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Das mit teilweise Zerstörungen muß doch machbar sein.

Bei "Black Hawk Down" beispielsweise, gibt es Karten

wo Mauerteile weggesprengt werden können, oder auch

Fahrzeuge zur Explosion gebracht werden können.

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Das mit teilweise Zerstörungen muß doch machbar sein.

Bei "Black Hawk Down" beispielsweise, gibt es Karten

wo Mauerteile weggesprengt werden können, oder auch

Fahrzeuge zur Explosion gebracht werden können.

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@ Kíng K. Rool - Scherzkeks, damit meine ich natürlich Fahrzeuge die nicht bewegt werden,

sondern nur so rumstehen zur Deko. ;)

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"Die Psysik in Battlefield war ja schon sehr beeindruckend. Trotzdem konnte man nicht mit schwerem Gerät wie Panzer über Jeeps und - ganz besonders ärgerlich - Soldaten fahren, sie wurden meist nur weggedrückt/-geschoben. Ist es diesmal möglich, Jeeps und "Soldaten" ;.) wortwörtlich mit dem Panzer zu plätten?"

"Die Kollisionsabfrage war vielen ein Kritikpunkt wert: Offensichtlich passierbare "Wege" wurden zu Hindernissen. Z. B. hätten es manche begrüßt, sich unter dem Panzer zu verstecken. Platz wäre ja genug gewesen. Oder beim B17 Bomber war es nur beschränkt möglich, unten drunter durchzugehen. Kann die Community bei BFV auf eine exaktere Kollisionsabfrage hoffen, bei der auch zu passieren scheinende "Wege" nicht durch mangelnde Kollision unpassierbar werden?!"

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"Inwieweit wird sich die Steuerung eines Helikopters in BFV von dem BF Mod 'Eve of Destruction' unterscheiden? Die EoD Moder hatten die geniale Idee, die Steuerung eines Helis so zu gestalten, womit man ohne weiteres nachjustieren per 'A' nach oben oder 'B' nach unten sich in einer Luftposition aufhalten konnte. Man muss lediglich die Balance halten, da man sonst abdriftet.

Videomaterial zu BFV zeigte kurz eine unsanfte Landung eines amerikanischen Hubschrauber. Daher die Frage, denn das EoD System lässt weitgehenst keine Wünsche offen.

"Paralehl dazu wurden sehr interessante Physik-Details veröffentlicht, wenn man bsw. mit einem Heli einen Panzer von A nach B transportieren möchte (Hubschrauber lässt sich viel schwieriger steuern). Wird es Situationen geben, wo auch Windböhen oder starke Stürme den Helikopter oder Düsenjet aus der 'Balance' bringen können?"

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sry,habt ihr noch mehr sorgen..als die windverhältnisse in einem game ?

Kíng K. Rool,wenn du schon dabei bist.. ea/dice mit fragen zu belästigen.

hier einige zusatzfragen ..

- warum,diese schwachsinns idee *vietnam* als szenario zu nehmen.

- wird es eine vernünftigere patch politik geben als zu bf42.

- wird es jemals zu einer engeren zusammenarbeit ea/dice - game community kommen.

- wird es eine bessere vietnam addon einbindung ins hauptspiel geben

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der Fehmaraner,22. Sep 2003, 17:22]sry,habt ihr noch mehr sorgen..als die windverhältnisse in einem game ?

Kíng K. Rool,wenn du schon dabei bist.. ea/dice mit fragen zu belästigen.

hier einige zusatzfragen ..

- warum,diese schwachsinns idee *vietnam* als szenario zu nehmen.

- wird es eine vernünftigere patch politik geben als zu bf42.

- wird es jemals zu einer engeren zusammenarbeit ea/dice - game community kommen.

