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The Story of UT and how it gets to UT3

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  • replied
    I was reviewing this thread and thought that it was very informative so i thought i would post here and bump it to the top since it is getting closer to the release for the ps3

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  • replied
    Originally posted by MatrixJCE View Post
    ....How do i use the impact to jump and things like that. I have seen this in previous forums/threads and i was confused.......i assumed that their were spots in the map that would allow you to be shot up to another level but you are suppose to use your impact hammer.
    There are a few jump types in UT3.

    You have the standard jump ... press the jump button and off you go.

    There's the double-jump ... press jump for the first jump, and then at the apex of the first jump press the jump key again for some additional height; effectively jumping twice hence the name.

    There's the hammer jump ... charge up the hammer, point it at the floor and then jump and release the hammer (almost) at the same time. This will cost you health, and the more you charge up the hammer the more it will hurt (but the higher you go). The timing on the jump and hammer release is pretty tricky so it takes a bit of practice.

    There's a lift jump ... while travelling on a lift press jump when the lift is moving upwards for extra height. The faster the lift the more height you'll get. It can take a bit of practice to work out the optimal point from which to jump when on a lift. Although about 1/2 to 3/4's way up is normally best.

    There's the dodge ... which is a short leap in a given direction. On the PC you have to double-tap a direction key quickly to do it. The timing is configurable in-menu though so you can tweak the sensitivity.

    There's a wall dodge ... Jump next to a wall and then dodge away from it. This will push you away from the wall. Occasionally useful for moving unpredictably and also taking shortcuts across a map.

    And finally there's a boost-jump. I've not mastered this myself but you dodge and jump at the same time for a jump that lasts a bit longer. It's actually considered a bug in some circles so it might not exist in UT3.

    In previous UT's you could dodge onto slopes and ramps that you wouldn't normally be able to climb up to slide up them. It takes a bit of practice to get right but can be useful. Whether this will still be the case in UT3 remains to be seen.

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  • replied
    Originally posted by MatrixJCE View Post
    Thank you agina for the indepth response. Another question, How do i use the impact to jump and things like that. I have seen this in previous forums/threads and i was confused, i assumed that their were spots in the map that would allow you to be shot up to another level but you are suppose to use your impact hammer. Please explain this to me.

    Does this game take into consideration the weight of the guns so you can't carry a million guns or not. I hope it doesn't take that in to consideration. But even if it doesn't, if you pick up too many weapons it is sometimes nice to beable to drop your gun. I think this would be very important feature to add. The reason why i say this is because you are supposedly suppose to be able to lie down and act dead. If an enemy walks over your dead body and doesn't pick anything up, well then he might figure out that you are not dead. At least this is what i might try to do if someone dies before me and i barely started shooting him. well anyways. If you get a message indicating that you killed someone and someone just lies down, will it give you a false message saying that you killed player x or will it say nothing. If it says nothing then it is an automatic give away. It might be funny for it to give you a you destroyed player x when he falls down, but when he stands up after you have clearly thought he was dead, it gives you another message saying you tricked player x by playing dead, it was a close one, or something like that. This would increase your ego for actually getting it to work, and the make player x mad or feel foolish for allowing you to get away with it. lol. Thanks

    Well you can use the impact hamer to jump, but you have to have good timing to jump and use the impact hammer at the same time by shooting the hammer right under you. It takes your health to, so its not very good to use it when low on health.

    There are things like jump pads to allow you to jump from place to place, they can shoot you verticaly and horizontaly. You can also jump from a lift going up to get a boost.

    In previous UT games you could have all the guns of the map and still run at the same speed as always, but I have heard that when using the Redeemer from UT3 it will slow you down.

    Yes you can drop your gun.

    I dont think there is a false message when someone feigns death, but im not sure. In UT99 you could plow the dead body to peaces if you werent sure it was dead.

