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Resident Evil Outbreak 3: What would you like?

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  • #16
    Originally posted by Inferno04 View Post
    All of you make good points, and I have to agree on them. Optional voice chat, better non-chat communication, (RE5 improved the in-game communication from Outbreak) a create your own character system, and keeping the original characters, if not adding more. As you all may know if you know me(Ene and Smiley>>) that it was the characters of this game that hooked me. If there's a way to include created characters to interract with the other characters, perhaps through reply options, that'd be greaaaaat. (I've always wanted to tell Jim to STFU as it were. ><) I'd love actual cutscenes as well, not just an inner monologue with the character just...standing there.

    Also, I do love Raccoon City...even if the game wasn't another extension of it, and moved to another city? I'd still love it. There's definately more places to go to. A mall, grocery stores, hell, I wanted a stage set in movie and stage theatres.

    And hell, since we're in the new age and Arkham Asylum was able to do it, keep clothes and body damage in continuity throughout the level.
    It would be interesting, they could most likely do that considering that they had the civilian NPCs' run on the same main character AI which meant they could interact with the main characters of course it could be done in a similar manner to say... Syphon Filter: The Omega Strain which allowed players to create their own agent that would interact with the characters, however they do not speak during the cutscenes (the game had offline gameplay and online co-op in which you could use your custom characters OR the unlockable main NPCs such as Gabe Logan who is the main playable character in the franchise).

    Body damage and clothing was initially an idea for a few of the Capcom games and you can see it in concept designs and promotional images (such as Demento), I'd support it if it's done properly instead of complete sexualization as clothing and/or body damage is used in whatever games' it's been used in.

    Originally posted by Voltius View Post
    LOL... the same thing EVERYONE has wanted since the first Outbreak. Voice Chat.

    Also, we can do without the "realistic" but sluggish character animations and controls. What would be REALLY awesome, and I barely know many of you but can already guess many won't like this idea but... Make Outbreak 3 a Multiplayer RE4 control style with the over the shoulder camera. But to make up for the long lost Survival Horror elements, emphasize teamwork and inventory over action. And sure why not bring back our beloved zombies as crimson heads. I mean after all these years I'm sure someone's modified the T-G virus to make useful BOW that aren't as slow as glaciers.
    I have to disagree, the Outbreak series are good as they're complete throw-backs to the original games and retain that classic sense and shows that it can be a multiplayer survival horror without needing to go full-blown action on it.

    Essentially, they're somewhat the closest things to remakes of the older games (not counting the Chronicles games as there was reuse on areas practically directly from the Outbreak games, nor does it exactly count aside from being a bastardized retelling of the older games) - being true to them whilst still including some newer features.

    The camera doesn't essentially need to be "completely fixed" as with Demento which runs pretty much the same (excluding the online player co-op, AI only offline) that features fixed camera angles that will pan whilst the player is moving the characters along - as some of the fixed ones can be somewhat fiddly to deal with and an OTS camera view isn't really helpful considering that the zombies keep spawning in areas, or that corpses that appear to be dead may pop up after a certain amount is killed - it'd be less than helpful in comparison than being able to see and can keep an eye on your AI and/or partners, as well as enemies instead of having a forced OTS view which has a limited field of vision.

    The slightly panning, although essentially fixed camera can work for larger and faster enemies - as I've been discussing with Smiley as he brought up that we need to aim at specific spots on the Ganados/Majini, it can still work with a fixed camera (as mods that have been created for RE4 and by using an invisible Sheva as a camera point) have shown that it's still possible to fight these newer enemies, older enemies and mixtures whilst retaining the older cameras.

    There isn't any real need to have a singular camera limitation, when you have a larger field of view and can see what you know your online partner is seeing in contrast to RE4/5 limited vision range. Although, some may say it's easier to aim against faster, larger or enemies with weak points -it's the same, regardless of the camera or if you have a laser sight or not.

