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PlayStation 4 - Page 18

post #511 of 15206
Quote:
Originally Posted by bd2003 View Post

360 is still too slow.

What is considered slow for you?
post #512 of 15206
Quote:
Originally Posted by ThumperII View Post

Any word on a new version of disc golf for PS4? I found that to be a really fun game for multiplayer and want some new courses.

A PS4 isn't needed for more frisbee golf courses.

SportsChampions needs to get off their tail and release some more for the PS3!! More Bochee balls courses too, please.
post #513 of 15206
I know but I am hoping they will do another one for PS4. I have given up hope for any more disc golf for PS3, they have had years to get it done.
post #514 of 15206
http://youtube.com/watch?v=RWcHMHz3NoA

Some off topic humor, Vegeta plays Sim City and discovers always on DRM. NSFW language warning.
post #515 of 15206
Quote:
Originally Posted by mboojigga View Post

What is considered slow for you?

The 360 lol.
post #516 of 15206
It's amazing, the people that don't like COD and the people that do like it disagree. Jukebox360 has a COD avatar, it's fairly obvious he's not going to agree with anything against COD.

Anyway, both systems have slow UI, when you hit the PS button or the silver x for xbox it takes too long to get to, and then navigate the menus. The PS is worse, especially with trophies. If they can fix those issues I think it would make a lot of people happy.
post #517 of 15206
Quote:
Originally Posted by Yrd View Post

It's amazing, the people that don't like COD and the people that do like it disagree. Jukebox360 has a COD avatar, it's fairly obvious he's not going to agree with anything against COD.

Anyway, both systems have slow UI, when you hit the PS button or the silver x for xbox it takes too long to get to, and then navigate the menus. The PS is worse, especially with trophies. If they can fix those issues I think it would make a lot of people happy.

Or it's fairly obvious you assume. Do not speak of what you do not know. It's just an avatar.
post #518 of 15206
Name the worst things about COD, in your opinion.
post #519 of 15206
1st person shooter
post #520 of 15206
Quote:
Originally Posted by defdog99 View Post

1st person shooter
Well that just stinks. You don't like 1st person shooters? RPG type?
post #521 of 15206
Quote:
Originally Posted by Yrd View Post

Name the worst things about COD, in your opinion.
Lag compensation. Worst idea ever.
post #522 of 15206
Quote:
Originally Posted by JukeBox360 View Post

Lag compensation. Worst idea ever.

Weird. What games are you playing without it?
post #523 of 15206
lag makes me a better player lol.....and sometimes quite the opposite biggrin.gif
post #524 of 15206
Quote:
Originally Posted by Monger View Post

Weird. What games are you playing without it?

In case you're not familiar, there's a long running myth amongst cod players that lag compensation is a feature unique to the series, that is designed to punish players with a good connection. The myth couldnt be further from the truth, but the myth is so firmly entrenched that there is absolutely no convincing someone who already believes it.
post #525 of 15206
I thought hosting used to be good for your game and now it is bad for your game. Is that true and, if so, why did it reverse?

I do not play online often and am just curious.
post #526 of 15206
Quote:
Originally Posted by Monger View Post

Weird. What games are you playing without it?
BF3
Quote:
Originally Posted by bd2003 View Post

In case you're not familiar, there's a long running myth amongst cod players that lag compensation is a feature unique to the series, that is designed to punish players with a good connection. The myth couldnt be further from the truth, but the myth is so firmly entrenched that there is absolutely no convincing someone who already believes it.

I'm very much rather take dedicated servers verse **** P2P and lack compensation BS.
post #527 of 15206
I was listening to a podcast today, and Jennifer Hale was being interviewed, and she quickly mentioned Knack for the PS4. The guy (Bobby Blackwolf) was asking her about her current projects, and she said that she was in Knack which will launch with PS4. She does voice work for a ton of female characters in games.


So, Knack for PS4 is a confirmed launch game. Of course, we already pretty much knew that, but still, it's always nice to hear games get locked in for the launch.
post #528 of 15206
A new quality metal gear!
post #529 of 15206
Concerning Knack , the PS4 definitely needed a Ratchet and Clank alternative since we don't know what's going to happen to the franchise.

I'm hoping we see the "sculpting app" from Media Molecule at launch. This seams like something that has a lot of potential. Eighter it'll be a stand alone program or it can be incorporated into bigger games such as Little Big Planet.
post #530 of 15206
Jack and Daxter!
post #531 of 15206
I'm sure Naughty Dog realizes that theirs been a ton of requests from people to bring that game back to life and would probably be a killer app for the PS4.

