| 2012-07-03 07:50 PM |
| OnexBigxHebrew |
Re: Jimmy Whisenhunt AMA
Originally Posted by I SandRock
Agreed!
I think a great comparison is normal weapons Unreal Tournament (1st one, I guess quake is the same) vs instagib UT. Both require a completely different skillset. Normal weapons requires a ton of knowledge about the map (weapons, powers up etc) and when to use what happen and how to use each weapon effectively. vs instagib which is much less about knowledge and more about raw skill. Both have 'high skill' gameplay, just in a completely different way. Doesn't mean one is inferior to the other, but a matter of taste. (I love the intensity of instagib!)
Don't like where this guy will take combat, it'll turn into this mini-game making it way too complex detracting from the overall experience of the 'war' that is planetside. Veteran players will probably dominate 'noobs' simply because they know how to handle the guns better, knowledge gained simply from experience. Which will scare new players away.
Games are meant to be fun, most gamers aren't professionals and gaming shouldn't be a second job, where you need to work your ass off to be able to play it properly.
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Exactly. I'm going to be working, fighting, and I'll have classes, and I'm super excited about planetside. I'll still put hardcore time in, but there are so many who won't be able or want to meet the "high skill ceiling".
Thank god I'll hit it with talent :P. I'm not banking on a game with 1000's of people to be all that balanced or serious. Then again, my claim to fame isn't years of planetside, to be fair.
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| 2012-07-03 09:18 PM |
| LordReaver |
Re: Jimmy Whisenhunt AMA
The CS community is down voting his video due to anger of him "leaving". I find it amazing society tolerates shit like that.
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| 2012-07-03 09:23 PM |
| Gryphon |
Votes matter!
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| 2012-07-03 10:14 PM |
| Hamma |
Re: Jimmy Whisenhunt AMA
Originally Posted by LordReaver
The CS community is down voting his video due to anger of him "leaving". I find it amazing society tolerates shit like that.
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ahhh welcome to the internet.. 
Im assuming you mean the dislikes on YT?
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| 2012-07-03 10:43 PM |
| LordReaver |
Re: Jimmy Whisenhunt AMA
Originally Posted by Hamma
ahhh welcome to the internet..
Im assuming you mean the dislikes on YT?
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Thank you, but I've been here for a while..
I was implying to go get some counter votes in, since it was rather disproportional to the likes. Lots of videos on YT get out of control down votes, simply because people vote for what everybody else is voting for. Ever been to metacritic??
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| 2012-07-04 03:34 AM |
| Notturno |
Re: Jimmy Whisenhunt AMA
For anyone who didn't catch it, Whisenhunt said he couldn't get his video answers fort he AMA finished. He said he would try to get the answers up by Thursday evening.
[Source]
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| 2012-07-10 10:20 AM |
| Espion |
Re: Jimmy Whisenhunt AMA
Dunno if you're still answering questions, or if you could even answer this one, but was SOE interested in hiring 2gd before you?
http://www.youtube.com/watch?feature...oOMKf0#t=5087s
Everyone should watch the whole video since it's fucking great imo, but that part (for ~30s after the start time) was interesting since it sounded a bit like how Higby talks about PS2 at times, then shortly after the video aired you were hired.
For those that don't know who 2gd is this might seem a bit irrelevant, but if true it would show just how much ambition they have for pushing PS2 as a spectator platform or esport somehow (a lot)
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| 2012-07-24 12:34 PM |
| GTGD |
Re: Jimmy Whisenhunt AMA
He probably isn't still doing this but I figure it's worth asking. How would you have balanced the lasher in PS1?
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| 2012-07-25 01:29 AM |
| Shadowrath |
Re: Jimmy Whisenhunt AMA
Welcome to the addiction that we call PSU
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| 2012-07-28 11:13 PM |
| whisenhunt |
Re: Jimmy Whisenhunt AMA
Originally Posted by Deckura
Do you think the the game live up to the hype?
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Yes :O
Originally Posted by basti
Seeing what you say, and having researched your background, im now convinced that you are propably the best that could have happened to ps2.
Higby, damn good hire.
Just one thing dude: make sure you represent the tr as much as higby and T represent the other two. And grab graywolfes as your support. ;-)
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Done! And thanks!
Originally Posted by Anderz
Hi Jimmy, two questions:
What are your thoughts on the gun-play and player handling of the Battlefield series? Specifically, the difference between BF2/2142 and BC2/BF3.
I've never been able to really put into words why I find the former generation of Battlefield games more satisfying than the second. Maybe you could help me out there, or maybe you think differently!
Also, what are your thoughts on the recent FPS trend of offering weapon unlocks and upgrades? (i.e. New scopes, rails, foregrips, ammo types etc.) Do you feel they can be successfully balanced in a game like PS2?
Personally, I miss the simplicity of older FPS games where you knew exactly what it was your enemy had equipped, and you were therefore evenly matched.
Thanks for doing this AMA!
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I'll just tackle the unlock part.
I don't like the idea that you have huge trains of unlocks to finally get that ONE thing you want... I.E.: All I want is a foregrip, however I have to unlock 23590283 things that I'll never use to reach this equipment...
Also I find that the additional upgrades for weapons shouldn't increase the weapons overall capability, they should improve the way YOU play the game dependent on your play style in a noticeable way, rather than tiny increments.
So yes, I think it can be balanced much better than what we've seen.
Originally Posted by Winfernal
Hey, Jimmy! It's nice to have you as one of the devs.
You just won my gamer-heart with this quote, btw.
