XBOX GAMING THREAD | PHIL TRUE 4K

E3 Game of Show

  • Forza 7

    Votes: 7 7.1%
  • Anthem

    Votes: 12 12.1%
  • Monster Hunter World

    Votes: 5 5.1%
  • Marvel Vs. Capcom

    Votes: 9 9.1%
  • State of Decay 2

    Votes: 1 1.0%
  • Cuphead

    Votes: 8 8.1%
  • Call of Duty 2k18

    Votes: 13 13.1%
  • Battlefront 2

    Votes: 5 5.1%
  • Crackdown 3

    Votes: 2 2.0%
  • Far Cry 5

    Votes: 10 10.1%
  • Evil Within 2

    Votes: 0 0.0%
  • Wolfenstein 2

    Votes: 6 6.1%
  • Metro Exodus

    Votes: 2 2.0%
  • Destiny 2

    Votes: 6 6.1%
  • Beyond Good and Evil 2

    Votes: 0 0.0%
  • Dragon Ball Fighter Z

    Votes: 20 20.2%
  • Code Vein

    Votes: 1 1.0%
  • Sea of Thieves

    Votes: 2 2.0%
  • Southpark 2

    Votes: 5 5.1%
  • Kingdom Hearts 3

    Votes: 10 10.1%

  • Total voters
    99
[h2]Titanfall maps can be packed with nearly 50 combatants including AI, players and Titans[/h2]
By Brian Crecente on Jan 09, 2014 at 4:30p @crecenteb

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A 12-player headcount in matches of Titanfall is the sweet spot for the game, the title's lead designer tells Polygon. Any less and things threaten to get boring. Any more and the game becomes so intense it's off-putting.

But that doesn't mean matches will be limited to teams of six running around trying to take one another out. Each map also supports up to 12 AI-controlled characters per side and each of a match's six player-controlled characters can, in theory, have a Titan following them like over-protective, weaponized pets.

So counting AI, counting players and counting Titans in guard or follow mode, a match can feature nearly 50 characters trying to kill one another.

But the decision to keep the player count to six per side wasn't based as much on worries about a crowded battlefield as it was the reaction play testers had to the intensity of the experience, said Justin Hendry, lead designer at Respawn.

"The higher the player count, the more uncomfortable the game gets," he said. "Unlike in most games where you can sit there and guard the two ways in, in Titanfall the guy can come in through the window right behind you, he can come from the window to your left, he can come from straight ahead, he can come in from the stairway and he can come in from the doorway, or whatever. Essentially there are five directions you can get killed from and the higher that player count, the more likely you are to get killed from behind and the more difficult it is to kind of manage your surroundings."
 
That's because of the particular design of Titanfall. When not in their Titans, pilots aren't really meant to walk or even run along the ground, they're meant to traverse maps by wall running. And the more a player wall runs, the faster they move.

Combine that with the fact that players can essentially create their own approach into a building, up a building or around a building, and toss in those mammoth Titans, and suddenly a player's brain has a lot more to think about than in a typical shooter.

The increased speed that comes with wall running and with being in a Titan also means that players can find one another much faster than in your typical shooter, so player count doesn't have to be inflated to create action. The action is always seconds away.

So player count, while important, became less about delivering a number to match other online shooters and more about finding what felt the most fun and the least overwhelming.

Throughout development, Hendry said, the team played around with a wide variety of team sizes. The game started with 8 or 12 players per side and slowly drifted down to eight, seven, five even two per side before the team eventually settled on six versus six, he said.

"It's been this number for months," he said. "We are pretty avid players in the studio. People speak their minds and we listen and make changes. This is the number that felt best.

"When people start playing Titanfall like Titanfall, the player count becomes a non-issue."

"The game is essentially built to be six on six."

And that headcount won't impact map size, he said; Titanfall has all sorts.

"There are at least two maps that are really big, one of those is huge," Hendry said. "The map size isn't a technical limitation, it's what felt best. It's, 'How do we make this thing feel good?' Some maps are smaller, some are medium size and some are bigger.

"I think the only thing that the player count does is really affect the overall chaotic level of the game."

Number of players also won't impact the sorts of modes the game has, though Hendry declined to say what they'll be beyond the two publicly shown.

The reaction to the game's player count, announced in a tweet earlier this week, didn't necessarily take the team by surprise. There seems to be an understanding at the studio that Titanfall isn't quite understood yet by people not directly involved in its creation.

By design Titanfall is meant to be a game that while easy to drop into, is hard to master and understand the nuance of.

"When people start playing Titanfall like Titanfall, the player count becomes a non-issue," he said.

Take the game's AI-controlled characters. They aren't there to fill in the roster or load out a map that only supports six players per side.

They're meant to serve several different functions. On one level, the AI characters are there as fodder for players who simply aren't good enough to kill other player-controlled characters. They also serve as an easier way to load up on the experience needed to call in a Titan. And they're meant to provide a sort of backstory and narrative to a game lacking any sort of single-player element.

Essentially, they're there so everyone has a chance to feel like a hero, no matter how good or bad they are.

Then there's another type of AI in the game, the one that can control your Titan. While the Titan is a walking tank that players can board and directly control, you don't have to. Instead, a player can put a Titan in guard mode, hop out to capture a hardpoint, and then return when they're done, knowing that the Titan will mop the street of enemies while you're gone. You can also place the Titan in follow mode, either to have it find you after you respawn, or to be your building-sized back-up as you make your way through a map.

All of this, the player count, the variety in play, the AI, the Titans, is also designed to be welcoming to both hardcore shooter fans and folks just dipping their toe into the often daunting genre. There are even gadgets and weapons designed specifically for those players not as dexterous as long-time fans of the genre.

"It's up to the developer to make the best choices and best experiences."

"I've watched people come in and play the game that just don't have the twitch reflexes," Hendry said. "They'll get in the Titan and have fun."

The team at Respawn understand some of the reaction to the player count. In this particular genre, traditionally, more was often argued to be better.

"It just comes back to what makes the game fun," Hendry said. "If you're making a game and you're making decisions that's not based on fun because you're trying to please someone or trying to match numbers, you're not doing the right thing.

"Why not make Call of Duty 256 players, or Battlefield 256 or 512? Maybe that would be awesome. Maybe that would be awesome for that type of game built around that, but you can't just jam players into a game and say this is what is ordained."

Hendry points to games like Gears of War and Left 4 Dead, both titles that had relatively low player counts, as titles that succeeded without having to go big.

So the team is quite confident in their decision to cap the player max to six per side and they're not reexamining that decision based on this week's reaction.

"It all comes back to the same thing," Hendry said. "I can see why it's hard for people, why it's hard for it to make sense. But it's up to the developer to make the best choices and best experiences."
 
They cut SP because their best designers/scripters/leads were on the singler player side.

Respawn teams's older games were known for their campaigns more than their their multiplayer.

-But once again, everyone has to go through campaign multiplayer in Titanfall so lets see what they can do with that.
 
They're meant to serve several different functions. On one level, the AI characters are there as fodder for players who simply aren't good enough to kill other player-controlled characters. They also serve as an easier way to load up on the experience needed to call in a Titan. And they're meant to provide a sort of backstory and narrative to a game lacking any sort of single-player element.

Im still pumped for TF, and got faith it will be awesome, but the AI cannon-fodder troops are the one aspect that kinda sounds crappy

Its one thing to take down an AI controlled Titan that someone else called in,
But it seems far less satisfying to take out a bunch of AI troops

I would prefer that they leave it at 6v6 plus 12 Titans, and no AI troops. I don't want any inconsequential kills
 
^^^ Respawn said the maps are huge and AI serve a lot of purposes. They help knock off time on your Titan countdown, the help ease new players into the flow on combat and they give you something to do.

Most important part in helping new players, I would rather have A.I to help new players learn than have the game slowed down.

Plus you don't get reward the same for killing A.I, you only get like 1/10th the points. You don't want inconsequential kills, then don't fire you gun. Simple
 
^^^ Respawn said the maps are huge and AI serve a lot of purposes. They help knock off time on your Titan countdown, the help ease new players into the flow on combat and they give you something to do.

Most important part in helping new players, I would rather have A.I to help new players learn than have the game slowed down.

Plus you don't get reward the same for killing A.I, you only get like 1/10th the points. You don't want inconsequential kills, then don't fire you gun. Simple

I get what youre saying. But how easy will it be to tell the difference between AI troops and real opponents in the heat of a firefight? Serious question
If I jump into a dangerous situation, say, an open square with a number of opponents, will I be instantly able to distinguish the real players from the bots? Because it would seem to be important to prioritize targeting the real players, and worry about the easy bots last

I guess Im just having trouble picturing how this will work without it feeling like the servers are half-filled with dumb bots


and noobs can learn to play the same way noobs have learned for 25 years, by getting wasted by superior players.
Bots won't teach you anything



ps: With that said, I will be copping this day one no matter what
 
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:lol: yup

I'm curious how they're gonna be playing like.. They say human like but I have to see to be leaf.