    Failing that, then the best choice would be an optional camera set as we know it's possible for them to do. It's just that pretty much every other bloody game has an OTS camera style, it's a unique point for the Outbreak games... Just as whenever they use OTS - it ends up being more action, no horror, FPS is a Gun Survivor and/or Rail Shooter so with it - there's bit of an association with the camera styles as I've just mentioned, so after having two games that are essentially the same thing, different story with little to no horror at all - there's a lot more people returning to the origins' of the franchise to get some decent survival horror in contrast to the new stuff.

    Of course, I could go on a ramble about that but I'll leave it at that roughly.

    Crimson Heads would be nice to have them brought back, this could work if they didn't have the automatic flicker out on the ground.

    (Sorry, probably not making sense - sick and dizzy).
    Last edited by Enetirnel; 05-11-2010, 01:41 AM.
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    • #17
      What I don't like about voice chat is that if they added it everyone would probably use it. I'd rather have the ad lib system perfected. I don't mean to insult anyone but you don't need to be very smart to understand when someone's calling your name and reaching for an item. All you have to do is pay attention to what the others are doing. I don't think v chat would change that.

      I'd rather the character customiser'd mean being able to maybe change shoes or something. I like having 120 unique looking characters better. I haven't seen a character creator that had much range so far.

      I forgot something I'd REALLY LIKE: MORE ZOMBIE MODEL VARIETY.
      Last edited by The_15th; 05-11-2010, 11:38 AM.

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      • #18
        As long as it's set in Raccoon City and it's nothing like Left4Dead, I'll welcome anything.

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        • #19
          Originally posted by The_15th View Post
          What I don't like about voice chat is that if they added it everyone would probably use it. I'd rather have the ad lib system perfected. I don't mean to insult anyone but you don't need to be very smart to understand when someone's calling your name and reaching for an item. All you have to do is pay attention to what the others are doing. I don't think v chat would change that.

          I'd rather the character customiser'd mean being able to maybe change shoes or something. I like having 120 unique looking characters better. I haven't seen a character creator that had much range so far.

          I forgot something I'd REALLY LIKE: MORE ZOMBIE MODEL VARIETY.
          The RE co op is more than just asking for items and names. You can jump in and be completely lost on what exactly you're supposed to do when you're both dealing with the monster chaos and checking up on other players. No need to sound superior just cause you got a handle on what to do through the game. I guarantee if you set up tossing people in an outbreak level they've never had the chance to study over then their instincts will deviate depending on how they handle the gameplay system. You can't just expect them follow a lead or look for a specific item you most likely already obtained. Then there's the combat vs. fleeing to consider. Voice chat as an option would make things so much more smoother for the previous outbreak games. And it's more simple to accomplish than just making new adlibs. How does one perfect them anyways? What are you hoping to get out of a perfected adlib?

          We're in agreement that some aspects need to be perfected or broadened, but we're questioning which ones here. If you believe in a range of zombie variety then why not make actual character variety? Why not push past the limits and do more than just tweak "shoes"? Just because you haven't found a capable character customizer doesn't mean it can't be done. It sounds more easier than making most of he enemies stand out from one another. Hell if enemy diversity was an option then you could certainly say player diversity can happen.

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          • #20
            I think it's sufficient. I don't believe headset will help people that aren't receptive nor experienced players that are impatient jerks. There's no garantee the players that know what to do will be any more helpful with headset.

            There's already a WAIT, PLEASE WAIT command which only 5% of players ever pay any attention to. How hard is it to understand "WAIT"?

            EDIT

            OK I remembered what happened was all 3 others were in very bad shape, I had a First Aid Spray equiped, so I could heal all 3 with one item. I said WAIT WAIT, called all 3 of their names, WAIT WAIT WAIT everyone ran right for the boss fight without me, so whatever, I took the weapons and kept 2 FAS for myself. I found them near dead, didn't heal them and went out, one of them died. There's only so much you can do to help at some point.


            I've played with noobs from the "I'm not paying attention" category, who swore up and down they'd listen on AIM too and it didn't change a thing. We all ended up insulting each other.
            Last edited by The_15th; 05-12-2010, 04:10 PM.