- wird es eine bessere vietnam addon einbindung ins hauptspiel geben

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Kíng .. in aller ehre - bin kein grosser freund von ea ..(dice kann vllt nicht's dafür..denen sind die wohl die hände gebunden),weil meiner meinung nach,bei bf42 allerhand .. nicht gut gelaufen ist,denke hier an den immer wieder auftretenen problemen zu den patches ... bei den addon's hätte man sich auch eine besseres implentieren ins bf42 game einfallen lassen können.

und nun werden wünsche an ea,zu ihrem bf42 nachfolger geäussert .. die ich als nicht wichtig halte,das eigentlich spiel wird schon gut laufen ... mir würde ein,zur community geändertes verhalten als wichtiger erscheinen.warum sollte ea nicht einmal mit der nase draufgestossen werden,einen anderen weg einzuschlagen,dafür macht sich keiner stark ... also kann es so weiter laufen wie bisher.

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der Fehmaraner,22. Sep 2003, 18:14] Kíng .. in aller ehre - bin kein grosser freund von ea ..(dice kann vllt nicht's dafür..denen sind die wohl die hände gebunden),weil meiner meinung nach,bei bf42 allerhand .. nicht gut gelaufen ist,denke hier an den immer wieder auftretenen problemen zu den patches ... bei den addon's hätte man sich auch eine besseres implentieren ins bf42 game einfallen lassen können.

und nun werden wünsche an ea,zu ihrem bf42 nachfolger geäussert .. die ich als nicht wichtig halte,das eigentlich spiel wird schon gut laufen ... mir würde ein,zur community geändertes verhalten als wichtiger erscheinen.warum sollte ea nicht einmal mit der nase draufgestossen werden,einen anderen weg einzuschlagen,dafür macht sich keiner stark ... also kann es so weiter laufen wie bisher.

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weil dus ja so wolltest :lol:

dürfen wir veränderbare landschaften und gebäude haben ? bitte, bitte, bitte , bidte, bitde, bidde, bidde, bidde...

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mercé rockstar ;)

"Wie sieht es mit der neuen Engine bei der Innenarchitektur aus? In Battlefield 1942 waren weder aufwenig gestaltete Räume noch maschinelle Einrichtungen zu sehen (in der Map Essen z. B. trifft beides zu). Zielt die neue Enginge daher wieder mehr auf Außenlevels ab als auf aufwendigere Innenarchitekturen (Häuser, Räume, Bunker) oder können wir uns auf beide Features freuen?"

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Selbst ist der Deutsche! ;)

Und da man von Schweizern wie Manitu ( :lol: ) nix erwarten kann, nahm ich kurzerhand die Sache selber in die Hand.

Hier ist das Ergebnis, bitteschön. :lol:

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1. In another interview has been mentioned, that in BFV there won't exist the possibility to destroy building or solid objects. The issue of the game would suffer from static objects. But many people wish the possibility to destroy things at several places. The feeling to sit in a tank instead of sitting in weak jeep, could be more intensive, if it was able to run over trees.

Will it be able to run over trees with tanks, to drive over sandbags with great vehicles (that was a deficit in BF42, remembering the small sandbags), to leave craters with bombs and granates, to blast walls or change/destroy relatively weak thing?

From a game play standpoint, the player has to realize that he is in the game with up to 63 other people. Those others may rely on the lay of the land for whatever strategies they may be formulating. Imagine your frustration when you reached a river crossing only to find that a team-mate has destroyed it. In the context of trees, etc. we can?t make exceptions so where destroying trees might be ok in one level, it would destroy the game play in another.

2. What about the using of vehicles? Will the entering/leaving of a vehicle stay so simple? Is it more realistic and slower than e.g. in Operation Flashpoint? Will it also be able to switch off a tank, while sitting in there? Imagine to avoid near enemy infantry, because of the switched off tank the enemy can't hear you, while you stand 2 meters beside it in the close bushes. The resulting strategically possibility would be very innovative. :)

We kept the use of vehicles the same as with the original game. There is little use in creating more complex and confusing methods for using vehicles. Your suggestion is interesting, but we actually took the opposite approach based on knowledge of players and human behaviour. Rather than sitting quiet, the player can now blast music from the U.S. vehicles thereby attracting attention, ergo targets to kill. The resulting distraction could be used by team members to sneak past enemies moving toward the music.