I guess all we can do is wait.. Hope we get more gameplay vids soon. We're not too far off from launch.
 
^^^ Respawn said the maps are huge and AI serve a lot of purposes. They help knock off time on your Titan countdown, the help ease new players into the flow on combat and they give you something to do.

Most important part in helping new players, I would rather have A.I to help new players learn than have the game slowed down.

Plus you don't get reward the same for killing A.I, you only get like 1/10th the points. You don't want inconsequential kills, then don't fire you gun. Simple

I get what youre saying. But how easy will it be to tell the difference between AI troops and real opponents in the heat of a firefight? Serious question
If I jump into a dangerous situation, say, an open square with a number of opponents, will I be instantly able to distinguish the real players from the bots? Because it would seem to be important to prioritize targeting the real players, and worry about the easy bots last

I guess Im just having trouble picturing how this will work without it feeling like the servers are half-filled with dumb bots


and noobs can learn to play the same way noobs have learned for 25 years, by getting wasted by superior players.
Bots won't teach you anything



ps: With that said, I will be copping this day one no matter what

-You put your crosshair over the player, you see a name, real player; you don't, AI bot. Plus not all A.I look like pilots. "Marvins" looks like player sized machines

-KD and killstreaksare important like in COD, and lives last much longer on average, so die you die.

-AI bots are not like traditional bots. The exist on top of players not in place off.

-Get killed over and over is all we in good but then inevitable happens when devs try to make it easier for noobs in the sequel. And how do they do that? Either slow down the game (Gears 2) or make it more like their favorite shooter (Halo 4). I much rather have a system in place like that than having Respawn make a decision to alter core gameplay I already love.

But we know very lil about this game. Rumor is there will be a media blowout soon are the release is not that far away, so we will se.
 
We just need some more damb info! :rofl:

Edit: who has an xbox one that is actually gonna cop TF?

I know i am for sure
 
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But also the bots aren't able to wall run I don't think. So you would be able to identify them. Row spawn knows what they are doing. If they didn't have bots, it would turn tons of players off. If I'm zipping across the walls like a pro, what chance does a newbie have. It's essentially a sergeant going against a general in halo.
 
I have a feeling the AI wont be very aggressive.

in that article it said they're there to "support the players"

Seems to me that (generally speaking) they wont get in the way of good/experienced players.
 
-You put your crosshair over the player, you see a name, real player; you don't, AI bot. Plus not all A.I look like pilots. "Marvins" looks like player sized machines

Hopefully this does not turn out to be the case, because that is super unsatisfactory. But I do recall seeing the robots you mentioned, so hopefully inperson they will be easy to distinguish

-AI bots are not like traditional bots. The exist on top of players not in place off.

-Get killed over and over is all we in good but then inevitable happens when devs try to make it easier for noobs in the sequel. And how do they do that? Either slow down the game (Gears 2) or make it more like their favorite shooter (Halo 4). I much rather have a system in place like that than having Respawn make a decision to alter core gameplay I already love.

I know the bots don't replace real players. But I still fail to see how they improve the game. I would be happy with standard 6v6 +Titans. All I see the bots doing is adding needless confusion, and providing fodder for bad players. Neither of which is necessary

But we know very lil about this game. Rumor is there will be a media blowout soon are the release is not that far away, so we will se.

Ill be looking forward to that. Still very pumped for the game. Trusting in Respawn
 
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IGN posted this video on YouTube earlier today about a software update coming soon. And an update on the Twitch app.


On my ipad, idk how to embed a YouTube vid
 
We just need some more damb info! :rofl:

Edit: who has an xbox one that is actually gonna cop TF?

I know i am for sure

I THINK MOST PEOPLE WHO HAVE AN XBOX ONE WILL. IT IS GOING TO THE FIRST "BLOCKBUSTER" GAME THAT WILL BE RELEASED FOR EITHER NEXT GEN SYSTEM.
 
Xbox One Update Planned to Fix Social Features

http://www.ign.com/articles/2014/01/09/xbox-one-update-planned-to-fix-social-features

Speaking to Engadget, chief product officer Marc Whitten revealed plans to consolidate features like Friends Lists, Parties, Avatars and Achievements all in one place, as the resounding feedback has been they're too spread out.