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            • #21
              My idea on "voice chat" would not be a matter of, "it would ruin the game if in; trash talking players, people talking about specific items and locations to rush through the game, or the standard troll player to ruin the experience" but an option on how you could use voice chat to create better atmosphere and a grand co-op adventure.

              Take for example that you are your friends, in option A, explored a scenario. These scenarios could have a similar approach like previous zones in the past outbreak titles ( items spawning in different rooms to try and throw the player off. However this would soon to be realized that it only spawns in a few different locations and the modest player would have the fair idea on where it would be) and instead expand on this dramatically by changing certain zone level structures (think left4dead2; graveyard, house pathways being blocked/changed to get to your destination) and also spawning key items to be changed (or even the key item to be changed for another key item to unlock a branch to access than the previous key item in the level area) to mix this formula to bring a very challenging experience to you and your coop allies. The voice chat here would be a significant element to creating excellent teamwork and risk=reward method into doing so.

              Option B could be that voice chat can be affect by in-game elements; the player going too far by himself in the level will cause heavy static interference/ and loss of transmission to your team. Having this occur, your team will be tense and concerned in this behalf. The player could have a importance in the level (player was helped to enter a hallway by a player lifting him into a airduct and now awaiting for him to return with the key to open the locked door from the other) or the possibility on the player to be either killed or gone can change player tactics or even result on the team having heavy consequences, if the rest of the team was to be attacked by a horde of Zombies or other infected/BOWs.

              Along with the quick commands in the past (to deal without using voice chat in the past titles. Unless you was using vent/skype with your friends, you cheeky rascals!), I woud rather want these to be implemted in the game; certain responses or cautious shouts from the player's avatar are done by the character by the certain situation scripted rather than commanded. The commands can still be there, but moving more of the former example would add well to the game and the atmosphere around the players on trying to survive together. Just my food for thought

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              • #22
                Originally posted by The_15th View Post
                I think it's sufficient. I don't believe headset will help people that aren't receptive nor experienced players that are impatient jerks. There's no garantee the players that know what to do will be any more helpful with headset.

                There's already a WAIT, PLEASE WAIT command which only 5% of players ever pay any attention to. How hard is it to understand "WAIT"?

                EDIT

                OK I remembered what happened was all 3 others were in very bad shape, I had a First Aid Spray equiped, so I could heal all 3 with one item. I said WAIT WAIT, called all 3 of their names, WAIT WAIT WAIT everyone ran right for the boss fight without me, so whatever, I took the weapons and kept 2 FAS for myself. I found them near dead, didn't heal them and went out, one of them died. There's only so much you can do to help at some point.


                I've played with noobs from the "I'm not paying attention" category, who swore up and down they'd listen on AIM too and it didn't change a thing. We all ended up insulting each other.
                What you just described is exactly why voice chat would be much helpful. Not in the case of insulting each other. In your case you described being very much a self-elitist player who has the means to be helpful, but only if things go according to how you'd like them to. You weren't being anymore cooperative than the three players who went after the boss. Your "wait, wait" command doesn't ensure you to be anymore of a good player than the ones who abandoned you. And if AIM is in the picture, that already says something in regards to people wanting better communication that the game doesn't offer. Voice chat is that key. You still have yet to really tackle perfecting the adlibs. We can say "wait" but does the situation really help a gamer to bother with "wait" if other people are adlibbing, monsters are attacking, or events are happening. There's a quick solution...it's called voice chat amigo. You can say more than just "wait" and people that hear you out will get the bigger picture of why.

                And it's optional. That's the fun part. Voice chat as an option caters to people like you who still don't care for such a benefit. Why go against an optional addition?

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                • #23
                  I remember when I was against voice chat for Outbreak. haha After the experience, I am certainly for it now.

                  Voice chat as an option for the room creator would be best. Don't want voice, then join a room or make one that has it disabled. Want voice, then join/make rooms that have it. Should satisfy everyone.

                  Now, I can understand the desire for no voice chat. The problem that comes from it is you are gonna be hoping the others know what to do. Adlib commands can only go so far and only really work when you're in the same room with the players (by work I mean work as interaction guides). For example, some newbie grabs a key and doesn't know where to use it. You've either gotta try to take it from him to do it yourself, or babysit him and do your best to adlib tell him where to use it. Especially if he runs off into another room. You can't use the voice commands to help out players who aren't right with you.