3. In Battlefield 1942 you thought finally at European Gamers and the keyboard layout was adjusted. The German Gamers were very pleased and it shows, that it can be different than in CS (especially the key ä,ö,ü ). Will Battlefield Vietnam have hopefully an adjusted keyboard layout again?

One of our major goals was to keep all that was good about the original, so yes, the keyboard options will remain the same as the original.

4. The Community missed a handbrake for jeeps or (very important) for the Russian BM-13N Katyusha 'Stalin Orgel', because you had to always readjust on a slope, since one could not adjust the chainless vehicle firmly. Therefore the vehicle rolled always forward. Well, will there a handbrake for vehicles in Battlefield Vietnam?

There are so many things we could add to battlefield but in the end, adding increased functions and realism to one element means detracting from another. The harmony of battlefield would be disrupted if we created too many controls for vehicles. Our focus was to increased the flexability and functions of the vehicles without making them more complex.

5. In the first videos of BFV the game looked a bit uncompleted. Non-moving shackles of tanks, no shadows and so on. What about the fog? Will the gamer be able to switch off the fog completely or will stay the short view like in BF 1942?

The first movie was made from the first running prototype of the game. The state of the game is so much further advanced it is almost unbelievable. Interesting that you mention the fog, the fog in BFV is being used more as an artistic and design tool. The distances will be tweaked to perfection to set the right tone for each level. We haven?t decided whether we?ll allow the user to adjust this or not.

6. The physics in BF 1942 are very impressive. But one isn't able to run over Jeep and especially over soldiers with a tank. Will it be able to run over soldiers and jeeps in BFV with tanks? ;)

That, unfortunately, is a compromise we had to make in the collision system to be able to deal with so much action at the same time. The player will not be able to crush jeeps or roll over them, but a tank will definitely fare better in a confrontation that the jeep, or a soldier, will.

7. The collision inquiry in BFV was often criticized. E.g. one could not creep under a tank, in order to hide itself for example. Another example are the undercarriages. If an airplane stands at the soil, one cannot throug crepp under the chassis. Tactical possibilities were blocked so unnecessarily. Well, did you therefore in BFV the collision inquiry improved?

Well, to be completely candid, this element was necessary. The collision detection existed as it did in order to allow the game to run at an acceptable level. With games, especially good ones, people forget that it isn?t real and they take things for granted. In a game where the action is confined to one room or even a few rooms, the collision detection can be more precise. In battlefield, we cover several kilometers of collision detection. Precision is costly and the degree of precision that you mention would be too costly to allow for an enjoyable game. Our limiting factor is the power of processors. Graphics cards have stepped up their abiltiy to make the game look good, but cpu?s are still not fast enough to calculate collsion in a better fashion than in BF1942.

8. To what extent will the controlling of a helicopter differ in BFV from the Mod ' Eve OF Destruction '? The Eod programmer had the ingenious idea to arrange the controlling of a helicopter in such a way that one readjusts easily by ' A ' upward or ' B ' could be downward in an air position. One must hold only the balance, since one drifts otherwise. A Video to BFV showed briefly a very rough landing of an American helicopter. Therefore the question, because the 'Eve of Destruction" controlling system leaves no Desires.

This question often confuses me, and you aren?t the first to ask. Any mod using the BF1942 engine is using the BF1942 physics. No matter how ingenious you are with the physics, the system was not designed for helicopters. Although the EOD helicopters are alright, it is more like vertical take off aeroplane. They can?t really do the things that helicopters can do.

BF Vietnam is a new game, not a mod, and therefore has new physics developed especially for helicopters that allows the player to actually fly the helicopters as helicopters. Increasing the throttle allows you to rise, decreasing the throttle allows you to fall, no throttle input allows for a stasis so you can hover. The helicopter moves based on the angle of the rotors. In regards to the ?rough landing?, that was just the way the pilots in that particular case chose to land. They were storming the beach and wanted to get in and get out as fast as possible. The player can just as easily touch down feather light, BUT that means that if the situation is hostile you are more prone. The community is so used to mods of Battlefield is is often hard for them to imagine something new.