Speaking of the possibility of the PS4 having upgraded PS3 games, it seams like Naughty Dog could be one of the first developers that would take advantage of that.
"we always create our assets at a higher resolution than what you see in-game. A lot of our pipelines are already ready to move to something superior to the PS3. But it’s scary.”
http://www.eurogamer.net/articles/2013-02-15-the-naughty-dog-difference
Edited by Paulo Teixeira - 3/18/13 at 10:01pm
post #532 of 15206
It was without a doubt one of my all time favorite games. I'd like to see it come back.

A Socom 2 remake for ps4 would be awesome.
post #533 of 15206
Quote:
Originally Posted by bd2003 View Post

In case you're not familiar, there's a long running myth amongst cod players that lag compensation is a feature unique to the series, that is designed to punish players with a good connection. The myth couldnt be further from the truth, but the myth is so firmly entrenched that there is absolutely no convincing someone who already believes it.

I see that now. Maybe it's a lost cause, but I'll try anyway. Part of a Valve article from 2001:
Quote:

Lag compensation is a method of normalizing server-side the state of the world for each player as that player's user commands are executed. You can think of lag compensation as taking a step back in time, on the server, and looking at the state of the world at the exact instant that the user performed some action. The algorithm works as follows:

Before executing a player's current user command, the server:
Computes a fairly accurate latency for the player
Searches the server history (for the current player) for the world update that was sent to the player and received by the player just before the player would have issued the movement command
From that update (and the one following it based on the exact target time being used), for each player in the update, move the other players backwards in time to exactly where they were when the current player's user command was created. This moving backwards must account for both connection latency and the interpolation amount8 the client was using that frame.
Allow the user command to execute (including any weapon firing commands, etc., that will run ray casts against all of the other players in their "old" positions).
Move all of the moved/time-warped players back to their correct/current positions

Note that in the step where we move the player backwards in time, this might actually require forcing additional state info backwards, too (for instance, whether the player was alive or dead or whether the player was ducking). The end result of lag compensation is that each local client is able to directly aim at other players without having to worry about leading his or her target in order to score a hit. Of course, this behavior is a game design tradeoff.
Game Design Implications of Lag Compensation

The introduction of lag compensation allows for each player to run on his or her own clock with no apparent latency. In this respect, it is important to understand that certain paradoxes or inconsistencies can occur. Of course, the old system with the authoritative server and "dumb" or simple clients had it's own paradoxes. In the end, making this tradeoff is a game design decision. For Half-Life, we believe deciding in favor of lag compensation was a justified game design decision.

The first problem of the old system was that you had to lead your target by some amount that was related to your latency to the server. Aiming directly at another player and pressing the fire button was almost assured to miss that player. The inconsistency here is that aiming is just not realistic and that the player controls have non-predictable responsiveness.

With lag compensation, the inconsistencies are different. For most players, all they have to do is acquire some aiming skill and they can become proficient (you still have to be able to aim). Lag compensation allows the player to aim directly at his or her target and press the fire button (for instant hit weapons9). The inconsistencies that sometimes occur, however, are from the points of view of the players being fired upon.

For instance, if a highly lagged player shoots at a less lagged player and scores a hit, it can appear to the less lagged player that the lagged player has somehow "shot around a corner"10. In this case, the lower lag player may have darted around a corner. But the lagged player is seeing everything in the past. To the lagged player, s/he has a direct line of sight to the other player. The player lines up the crosshairs and presses the fire button. In the meantime, the low lag player has run around a corner and maybe even crouched behind a crate. If the high lag player is sufficiently lagged, say 500 milliseconds or so, this scenario is quite possible. Then, when the lagged player's user command arrives at the server, the hiding player is transported backward in time and is hit. This is the extreme case, and in this case, the low ping player says that s/he was shot from around the corner. However, from the lagged player's point of view, they lined up their crosshairs on the other player and fired a direct hit. From a game design point of view, the decision for us was easy: let each individual player have completely responsive interaction with the world and his or her weapons.

In addition, the inconsistency described above is much less pronounced in normal combat situations. For first-person shooters, there are two more typical cases. First, consider two players running straight at each other pressing the fire button. In this case, it's quite likely that lag compensation will just move the other player backwards along the same line as his or her movement. The person being shot will be looking straight at his attacker and no "bullets bending around corners" feeling will be present.