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  • replied
    Thank you agina for the indepth response. Another question, How do i use the impact to jump and things like that. I have seen this in previous forums/threads and i was confused, i assumed that their were spots in the map that would allow you to be shot up to another level but you are suppose to use your impact hammer. Please explain this to me.

    Does this game take into consideration the weight of the guns so you can't carry a million guns or not. I hope it doesn't take that in to consideration. But even if it doesn't, if you pick up too many weapons it is sometimes nice to beable to drop your gun. I think this would be very important feature to add. The reason why i say this is because you are supposedly suppose to be able to lie down and act dead. If an enemy walks over your dead body and doesn't pick anything up, well then he might figure out that you are not dead. At least this is what i might try to do if someone dies before me and i barely started shooting him. well anyways. If you get a message indicating that you killed someone and someone just lies down, will it give you a false message saying that you killed player x or will it say nothing. If it says nothing then it is an automatic give away. It might be funny for it to give you a you destroyed player x when he falls down, but when he stands up after you have clearly thought he was dead, it gives you another message saying you tricked player x by playing dead, it was a close one, or something like that. This would increase your ego for actually getting it to work, and the make player x mad or feel foolish for allowing you to get away with it. lol. Thanks

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  • replied
    Originally posted by MatrixJCE View Post
    ...I understand that the number of players is directly related to how much lag is done through out online play. Unfortunately, i am not sure way this has a direct relation between the two. For instance, I have a Cable modem connection, high speed something. I really don't have a number quantity for you. But if 64 people had the same connection that i had and the game was designed to run at optimal performance if you had the same connection speed that i hypothetically had, would everyones play be considerably slower because of the net code.
    Lag mostly occurs because of the amount of time it takes take to travel from your PS3 to the server, and from the server to your PS3. The longer the time taken for the data to travel the more "lag" you will experience.

    In addition you will occasionally find that data is lost during transfer between your client and the server (in either direction). This is called packet-loss, and is a very bad thing.

    Every player on the server causes more data to be sent to your PS3. If you do not have enough download bandwidth, or, the server does not have enough upload bandwidth to support the number of players, you will then start to experience more lag (due to packet loss and increased data transfer times).

    Originally posted by MatrixJCE View Post
    ...It had to be built off of three year old hardware which i would assume would be about as hold as some of the ps3 hardware.game.
    Just because they started writing the game on three year old hardware doesn't mean that hardware could run the engine at more than 5fps.

    Originally posted by MatrixJCE View Post
    ...My point with this is that if the pc can do 64 people then i guess i can't understand why the ps3 would limited to only 24, that is a significant downgrade between the two systems especially when the title is a multiplayer one
    24 players are what the maps are designed for. Although there is no hard limit on player counts on the PC, that doesn't mean you'll see any 64 player servers. 64 players in a single map would probably be too much for even the highest spec. PC at the time of launch. That's a huge amount of detail and data to move around. In 2-3 years time it may well be feasable, however PS3's can't be upgraded in the same way PCs can.

    Most PC servers will be 12 or 16 players as the number of players on a server ultimately determines how much the server costs to rent.

    Originally posted by MatrixJCE View Post
    ...Question: If it starts out at release at 24 people, do you know if it is possible to improve the number of online players by doing an update or anything like that.
    It may be possible. However since the PS3's hardware is fixed it might not cope with the additional player loads. I'm sure Epic will have experimented with it extensively before launch though.

    Originally posted by MatrixJCE View Post
    ...You indicated that it would be fine for Unreal tournament 3 to have an online population of only 8 at a time because it is up close and personal. How will 24 warfare play when it is 12 v 12 and they have the same potential for 64 players on one map. I don't know if this is going to be the same up close and personal game that it might be for the ps3. This is just a speculation from what you have just recently indicated.
    Ultimately the "best" number of players for a match depends on the map size. Smaller maps play better with smaller numbers of players. 8 players on a map designed for 24 might be a little dull. Maps should be picked based upon the number of players available.

