Re: At Last! DICE to make the new SWBF!!!

Kampher wrote:

I hope they make some changes to the core game before launch. I realized that aiming down the scope is actually worse for you, as it literally doesn't give you any tighter accuracy and you move slower against enemies.

Yep, once I stopped ADS I suddenly did way better. Strange design choice.

It is fun. For how long I don't know. I am curious as to just how many unlockable weapons/gear they have in the full game. There are only so many SW canon weapons they can choose from, and many are simply power ups found in the map. They do have Doug Chiang doing concept stuff for them so perhaps he came up with some new designs for stuff. The reason the unlocks are important is it gives me incentive to keep playing.

I'm not a fan of the meat grinder nature of it though. You are shot at as soon as you spawn(which seems like it has pretty random placement) and from all directions at that.

I'm not holding my breath that they will radically alter the core design of the game before or after launch. Fixes and tweaks sure, but nothing like making vehicles actually spawn in the world, proper squads, choosing where to spawn, etc.

Re: At Last! DICE to make the new SWBF!!!

The only impressive thing was the beautiful environments.   But, Ywings and Ties on Hoth without snowspeeders - just ruins the immersion.   Its a reimaged battle on Hoth with ATATs but it's not a recreation of the Hoth Battle.  Big dissapointment there.   The imps seem to have an advantage over the Rebels, as the Rebels defenses seem to be easily ovewhelmed.   Coop survival was fun, but very little effort was put in the AI opponents.   I just don't see much replay value and it doesn't look like there will be much of a variety of maps, with only a few different enviroments that appear to be reused in the different game modes?  Tattoine is just around some rocky outcroppings and a few camps sites of either tusken raiders or jawas. - just not much to see.     The maps are relatively small and the action seems to be a meat grinder.   There is no strategy or teamplay mechanics.    But its about what I expected from DICE.   If the DLC content will be included in the $70 US price tag, it might be worthwhile if it includes more content, but based on what was showing as playable or locked seems dissapointing for the price.

Re: At Last! DICE to make the new SWBF!!!

The vehicles are like paper and the weaponry on them seems super ineffective. In my brief attempts at flying ties/snowspeeders it felt like I had to battle the controls. I'd pitch to aim at an enemy fighter and my ship would nose back up again on its own. So weird.

I'm not sure I like the game now to be honest. sad

Dnamro wrote:

If the DLC content will be included in the $70 US price tag, it might be worthwhile if it includes more content

Yeah I'd feel more comfortable paying $80-90 CAD if I knew I'd get all DLC for the game's lifespan. I think the last time I paid that much for a game was around the time the N64 came out.

Re: At Last! DICE to make the new SWBF!!!

Forgot that the Beta was this week downloading it now, hopefully it will finish today as I won't be able to play again until Sunday.

Re: At Last! DICE to make the new SWBF!!!

Well here are my thoughts on the thing.

It looks awesome and sounds great and definitely gets across the feeling of Star Wars, but I have to agree that the gameplay could do with a little more depth. Also as much as I enjoyed the Hoth map, it just didn't feel authentic with X-Wings and TIE Fighters flying all over it. It just didn't feel like the Battle of Hoth. Though I can understand the change in the actual way you take down AT-AT Walkers, that at least encourages teamwork which is never a bad thing. But all these additions come at the cost of authenticity. The original SW: Battlefront games managed to make Battle of Hoth gameplay that was, while not perfect, was mostly authentic and true to the movies. So why did DICE have so much trouble with it?

It would be nice to see other teamwork related functionality in there, such as the ability to repair vehicles, heal team mates etc, have vehicles that require more than one player to crew it fully, it is these elements that will add depth to gameplay and increase the longevity of the game in my opinion. You could say that would just make it Battlefield in a Star Wars skin, but the original SW: Battlefront also had that sort of functionality, so it is a shame to not have that here. It is wrong to change a game style that works just for the sake of trying to differentiate and distance this from Battlefield style gameplay. That is not a valid reason to change it, the only valid reason is to make the game better, and that clearly isn't the case here.

Also space battles are an important addition which I do hope we'll see added as DLC or something at some point down the road, together with additional maps featuring a greater number of locations. Sure they weren't done that great in the original games, not until some great space mod maps came out for the game, but it is an important part of Star Wars, and so should be in there. DICE know from First Strike's shining example that it can be done and done well.

Yeah Jay, I had the same crappy problems with the flight controls too, glad it was not just me. The A-Wing was damned near unplayable. I found you had to slow right down to have any kind of decent response from the flight controls, which can't be right. Haven't heard many others complaining though, so there must be some way around it. Perhaps you have to whack the sensitivity right up for aircraft or something?

Don't get me wrong, I'm certainly not slagging off the game (maybe I am a little bit lol), I'm loving it on some levels, but I'm just highlighting what I personally feel would make it better. Constructive criticism and all that. I can't help but think we did this going on 10 years ago now on an old engine, and we did it better, certainly from a gameplay and lore authenticity standpoint. I knew we weren't going to get literally First Strike as made by next gen DICE, but still, I'd have hoped they'd have taken something onboard from ours and other successful Star Wars mods that have been out there, and taken notice of what people seem to want from their Star Wars games, but that just doesn't seem to be the case unfortunately. I wonder if anyone who worked on this ever played Battlefront? Or ever watched Star Wars in some cases for that matter, because they seem to be missing a trick here and there. Accurate art assets alone do not an authentic game experience make. And together with great gameplay, more than anything else authenticity is what Star Wars gamers want.

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Re: At Last! DICE to make the new SWBF!!!

The whole thing is just really shallow and devoid of anything even remotely close to promoting teamplay. It's just a huge meat grinder with pretty visuals and excellent sound design. It's fun, but underwhelming.

I'm looking forward to Dnamro releasing the stand-alone client. With all of this Battlefront hype, we might be able to draw in new players.

I'm thinking about getting Re-Shade to work too, so help up the graphics a little bit. It's a fun post-processing injector.

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Re: At Last! DICE to make the new SWBF!!!

Kampher wrote:

The whole thing is just really shallow and devoid of anything even remotely close to promoting teamplay. It's just a huge meat grinder with pretty visuals and excellent sound design. It's fun, but underwhelming.

I'm looking forward to Dnamro releasing the stand-alone client. With all of this Battlefront hype, we might be able to draw in new players.

I'm thinking about getting Re-Shade to work too, so help up the graphics a little bit. It's a fun post-processing injector.

Indeed, we could show them how it's done.

Also there are fundamental gameplay issues that we sorted out on FS, that to be honest most game designers have been managing to successfully sort out for years now, and that is how to design maps and gameplay so you can avoid stupid spawn camping. Fundamental game design 101, have spawns undercover and away from the action so you don't lose in game immersion through players just popping into existence out of thin air, but more importantly to avoid senseless and game breakingly annoying spawn camping, the gameplay design is really rubbish on issues like this, it is like they've taken gameplay design back a decade or two. What gives?

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