The next example is two players, one aiming at the other while the other dashes in front perpendicular to the first player. In this case, the paradox is minimized for a wholly different reason. The player who is dashing across the line of sight of the shooter probably has (in first-person shooters at least) a field of view of 90 degrees or less. In essence, the runner can't see where the other player is aiming. Therefore, getting shot isn't going to be surprising or feel wrong (you get what you deserve for running around in the open like a maniac). Of course, if you have a tank game, or a game where the player can run one direction, and look another, then this scenario is less clear-cut, since you might see the other player aiming in a slightly incorrect direction.
Conclusion

Lag compensation is a tool to ameliorate the effects of latency on today's action games. The decision of whether to implement such a system rests with the game designer since the decision directly changes the feel of the game. For Half-Life, Team Fortress and Counter Strike, the benefits of lag compensation easily outweighed the inconsistencies noted above.

Edited by Monger - 3/18/13 at 11:58pm
post #534 of 15206
A think a simple link would have sufficed lol
post #535 of 15206
I'd say Aim Assist is a more legit issue to bring up, from my experience it got worse with every CoD version, only reason I can think of for making the aim stick so much is to attract more newbies and make them happy thinking they're good at the game, that of course excluding the **** load of crutches included throughout the series.
post #536 of 15206
Quote:
Originally Posted by metallicaband View Post

I'd say Aim Assist is a more legit issue to bring up, from my experience it got worse with every CoD version, only reason I can think of for making the aim stick so much is to attract more newbies and make them happy thinking they're good at the game, that of course excluding the **** load of crutches included throughout the series.
Aim assist is a flaw of consoles in gerneral. Has nothing to do with cod itself.
post #537 of 15206
Quote:
Originally Posted by JukeBox360 View Post

Aim assist is a flaw of consoles in gerneral. Has nothing to do with cod itself.

Ahh, care to explain? The developers are in control of how much aim assist is added, it's not a feature that the console automatically adds.

I know FPS is easier with a mouse and keyboard, but that doesn't mean people can't be precise without adding That much aim assist on a console, it's just way too much, quick scoopers think they're the sh*t when in reality so much aim assist makes it piss easy to do.
post #538 of 15206
Quote:
Originally Posted by metallicaband View Post

Ahh, care to explain? The developers are in control of how much aim assist is added, it's not a feature that the console automatically adds.

I know FPS is easier with a mouse and keyboard, but that doesn't mean people can't be precise without adding That much aim assist on a console, it's just way too much, quick scoopers think they're the sh*t when in reality so much aim assist makes it piss easy to do.

Id agree with you in principle, but then when you play a game with less aim assist, like Crysis 2.....it just doesn't feel as good. Its too difficult to get and stay on target (and this is coming from a long time PC gamer). Dual sticks just aren't that precise no matter how good you are with them....aim assist might be a crutch, but everyone needs it.
Edited by bd2003 - 3/19/13 at 3:56am
post #539 of 15206
Best way to realize it. Try playing cod or BF3 on PC with only a controller. You will do horrible because of the lack of aim assist. I found out the hard way lol
post #540 of 15206
Quote:
Originally Posted by JukeBox360 View Post

Best way to realize it. Try playing cod or BF3 on PC with only a controller. You will do horrible because of the lack of aim assist. I found out the hard way lol

The problem tends to be the controller hardware, and not the person. There's really no reason a controller can't be as precise as a mouse/KB setup.

Sony said they're going for better precision, and I hope they mean it with the DS4. Meanwhile Valve is dead focused on making a better controller for their Valve Box.

It's about time. Precision didn't matter much in hardware handicapped FPS, and non-FPS old console games. But with the rise of FPS MP, they need to focus more on how we go about pointing and shooting.

That said the Aim assist in COD is hilarious, as you don't even need to be aiming at the person for it to lock in when going into iron sights. COD is weird, because it has a lot of subtle elements like that that people tend to love, because it makes it very accessible. Instant running, crouching, and not much change in spread while full blown sprinting and firing are also key to that feel and accessibility. ID Tech 3 also doesn't have true bullet physics; you aim, shoot and whatever is in the way is hit immediately.

Very different from a game like BF3 that has subtle differences in bullet speed, bullet drop over distance, and big change sin damage and spread dpensing on variables. You're actually firing a physical bullet in BF, in COD you're firing a pulse laser.
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