    We know that the PS3 version is a little slower than the PC version, but without playing it I couldn't say how that effects the game. I'm sure Epic have got it as fast as they can without making it too hard.

    It'll be interesting to see whether a 150% game speed, low-grav, instagib CTF community appears amongst the PS3 crowd or whether that will remain a uniquely PC perversion.

    Originally posted by MatrixJCE View Post
    ...Like i have said in many of my other posts/threads, i have never played this series.
    Welcome to the series. I hope you enjoy it as much as I (and many others have) over the years.

    Originally posted by MatrixJCE View Post
    ...Warfare questions....
    Do a google search for Onslaught. You should be able to find a ton of walkthroughs and hints and tips. Apologies for not having the time to dog out some good references for you right now.

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  • replied
    Originally posted by SKAARJ SAUCE View Post
    THE STORY line, of unreal tournament part three:

    <Snip>
    This post WINS. All hail Skaarj Sauce. \o/

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  • replied
    Regarding the question about Warfare gameplay:
    Although there can be map-specific side-objectives, the main goal of a warfare map is usually to destroy the power core located in the enemy base. To be able to attack it, you have to take down its shield by connecting your own power core to it via a grid of power nodes. You can only capture a node that has a direct connection to your core or another node in your posession. Every node that has no connection to an enemy node is invulnerable, so there are usually not more than two or three nodes attackable at one time.
    So, unlike in the Battlefield series, where all the players need to split up and spread out to battle for all of the various control points, the action in UT3 is usually focused around the few vulnerable nodes.

    Oh, and the PC supporting an unlimited amount of players in theory has little to do with the practice. Even the biggest maps in the game are balanced for a maxium of 24-32 players gameplay-wise. Even if a server and his connection speed would be powerful enough to host a 64-players game without too much lag, there wouldn't be enough vehicles around for everyone and the maps would become so crowded that it would be quite hard to keep an overview of what's actually going on. So its highly unlikely that we PC players will be playing the same maps as the PS3 players with significantly more people in them.
    Custom maps/mods are a different matter, though, could work there. But PS3 players won't get every mod that will be released for the PC anyway, I bet the majority of mod makers won't bother to buy a PS3 just to be able to test wether their mod works on it... Of course there will be modders who already have a PS3, so they don't need to buy one for testing purposes. But they'd still need to buy the UT3 PS3-version in addition to their PC version and PS3 games are quite expensive...

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  • replied
    It was mentioned however that the pc actually has an unlimited #.

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  • replied
    Actually not even the PC version holds 64 I believe, they changed this I think in the past back down to 32 players makes for the PC, the PS3 player count I don't think has been confirmed. At any rate I think it'll also be 32.

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  • replied
    More questions for the player who isn't familiar with UT

    OK, Thank again for you quick response. I appreciate every one who has come to this thread and posted a thread for it has been very informative. More questions: I understand that the number of players is directly related to how much lag is done through out online play. Unfortunately, i am not sure way this has a direct relation between the two. For instance, I have a Cable modem connection, high speed something. I really don't have a number quantity for you. But if 64 people had the same connection that i had and the game was designed to run at optimal performance if you had the same connection speed that i hypothetically had, would everyones play be considerably slower because of the net code.
    I also understand that ps3 are not as good as the high end pcs. Being under the impression that this game has taken almost three years to develope. It had to be built off of three year old hardware which i would assume would be about as hold as some of the ps3 hardware. My point with this is that if the pc can do 64 people then i guess i can't understand why the ps3 would limited to only 24, that is a significant downgrade between the two systems especially when the title is a multiplayer game.
    Question: If it starts out at release at 24 people, do you know if it is possible to improve the number of online players by doing an update or anything like that. I have never heard of anything like this happening in the past, but i don't see why it couldn't happen.

    You indicated that it would be fine for Unreal tournament 3 to have an online population of only 8 at a time because it is up close and personal. How will 24 warfare play when it is 12 v 12 and they have the same potential for 64 players on one map. I don't know if this is going to be the same up close and personal game that it might be for the ps3. This is just a speculation from what you have just recently indicated.

    Like i have said in many of my other posts/threads, i have never played this series. When you say the gamplay will be affixed around "a couple of points," i assume that you mean two points of intersection that are crucial for game play. For Warfare, i would hope that there are more then just two areas of intersection. What this paragraph is meant for i guess is just a little more information relative to the gameplay of warfare. The reason why is because i am hoping that the ps3 will still have more then 24 people and warfare is the only thing besides the ctf.

    With the deployable that slows time, is there anyway to do an aerial deployable. What i mean by this is maybe a weapon that only aerial vehicles can do to slow the approaching enemy down or to thrown in the air and slow the aerial action down. I just feel that it shouldn't be restricted to just ground play if you know what i mean. I think this is enough for this post i can't wait for anyone to answer and reply to my thoughts and questions.

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  • replied
    The decision is made by Epic, based on the maximum player amount they can achieve without causing the game to lag, I believe. Remember that a PS3 will have to work as a listen server, which means you need to have a very fast internet connection to be the host for a big amount of other players.
    You just can't compare Resistance with UT, those games are totally different. If UT's netcode is more complex than the one of Resistance, supporting the same amount of players just for the sake of it will simply lead to lag. UT was never about large battles with lots of people anyway. Even if the Warfare maps are huge, the action will always focus around one or two points, so it should work very well even with 8 players on each side. At least that was the way things used to be in UT2k4 and it worked very well.

    By the way, the big vehicle you're talking about is the Leviathan. I guess it's a pretty safe bet that you will never get more than one of them per team, and it won't be available on the smaller maps at all. In UT2k4, very few maps (only some of the bigger ones) had the Levi in them.

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  • replied
    Doc Shock, if the game is only capable of playing 24 people, why would the vehicle design have so many different people slots. The one vehicle that i am talking about (don't know the name) has four defensive positions and is manned by at least one other person to drive. It might be another person to man the huge tank thing main fire, don't know. Assuming that it is a 5 person vehicle, then that leaves 14 other players and 17 other available vehicles. Or if you think only one vehicle per map would be applicable it leaves 19 people and 17 vehicles. My impression of fpsers with vehicles is that there are more then one of each type of vehicle depending on the importance of the vehicle. I can't imagine a game play in warfare with 12 v. 12. If you could send me a direct link to this interview i would much appreciate it. I don't know if i am going to buy the UT3 if it only supports 24 players while Resistance Fall of man, ( what i know consider compared to this game a much more simple game) supports 40 players at once on the ps network.

    Question: Who decides how many players the online community will support at once. is it ps3 or epci. thanks for the responses guys, i feel like a ut3 expert almost, jk

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  • replied
    By the way, Kronos, I'm afraid you were mistaken when stating that UT3 would support 64 players:
    There was an interview in which it was confirmed that the max. player limit will be capped around 24 for the PS3.
    On the PC there can be more slots, depending on the pipe and the computing power of the machine the dedicated server runs on. Wouldn't make much sense, though, because the maps are balanced for 8 to 24 to players. But maybe some custom maps will be made especially for 64-player-carnage, who knows. But you'd need one hell of a machine (and Inet connection) to play a game with 64 players and a map so big it supports them. I hope I'll be able to afford a new PC till november...

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  • replied
    Oops forgive me for not saying PS3 cant host servers. Yes PS3 I believe will be able to host servers, what I meant was that it cant host dedicated servers. Lol wow that totally blew by me, sorry about that.

    But besides just hosting servers, you can also play instant action which is basically like hosting a server without the players and instead just fighting bots.

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  • replied
    If a ps3 can't set it up, (hypothetically) and i didn't have a computer the i would only be able to join other servers. If this is true, then what kind of personalization would an individual have on the servers for the ps3. Please don't take me the wrong way, i am just try8ing to get information.

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