nothing can bug an online shooter player more than a poor framerate.

    One more thing... I don't think Locusts are bigger than the COG online. As far as I can tell, all the player models are equal in mass. For instance, Cole may be shorter then other COG soldiers, but he makes up for it with his width (at least that's what I have been perceiving).

    EDIT: ONE LAST THING... the chainsaw is hard enough to use on a player who sees you and is anticipating your rush, and you want to make chainsawing those players that much harder? One hit from anywhere by anything unrevs you... that's not enough? If anything you should be paying more attention to how close people are to you with that chainsaw. I know when I get chainsawed it's usually because someone caught me off guard. The same goes for when I chainsaw someone else.

  13. #13
    Skaarj
    Join Date
    Jan 2007
    Posts
    3
    Gamer IDs

    Gamertag: kr0ss f1re

    Default

    Yeah dude, I meant non-ranked, sorry for not specifying.
    Coming soon to a multiplayer game near you...

  14. #14
    Iron Guard
    Join Date
    Jan 2007
    Location
    Chicago, IL
    Posts
    809
    Gamer IDs

    Gamertag: Eshelon

    Default

    To Exepwn,

    Go into a multiplayer game as a test and stand a locust next to a COG. It might not look like a big difference but it is. Each player model should be unique in appearance, but should have the same build for competitive play in my opinion. Or at least balance it out a little better.


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •