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Post by yung owns bunk on May 23, 2005 12:03:06 GMT -5
U a funny guy, and yes it was 3 times in a row in the same fucking spot, and yes u were playing the game.. that right there is enough to make me stop talkin about this, that outright LIE. u must have me confused with a less talented player who lacks common sense. hey maybe it was me doin it to u and u got it backwards. now that is a possibility, u killin me like that..........NNNNNEEEVVVVER EVER EVER EVER EVER HAPPEN. get the picture?
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Post by Bunk on May 23, 2005 12:57:29 GMT -5
Dude, U went from the platform, into the room.. U musta been stupid that night.. Oh wait a minute, I think I remember you on the lobby saying U couldn't go anywhere but there cuz of the nades flying over to the spawn, and how u started in the rear. Fuck Off bitch. What u trying to catch me in a lie? Thats kinda hard. I don't lie..
And Stunna, WTF are you talking about. I think ur looking for the thread on yellow busses.. go to the general Category, it's up there..
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Post by Stunna on May 23, 2005 13:50:30 GMT -5
I was refering to Yung's comment on this thread you dumb ass!!!!
^^^^
So mind your buisiness you jackass
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Post by Bunk on May 24, 2005 7:13:12 GMT -5
Hey, dickweed.if anyones a donkey its Yung, Ok, Get it right..
and fuck off
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Post by YaYa on May 24, 2005 7:33:26 GMT -5
Bunk face it you looked like an ass....trying to being an all knowing bastard as usual and if your illiterate ass could have just read above you would have known what stunna was commenting about.
Keep up the good work Bunk, cause we all know "Your hooked on phonics and learning to read!" Damn NYC educations strike again!
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Post by Stunna on May 24, 2005 11:05:27 GMT -5
"dickweed" what a fucking nerd,lol. Bunk, NYC does have a hell of an educational system though. I heard you cats are learnig Algebra in Grad School,lmao.
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Post by Stent on May 24, 2005 11:30:26 GMT -5
Dickweed, lmfao. ;D
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Post by SNiPE on May 30, 2005 10:24:48 GMT -5
Back to the topic at hand.Info on Socom 3.A pretty good bit of info.Its hard to hear some of this audio but you probally wanna here it.Videos also. www.gandernook.com/Gandernook/Video/main.htmlThe 2nd video is about 15 minutes long and shows 12 vs 12 caputure checkpoints. Very nice additions to the game.
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Rounder216
Senior Member
Your girlfriend fucks like a champ!
Posts: 131
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Post by Rounder216 on May 31, 2005 10:46:04 GMT -5
good info snipe. i noticed that there was no life meter, i wonder if there will be one in the final version
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Post by SNiPE on Jun 1, 2005 17:38:28 GMT -5
I dont know.I like how your gonna beable to add a tri-pod(for steadier sniping) to a m-16.And attach a scope to it also.That will be the killa shit.
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Post by SNiPE on Jun 14, 2005 17:43:49 GMT -5
Heres some nice information.
MAPS
"Nearly half of the new maps, in fact, are designed for those who prefer their SOCOM vehicle-free: Five of the 12 maps feature 'more close quarters, tight corridors, [with players] engaging each other at key choke points on the maps,' says Heine. 'We didn't want to alienate any of the SOCOM fan base by catering only to the vehicles. Ans we're very careful to make it so that the vehicles don't dominateany of the maps. In a lot of these areas, you'll need to leave your vehicle and perform actions on foot and deal with a lot of the SOCOM-stylegameplay.'"
MAP OPTIONS
"Are five maps not enuogh for you old schoolers? Don't worry, you'll be able to disable vehicles in any of the other seven maps. This comes as part of a wholesale restructuring of the game-creation menu. 'We've opened up seceral options for players,' Heine says: 'They can pick their map, gametype, number of rounds, time, day or night, vehicles on or off. And we have a robust system for weapon selection, so you can just limit it to sniper rifles or machine guns...even turn off the 203s [grenade launchers, aka 'n00b tubes'] if you want. We've really filled in a lot of the options there.'"
"'That makes up for a lot of options for map type,' says design manager Grahm Kays. 'We have over 60 map options, with base terrain, game type, and weapons. It gives the players the freedom to choose what kind of game they want to play.'