"The feedback we've gotten is pretty valid," he admitted. "Some of the social stuff is hidden or harder to use than it was on the Xbox 360. So you're gonna see us come out with an update where, well, we're going to fix those things.

"As a person who's been pretty involved in building Xbox Live for the last decade, I take it pretty seriously when people say it's harder to get into a party, and the defaults aren't right, and I don't like the model.

"So what I'm trying to do with the team is kind of theme some stuff up. Let's take an update and really go through a big list of what we're hearing from customers, what we know is broken with the architecture, areas that we want to improve or complete. I think that's a theme you'll really see us push on -- that Live experience."

Thank gawd the party/friends/achievements are gonna get easier to use
 
Xbox One Update Planned to Fix Social Features

http://www.ign.com/articles/2014/01/09/xbox-one-update-planned-to-fix-social-features

Speaking to Engadget, chief product officer Marc Whitten revealed plans to consolidate features like Friends Lists, Parties, Avatars and Achievements all in one place, as the resounding feedback has been they're too spread out.


"The feedback we've gotten is pretty valid," he admitted. "Some of the social stuff is hidden or harder to use than it was on the Xbox 360. So you're gonna see us come out with an update where, well, we're going to fix those things.

"As a person who's been pretty involved in building Xbox Live for the last decade, I take it pretty seriously when people say it's harder to get into a party, and the defaults aren't right, and I don't like the model.

"So what I'm trying to do with the team is kind of theme some stuff up. Let's take an update and really go through a big list of what we're hearing from customers, what we know is broken with the architecture, areas that we want to improve or complete. I think that's a theme you'll really see us push on -- that Live experience."

Thank gawd the party/friends/achievements are gonna get easier to use

TEBOWING.

2 MONTHS LATER AND I'M STILL CONFUSED ON HOW THE WHOLE SYSTEM WORKS :lol:
 
Good news for MS.

State of Decay Dev Signs Multi-Year Extension With Microsoft
Undead Labs will develop multiple games as part of a new Microsoft Studios deal.
by Chris Pereira JANUARY 10, 2014

Undead Labs, developer of State of Decay, announced today that it has signed a "multi-year, multi-title" extension with Microsoft Studios to continue its relationship with the publisher.

"We'll be able to share details later this year, but as with State of Decay, we think it's best if we just keep our heads down and build some prototypes before we talk too much," founder Jeff Strain said of the new deal on Undead's blog. "For now, suffice it to say there are big things going on with State of Decay."

State of Decay launched on Xbox Live Arcade last June and, despite some nagging technical issues, proved to be an incredibly entertaining open-world zombie game. It earned an 8.9 in IGN's review and, with the help of the PC version launched in September, it surpassed the one-million-units-sold mark by October.


It was clear very quickly that Undead had a major hit on its hands, making its future plans all the more interesting. Long before Undead signed a publishing deal with Microsoft for State of Decay in 2011 -- when it was known as Class3 -- or it was formally announced in 2012, Undead revealed it was working on a zombie MMO for consoles known as Class4.

That announcement came way back in 2009 and little has been said about it since. Last summer, Undead community manager Sanya Weathers told Eurogamer work on Class4 wouldn't begin until it was given the go-ahead by Microsoft, which owns the IP.

"We have to agree on where we think the technology is going to be in a few years (since the game will take a few years to develop); we have to agree that we have the same goals; and we have to agree on how we'll collectively run and support the final game," Weathers said. "Those discussions are still in progress."

Regardless of these agreements, work on Class4 may not have begun in earnest immediately after State of Decay was released anyway due to Undead continuing to work on patches, downloadable content, and the PC version.


Multiplayer support was at one point potentially going to be included in State of Decay. Undead planned to deliver a co-op mode by way of an update for the game, but those plans were ultimately scrapped. Strain has since stated, "I can say definitively that co-op multiplayer will be the absolute heart of any future State of Decay games."

With this new Microsoft deal in place, it seems possible that a follow-up to State of Decay or perhaps even Class4 is now in the works for Xbox One, but it doesn't sound as if we'll be getting any confirmation about whether that is the case until at least later this year.

"[M]ost of all, thanks to all of you for your ongoing support, encouragement, and enthusiasm for State of Decay," Strain concluded in his announcement blog. "We know how far we'd have gotten if it hadn't been for your spreading the word, and it definitely wouldn't be here. You made this happen. It's been a long haul from the original vision to this point, and the road ahead of us will take years to travel. We hope you're up for the trip, because we can't do it without you."
 
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