                  Obviously that doesn't mean said newbie will listen to you even if you have voice. But it's easier to tell someone "Hey dude, that octagon key you got, that needs to be used in room 4 after you do a picture puzzle." then trying to voice command it, and the adlib text that gives you hints can only be seen in the same room or pretty close to it. So if it's a scenario with a bunch of tasks where you gotta, or should, split up, then you gotta either hope for the best or escort them. Now, if you like that kind of challenge of your partners' intelligence, that's fine and would be exactly why there should be the voice chat off option.

                  I think 3 choices would actually be neat. On, Off, and Distanced. The Distanced option would be players can use voice chat, but the volume would be controlled in-game based on room position. Someone in the room next to you could be heard talking at a lower volume, whereas someone down in the basement three floors below you will be audio silent until you get closer, or find some radios. Someone mentioned something like this earlier. I like it.
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                  • #24
                    And that sounds good to me.
                    Last edited by Smiley; 05-12-2010, 07:50 PM.

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                    • #25
                      Originally posted by Smiley View Post
                      In your case you described being very much a self-elitist player who has the means to be helpful, but only if things go according to how you'd like them to. You weren't being anymore cooperative than the three players who went after the boss.
                      I wasn't cooperative? What was the advantage of everyone else leaving in red caution when they could've all been in FINE status? How does that make me selfish? Since when is killing the boss in Outbreak ever such an emergency that no one can stand still for 10 seconds? I'm sorry I didn't have 6 item slots.
                      Last edited by The_15th; 05-13-2010, 12:07 PM.

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                      • #26
                        Your intentions might have been fair at first, but what you described following that fight was pure elitist attitude right there. Perhaps those three players were just caught in the moment. All the more reason why mic support would have been handy. Instead of "wait" you could easily say "let me heal us up before we take him on".

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                        • #27
                          Everything they promised from the original idea of Resident Evil Online back in 2003, and then some.

                          - More than 5 scenarios.
                          - Don't disable ad-libs on the US version!!
                          - Noticeable wounds on characters like they promised during alpha stages. Skin turning a pale/purple-ish color when close to 100% infection, etc.
                          - An actual purpose for becoming a zombie online! At least give us a bite feature, get rid of that annoying time limit, ability to walk faster as a zombie for a short period of time so you can actually catch up to players and enact revenge on them instead of just being shot to death. (So I've heard.)
                          - Absolutely under no circumstances have voice chat. It'll ruin the experience hearing some whiny 12 year old complain about how badly you suck even though you're doing the best in the entire team! (Happens to me in L4D everyday.)
                          - A diverse variety of different game modes for online. Read below!
                          -- Maybe have different game modes with different objectives. I.E a player must rescue Survivor A to receive XXXX amount of extra points upon completing scenario. Make one of them game mode's more similar to the Mercenaries game from Resident Evil 3.
                          - More unlockables, continuous downloadable content every few months, etc.
                          - Have NPC's do certain things to help you during scenarios. I remember hearing something about Nathan and Samuel helping you during the siege if you weren't a Kevin type, and if you were a Kevin type they would try to attack you!
                          - Smarter AI for offline mode. Have different options for the AI's behavior. You can set them to help finish the scenario for you thoroughly, or set them on the offensive constantly by your side helping you against enemies without making stupid mistakes.

                          Enough said.

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                          • #28
                            You know, I'm gonna be a little giddy here. It's late and I'm hyper. Besides everything already mentioned, and my mention of bringing the original characters back, there's something else I just want to see more of...

                            Ene, don't you say a word. >_>

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                            • #29
                              The zombie ad libs on the Japanese version are hilarious. I haven't heard them all yet. Cindy and David are a riot.

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                              • #30
                                Originally posted by The_15th View Post
                                The zombie ad libs on the Japanese version are hilarious. I haven't heard them all yet. Cindy and David are a riot.
                                Ohh, example please?

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