Along with that, we have respawn variants for all the game types,' continues Heine. 'If you want to play demolition as a respawn game, where the players keep respawningat regular intervals and try to push that bomb toward the enemy base, that's an option. We changed some of the game types to support that, so it increases the action.'
This new customizability, as you might imagine, requires some pretty careful layout of the levels. You need barriers for breach games, bases for demolition, and holding pens for extraction; these features will all be dynamically inserted or removed as the game typ requires. But in addition to being able to host different types of games, the levels need to be big enough to support vehicular combat. So the smallest SOCOM 3 map is about the size of the SOCOM II downloadable map Last Bastion (that is, damn big). The biggest is roughly twice that size--and big maps raise their own unique issues. For example, won't members of even a fully staffed team have trouble finding their teammates--or the enemy for that matter?"
SPAWN POINTS
"'With SOCOM and SOCOM II, we did 16 players pretty well,' says Heine, '[but] we decided to set the bar for ourselves. So we have two teams of 16, and clans now support 32 players. It's a huge battlefield. To help allevaite the pressures on the maps, we have selectable spawn points now, where you can coordinate with your team ahead of time and figure out where you want to spawn to give your team the best strategic advantage on that map.'"
GAME MODES
Along with the new modes mentioned in the IGN article, there are these changes to the old ones:
"The five modes that return from SOCOM II have also undergone subtle changes. While the fundamental goals of suppression, demolition, breach, and extraction have remained the same, the new factor of selecting your spawn point before the round makes a serious tactical difference. Do you spread out your forces in an attemptto flank the enemy, which puts the smaller groups at risk of getting picked off? Or do you focus on key points and work in close proximity? Heine tells us escort has changed the most: 'Despite how SOCOM II played, we're actually it a little more difficult for the escorting team--they're playing against the timer now, whereas before time was on their side.' In other words, if the round ends without the VIPs being extracted, it counts as a loss for the escorting team instead of a win as in SOCOM II. Ouch."
LAG
"Zipper's tech-heads are as concerned as you are--but they're confident they can make it work. 'We're a lot more careful about how many messages we're tracking back and forth,' says Heine. 'We're rewriting some of the network code.'
Brian Soderberg, Zipper's vice president of technology, elaborates: 'We're working hard at trying to compress things--the informationper character or per vehicle--trying to make things that smaller. We've also built this elaborate tool to sniff out packets and really just look at what causes the problems and evaluate what's going on, to get a better look at what causes the problems and where the bottlenecks are, and then fix it.'
In addition to rewriting the network code, the designers are changing the way the levels are created, breaking them up into individual 'islands.' 'Since we have these islands,' says Soderberg, 'We dont actually have to send [information] to everyone. So if we know someone is isolated on a different island, we can filter that out and actually reduce the amount of traffic thats being pushedaround.'
'By speading out the spawn points and giving players vehicles,' says Heine, 'we're also encouraging people to spread apart more,which also takes the load offn the server. So you have [fewer] high concetrations of players moving around, which is what usually causes those problems.'
'We're still in the process of [rewriting network code] right now,' admits Soderberg. 'There's still optimizing to be done.' Truth be told,the multiplayer game is currently running very, very slowly, but we remember our experience with the first SOCOM: When first shown, the game ran ridiculously slowly with a horrible framerate, even in single player mode. Zipper had taught us not to jump to conclusions about how the final product will turn out."
ONLINE OPTIONS AND RANK
"It's obvious at this point that Zipper has been listening to SOCOM fans, but the designers also appear to be keeping tabs on the marketas a whole. This is nowhere more evident than in the new community-building features. Consider the new message center: This system for managing buddy lists, clan invititations, chat messages, and in-game e-mails--a system that's accessible from anywhere in the game--bears a notable resemblance to the way Microsoft's Xbox Live works. Of course, SOCOM 3 isn't just aping a successful formula; the game will also feature 'SOCOM Daily,' a centralized hub featuring in-game message boards, surveys, feedback forms, and other community features. (Incidentally, one other high-level change has been the addition of a 'quick login' option on the game's Main menu. You can now turn on your PS2, hit a button as soon as the game loads, and you're online.)
