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C2B

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Everything posted by C2B

  1. How will vehicle progress be reflected in the game? To access better equipment and more advanced armored vehicles, you will need to gain experience. Unfortunately, you will not be able to begin the game with the most advanced modern vehicles and gear. We’ll go into more detail about progression in a future article! What equipment will the game have? The game will have various armoured vehicles, tanks and artillery. Will there be mod support, since the engine has a generally accessible SDK? Although the CryEngine does allow for modding, we will not allow this until the developers are convinced that mods are safe for all users, and are not detrimental to the play experience. Will player combat statistics be tracked and displayed? The game will have a statistics screen. More will be revealed about it later, as this feature is currently being developed. How many players will there be on the PVP map? This number is currently being determined. The developers are selecting the number of players to ensure a comfortable situation without making it a burden. We can only say for certain that the number will be more than 10. Will the physics be arcade-like or more realistic? The developers will aim to maintain a balance between these styles. It is important to ensure that even a beginner can easily start the game, while maintaining room for improvement and expertise through advanced features, tricks and strategies within the game. We can say for sure that it will not be a simulator. How will damage to vehicles be represented? The game will have hitpoints. The reason for this is simple: hitpoints provide information that enables players to easily evaluate risks and make strategic decisions on the fly. For example, should you remain under cover or can can you afford to come out and face the enemy. How will the damage system work? Different parts of the tank will have different armour and, correspondingly, different vulnerability. As such, simply landing a hit on a tank will not be enough to incapacitate it in most cases. When hit, different modules can be damaged. Is there any chance of ricochet or non-penetration? Yes. Ricochets are possible and much will depend on the type of armor. How will ballistics work? Will projectile flight time be calculated individually? Yes, flight speed and trajectory will depend on several factors, including weapon and type of projectile. Will there be any targeting assistance when firing? Yes, there will be a slight autocorrection for shooting ease. To what extent is the environment destructible? Almost everything in the game world will be destructible. For example, houses (even stone buildings) will not provide reliable shelter against enemy fire. Given enough damage, they will be destroyed. Trees and bushes will also be destructible. This serves to create a tactical environment for the game. However, not everything can be destroyed (you can’t raze a hill, for example). How will vehicles cross water hazards? Most vehicles can get navigate shallow water. However, if a vehicle enters very deep water, it may sink. Can a machine get stuck in combat, for example, in the sand? In order to alleviate excessive frustration, getting stuck will be difficult. However, vehicles might fall into areas where they cannot escape due to their innate characteristics (such as falling into a ravine). What will happen to vehicles when they are struck by enemy fire? Depending on their level and armor, vehicles will suffer various degrees of damage. How will terrain affect tank speed? The type of surface will determine speed. Of course, much will also depend on the type of vehicle in question. Will there be battles on maps based on historic locations of conflict? No, there are no plans to directly reproduce any real historic conflicts. Of course, some maps will be inspired by real-world locations. Some maps will be based on images from space, but the goal is not to duplicate those places. How will the surroundings change during combat? Apart from the destruction caused by the players themselves, your surroundings will be dynamic. This means that at certain times there may be events that the player cannot influence, for example, a bridge could blow up, an airstrike could take place, or some other event could occur. These environmental elements can have a significant impact on combat and tactics.
  2. Pretty much every RPG-fan I know/RPG-forums that talks about Obsidian/It's announcement thread here/probably more places Nonesense Bewilderment at the announcement? Yes. Unhappiness with the direction? Yes. (Though, its something temporary) But, not suddenly a laughing stock.
  3. Robert Lee is back with Obsidian. Lee worked from 2008-2012 at Obsidian. In between he worked at Zenimax Online Studios on ESO and as a Foster Care Teaching Parent at the Ohio Teaching Parent Association.
  4. TTON rests just as much on nostalgia. Like no trash mobs isn't a new concept, effects on charachter developments aren't (In fact PE features its own systems), and the last part you can't really make a comment on without playing the game. I mean it sounds nice, deep, creative but that stuff is LARGELY dependant on execution. We'll see. Edit: Not that I'm not hopeful.
  5. Where do you get your rumors? Because I'm pretty sure the Ant-Man one doesn't make remotly sense.
  6. X-Men currently has a 91% fresh rating with critics on rottentomatoes and a 98% rating with Top Critics alone.
  7. And Patrick Raines left as well post SP, joining Fireforge.
  8. Thanks Also Stephanie Dowling went over to PE, though you might have already seen that on the codex.
  9. Autumn Kaiser left Obsidian in February after wrapping up her animation work on South Park. All the best in future endavors.
  10. Days of Future Past gets C2B approval (And I didn't even like any previous X-Men movie)
  11. That's what Takhisis wants you to think. Maybe E3 will see Obsidian give us a clue. Supposedly we're waiting for a brand new IP? Whatever the project is, its waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaayyyy to early to expect anything about it at E3.
  12. Also Robert Land moved over to Pillars of Eternity after South Park. He is Tim Cain's Husband and has joined Obsidian originally as a level designer on Stick of Truth. He also has now full-time employement with Obsidian. Before, it was apparently contract-based.
  13. I looked through the page again. Found one person that was missing - Carter Thomas (Began at Obsidian as a production intern on PE from january to may 2013), Afterwards design intern on South Park: Stick of Truth. No idea if he is still with Obsidian)
  14. No I meant QA on Last of Us in that sentence as in *Also in the position*. I don't think the additional QA role on SP is indicative of anything regarding Matthew which is why I didn't mention it.
  15. You know that's quite true - you haven't been mentioned in an update Unfortunately I can no longer edit the post Matthew Sheets - QA Lead What games have you worked on previously btw? Last of Us Also QA Edit: Theres a good possibility they might have known Brian before hiring him btw.
  16. Great job Three small critics - Lead Narrative Designer and Creative Lead will be the same position in the credits in the end, regardless of how its finally called. So you might as well make that one entry. - Isn't Hector Espinoza Lead Environment Artist? Senior isn't a project specific title afaik. - Liam also does some writing (And points out specifically so on his twitter). Though you might as well keep him on Level Designer as they do too write.
  17. None. It's probably going to be a while before we have any further information on this.
  18. http://www.obsidian.net/jobs/open-positions/production/707-intermediate-to-senior-producer
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