9. We read that the controlling of a helicopter becomes more difficult, when one transports a tank. Will strong winds and storms also have an affect to the controlling of a helicopter?

No, there is no wind to speak of in BFV. With the game world the player is deprived of his sense of felling and negotiating wind is a very sensory driven task. Also, it is an added complication that makes a common task much more complex. People have asked if we will make the M16 jam. I always ask ?why make things frustrating?? If life were fun, we wouldn?t need games, but life can be very frustrating.

10. What about the new engine in the case interior architecture? The rooms in BF 1942 were very simple. Does the engine support a good-looking interior architecture or just a good-looking exterior architecture?

The Battlefield graphics engine supports whatever we want to do with it. Simple architecture as apposed to complex architecture is a matter of design and priorities. Would you, as a player, appreciate a well crafted gun or helicopter, or would you rather stand and admire a fine Corinthian column? I for one am in Battlefield for the battle and therefore, we focused our efforts on the elements that make the battle better. The architectural details that we?ve focused on are the elements that increase the game play rather than the eye candy. That said, we went to great lengths to craft beautiful Asian ruins and buildings to increase the immersive aspect of BFV. I think you will approve.

11. After Vietcong and several other games with the same scenario you present us with BFV another Vietnam game. Why have you chosen again the well-known scenery and wasn't there any alternatives for you?

There are always alternatives. This game could have just as easily been ?Battlefield 1812?, but that just didn?t interest us creatively. Vietnam was chosen more as a natural progression in the history of the game not as a ?me too? element. Some will remember that Battlefield was born from similar game play elements in Codename Eagle. That game was set amongst the First World War. BF1942 obviously was set in the Second World War. Thank heavens there has been no third war. But after those two, the next most significant struggle was Vietnam. BFV is the next new game in that series so for us, the choice was obvious. We can?t be responsible for what others chose to do, we have to do what we feel is right.

12. For BF1942 there are 3 Add-Ons. Do you plan also for BFV Add-Ons?

I guess the question is, do YOU plan for add ons? You see, with BF1942 it was public desire that fueled the drive for more add-ons. If public desire is high with BFV, than I?m sure more may come from it.

13. In the German version of Battlefield 1942 one can activate continuous German dialogue. That was apparent because several countries were involved in the WWII scenario. In Battlefield Vietnam there are obviously only two groups: Vietnam and the USA.

Is it nevertheless again intended, to set the radiograms and comments (f-Buttons) in German language? Will it be also possible (like in BF1942) in the sound-menu to activate the German reporter - if it will be translated?

That is undecided. I for one am against it. I feel that having the radio calls in their native language adds so much to the game. The Vietnamese voice overs ad so much to the immersive feeling of the game. However, as I said, it is undecided. We may translate everything into the major languages of publication.

14. Soon the game ' Soldner ' will appear. The developers plan to publish some time after the Realase a 128 players support. What about a 128 player support in BFV?

We will not release 128-player support until we feel we can achieve all the quality in every area that we desire. We feel that we must already compromise somewhat to achieve 64 player support. We will not compromise more. When technology allows us to maintain our high standards and provide 128 player support (or more) we will do that.

15. Is it true, that you have removed the Medic out of BFV, because of lacking teamplay? We ask that, because you sayed that the Medic only always healed itself instead of its teamade. That we cannot confirm however, since the Medic player does not heal on his part from the others, but he help very probably, if one calls after him. Therefore we find it unfortunate that the Medic was removed.

It is true, the medic is no more. Although it would be a beautiful place if players used the medic as intended, it was more often used as an infiltrator. Now, that is not to say that we have removed this mechanic from the game. We?ve just experimented with it. Now, the special forces carry medic kits as part of their weapon kit, and they can heal themselves in order to be a more formidable force. It has worked out quite nicely.

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