Even more notable is the fact that everyone's statistics will be viewable online. That is, they'll be viewable through the Internet, via a PC, with any Web browser. And there will be plenty to read over; the game now tracks 99 statistics, from the number of times you've earned MVP honors to the number of times you've brutally murdered a teammate. [SIDE NOTE: Ravenn will be #1.) The similarities to the way Bungie tracks Halo 2 stats are undeniable."
"Don't worry, though, if you don't want your performace to be scrutinized so closely. When joining a game, you'll be able to choose whether you want an official ranked game or something more casual. As with SOCOM II's respawn-enabled suppression mode, SOCOM 3's respawn variants will not be judged, but you'll have the option of exempting any game from affecting your rank--not just respawn games."
THE CLAN SYSTEM
"The biggest change to the SOCOM community, though, is in the way the game handles clans--and not just because clans are bigger. 'We have a whole system of challenges now,' Heine tells us, 'where we set up schedules and maps and autogenerate rooms for only those clans to join, so there's no passwords being sent around--it's a very streamlined process of setting up the match, going in, playing, and getting out.'
And these changes aren't resricted to just the clan-battle interface. 'The clan challenge system is based on challenging a clan and taking their spot,' says Heine. 'So let's say you're ranked No. 10 and you're challenging the No. 1 clan. If you beat them, everybody [above you] is going to slide down one spot and you'll take that No. 1 position. We prevent players from coming in at the bottom and challenging the top by only allowing you to challenge within a percentage of the total clans playing. So if there are 1,000 clans registered, say, you'll only be able to challenge up to 50 spots above you. So you have to work your way up.'
'If you don't win,' he continues, 'you retain your existing spot, but we don't allow you to challenge the clan you lost to for a period of time. This prevents players from essentially locking up sections of the ladders; the No. 1 and No. 2 clans won't be able to continually challenge each other to stay on top.'
But it's not just the ranking system that's changed--it's the whole organization. When you start a clan, you'll choose among available ranking ladders that are customized for specific clan attributes. For example, if your clan has only four players, there will be a 4-on-4 ladder. Or say you want to play only no-vehicle matches; there should be a ladder out there for you. The ladders will also be organized by schedule based on the times your clan is available to play. This is significant because you can be challenged to a match at any point within your ladder's 'live' hours--and declining a challenge counts as a forfeit.
Now, don't panic too much; there's an option for mutual cancellation in which neither team changes position...but you'll both have to agree to it. Sounds like a recipe for cutthroat competition, doesn't it? That's by design. 'People are going to be changing ranks constantly on here,' says Heine, not without a certain relish. It also may sound like a recipe for player abuse, but Zipper has forseen this as well. The game will include an extensive feedback system, even going so far as to allow players to message community managers directly with player complaints or game issues. 'Players have all sorts of ways they can interact with us.' says Heine, 'which is really cool.''
MESSAGE TO IGN/GAMEBATTLES
"'We still have a lot of hardcore people out there who say that SOCOM was the best experience,' Luisi says, 'and we really ruined SOCOM II by changing things. But in SOCOM we have 13,000 simultaneous users, and in SOCOM II we have 35,000 simultaneous users. So I think the bigger audience is receptive to these changes, and we're always trying to make it a better game and one people can keep playing.'"
OTHER LITTLE THINGS
- The Bangladesh missions in single-player are still there, but they've changed the country's name to "South Asia."
- You can swim in multiplayer.
- There is a picture of the Main Menu for online and it includeseach of these listings: "SOCOM Daily, (with News, Polls/Surveys, and Promotions as options)" "Leaderboards," "Clan Ladders," "Message Board," "Personal," "Feedback," and "Help."
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Post by .Joker. on Jun 14, 2005 18:33:23 GMT -5
good fuckin intel snipe...
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Post by Bunk on Jun 14, 2005 19:09:03 GMT -5
Good fucking shit, that right tere has renewed my interest for the game and what I loved the most was this:
Now that is fucking awesome..
Oh and for u "Galo" haters, they mention alot of features that are from XBOX..so i guess it's true that they picked up someone from there...
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Post by SNiPE on Jun 14, 2005 23:57:09 GMT -5
I like how they are going to Kinda go by XBOX LIVE with Socom3.With the friends lists and shit.Live is on top of shit when it comes to online.Maybe socom will make the PS2 look a little better after this drops.
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Post by SNiPE on Jun 15, 2005 11:43:10 GMT -5
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