News: T:V Impressions at GDC by HomeLAN

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Dud
03-27-2004, 07:26 PM
wow.

Theta
03-28-2004, 12:10 AM
that sounds great :o

Pak
03-28-2004, 12:45 AM
The out of bound walls are invisible, and elastic. If you walk up to one kind of slowly and back into it a whole bunch, you can then run forward and jet to slingshot yourself forward at high speed. Very cool.


Wooah, I cant wait to try that. :)

RegisteredFruit
03-28-2004, 12:50 AM
The out of bound walls are invisible, and elastic. If you walk up to one kind of slowly and back into it a whole bunch, you can then run forward and jet to slingshot yourself forward at high speed. Very cool.

I can't express how much this pisses me off. Using oob is extremely important in tribes.

Zoolooman
03-28-2004, 12:52 AM
Just expand the boundary and make HUGE mission areas?

RegisteredFruit
03-28-2004, 12:57 AM
I hope the wall is VERY far outside of oob, but it sounds like it's right on the edge.
I'd post a log of my reaction to a friend on aim, but the filter would be too full of fudge.

Here's his response:
someone: ...
someone: that means gay wall humping sex
someone: like in TR2
someone: that's not good for normal play

Zoolooman
03-28-2004, 01:01 AM
TR2's wall was a gimmick and far too elastic (you gained speed off the damned thing.)

I personally feel a slightly elastic OOB wall wouldn't hurt. To me, the only reason to stand out of bounds was because a route took me out of bounds or started out of bounds. Some people sniped OOB, and sometimes the flag was lost because of OOB, but frankly, both of these things are - in my mind - negligible to Tribes CTF gameplay.

As long as the maps are designed with plenty of skiing room (so I can make routes that start far away from the bases), then I won't be too worried.

Edit: The one thing I'll miss is the sense of endlessness. T1 and T2 terrains felt unrestricted, even if you never used those huge OOB areas. An OOB wall will remove that sense of beautiful endlessness, but I'm not that worried.

RegisteredFruit
03-28-2004, 01:06 AM
As long as the maps are designed with plenty of skiing room (so I can make routes that start far away from the bases), then I won't be too worried.

Large inbounds areas allow people to hide, which isn't conducive to fast gameplay.
A lot of my routes involve going oob, so I can't imagine Tribes without it.


Edit: The one thing I'll miss is the sense of endlessness. T1 and T2 terrains felt unrestricted, even if you never used those huge OOB areas. An OOB wall will remove that sense of beautiful endlessness, but I'm not that worried.
This is something I really loved about Tribes, so I am VERY worried.

KillerONE
03-28-2004, 05:12 PM
On one hand, I'd hate to see our "freedom of movement" limited by invisible walls. Now, were not sure what that entails, but I'd imagine it's close to what we see in our current OOB grids in T1/T2. (been too long, but did T1 have a visible oob grid?).

On the other hand, I never really had much respect for cappers that use routes starting 500m oob @ mach 12 back caps. It greatly increased the chance of a successful end to end cap. But it left out all the fun of chasing/passing/escorting. This is probably more of a map design problem, however, I still don't like the if you missed the bodyblock or mine/disk it's a cap type routes.

Granted it's not a HUGE problem.. but when I hear the flag grabbed, then turn to see where to start chasing, only to hear "Inferno Scores" a few seconds after, it's kinda unexciting.

RegisteredFruit
03-28-2004, 09:46 PM
Map makers can use barriers to prevent backcaps.

Amadeus
03-29-2004, 09:32 AM
Killer, T1's terrain was no longer generated after a certain distance. The following void had zero gravity on two edges (south and east maybe?), but you could jump off the other two edges.

Palapeli
03-29-2004, 09:50 AM
I dont want bouncy OOB limits with massive speed boost and no effect skiing in water and non shootable flag.

imo.

Theta
03-29-2004, 09:52 AM
have fun not playing the game then

Shoddy
03-29-2004, 04:05 PM
The flag doesn't respond to disc shots (i.e. it behaves like T1 flag).

Gonna really miss the diskable flag. :(

Wulfen
03-29-2004, 04:26 PM
but I'm not that worried.

You keep saying that, hehe. How many of these things adding up will make you worry?

I know I already am. Call it Dave G syndrome.

RegisteredFruit
03-29-2004, 05:11 PM
All these little things have completely destroyed my anticipation for T:V. I'll make my decision in open beta, but no oob is probably a big enough deal to keep me from buying the game.

I'm wondering if the unreal engine doesn't allow for maps as large as T1/T2. If that's the case, I'm all for waiting another year for them to change to another engine. =/

Dud
03-29-2004, 05:13 PM
awww...that is just too baad.

KillerONE
03-29-2004, 05:19 PM
Another year? We've waited much longer than a year for T:V. If you're waiting for another Tribes game, I'd think, you're looking at 3+ years.

From the video's we've seen, the maps aren't "confined" looking (Fort for example). At any rate, no other game has "skiing", jetpacks, packs, deployables and awesome v-chat system. The depth of play and skill based requirement known to the Tribes series is still present in T:V. An OOB and Repair Kit don't change that, imo.

T:V is still very much following in the Tribes tradition, and still is unmatched in gameplay. (although other people are catching on.. UT2k4)

RegisteredFruit
03-29-2004, 05:28 PM
I read through some of Crom's thread. No repair kits, boost pads, renegades comparison for jet boost, limited maps due to the Unreal engine, the quirky nono org repair packs... They're removing or changing tons of elements that defined Tribes. I'm all for a new game, but these are basic features. Unless KP or someone says something VERY reassuring, I seriously doubt I'll be buying this.

Why did they pick the Unreal engine if it had limited play area? That's a major part of what made Tribes fun.

IMO the lack of repair kits is the worst news yet.

KillerONE
03-29-2004, 05:52 PM
The repair pack "defined" Tribes? Not hardly.

Boost pads are an "added" element.

Jet boost is an "added" element.

Nano Repair Pack is a HUGE enhancement to previous repair packs.

The maps are large, we've seen 'em in action. At the moment it's heresay about limited map size.

So far, you're arguing about nothing. Some things are being removed, some things are changing. But LOTS of things are being added, and some changes are for the better.