And my question to you, is:
Do you think PS2 HAVE to strive to get the 'perfect balance' between weapons/vehicles? Where everything is perfect, and nothing is concidered "OP". And if so, is it possible?
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Anything is possible, however nothing is perfect...
I think there is a much more acceptable balance than what we've seen in most recent games involving infantry + air + ground vehicle play, and we're determined to have it.
Originally Posted by Traenor
Hello Jimmy, and welcome to the forums. Hope you didnt got too many scars from the other thread!
Anyways, here are my questions.
1: Since you were hired to improve gunplay, does it mean that SOE feel they have achieved interesting tactical choices about which areas to attack? (Since this is an MMOFPS, choices regarding focus on areas are more important, since you cant do everything like en classic FPS´s.)
2: Do you feel some specific qualities are missing from PS2 as it is now in regards to gunplay? Specific styles, choices, etc.
3: Now that you will work as a PS2 designer, how do you feel about stopping doing what you currently do? (Cast, play and stuff)
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1. The game we're designing can't help but to have interesting choices to be made constantly when attacking every bit of the map due to the sheer size and possibilities, I feel strongly that it will only get more and more interesting seeing how players use the things we've created to their advantage... To me this is the most fun part 
2. There's lots to cover here, all I can say is that there will be changes, and that's what makes this hard to cover in depth.
3: Great question, it's hard... I grew up with the CS community. I plan to continue casting and playing in multiple games along with working at SOE. Also there are plans to start some PS2 related media projects, so the future looks good!
Originally Posted by InsaneLampshade
I'm interested to hear your opinion on why you preferred CS 1.6 to source. I imagine you've probably answered this in-depth somewhere in the past, feel free to link to a video/blog post! (I failed at finding one  ).
Also, ever play zombie escape in cs? 
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I switched to source when it first came out but never really 'felt it'...
I had the feeling from the first day that it couldn't quite scratch the itch I had for consistent, crisp and analog play that I first got when playing the original Tribes, Quake, UT and CS.
Originally Posted by Xyntech
Boxers or briefs?
Sorry, wrong decade.
Since you have experience in both low TTK games with fewer players per map such as CS, as well as high TTK games with more players like in the original Planetside, what is your opinion on what TTK's need to be like to work in Planetside 2? Do you think that anything will have to be sacrificed from the gunplay feeling of 1 vs 1 fights in order to make sure 200 vs 200 fights feel right, or do you think it's a non issue?
Good to have you on board. I look forward to seeing your contributions as the game continues to evolve.
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In regards to what the TTK needs, it all comes down to feel, which is impossible to test without a great load of people... Which we will have a chance for soon 
Originally Posted by Vydofnir
I'm not generally big on online games because I often feel obligated to play a specific way in order to stand even the slightest chance. The commitment to player customization is one of the main reasons I'm excited to play PS2. With regard to weapon customization, sidegrades, certifications, and playstyle, how much freedom do you expect players to ultimately have while remaining at least somewhat competitive?
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I believe that any change you want to make is your decision.
If I had a penny for every time I hear 'that will never work' in regards to a particular strategy my team was running or something I tried in an RTS or FPS load out... I could buy a few six packs.
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| 2012-07-29 03:55 AM |
| Sturmhardt |
Re: Jimmy Whisenhunt AMA
Good read, I like your approach on balance and freedom of the players, I wish you luck when you fight with the marketing guys over some of those values
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| 2012-07-29 08:30 AM |
| GameCobra |
Re: Jimmy Whisenhunt AMA
Originally Posted by whisenhunt
2. There's lots to cover here, all I can say is that there will be changes, and that's what makes this hard to cover in depth.
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One thing I love about the potential of this game is to make it like a heavily involved version of a FPS Risk ~ except the possibility of wiping one army off the map will take years since all three sides will always be fighting.
But what I think the dev team should do is think of that goal more and hopefully give us people that extra inch of that goal and think "Hey, what if someone actually won and beat the other two armies someday?"
Answer: Fireworks. And a statue of their honor of winning on that server, like a Stanley Cup version for PS2 =)
...Then we reset the game and start the whole bloody thing over again, with the other two armies wanting revenge.
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| 2012-07-29 09:29 PM |
| Rikirambo |
Re: Jimmy Whisenhunt AMA
do you think that planetside 2 will promote teamplay or lonewolf play?
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| 2012-07-30 08:31 AM |
| Tactical Pony |
Re: Jimmy Whisenhunt AMA
Originally Posted by TAA
I would just love to hear your comment on my views regarding TTK in FPS games.
My views are these: - I believe that games with longer TTK favor different sets of skills to games with shorter TTK.
- Games with longer TTK are more rewarding to the individual skill of players.* It rewards players who are able to make headshots quickly and accurately. It makes it safer for players to cross open ground that is being covered by snipers, and safer for players to charge around a corner that is being guarded by the enemy. It is safer to do these things because less players are able to make the accurate headshots required to quickly put another player down. This promotes more aggressive play, where aggressiveness is defined as players being more willing to cross open ground or charge into guarded areas.
- Games with shorter TTK are more rewarding to teamwork.* If an entire squad can be gunned down by one person with a single assault rifle clip, then it is imperative that players move together in a more coordinated fashion. Infantry formations that minimize friendly fire and maximize arcs of fire on the enemy become more important. Crossing open ground that is covered by snipers requires assistance of cover (eg. smoke or friendly armor), or flanking maneuvers to take out entrenched enemy. Entering a room that is guarded by enemy requires techniques such as coordinated entry by a squad via multiple access points, or the use of grenades prior to entry.
- Games that have a TTK that is too low or too high are both frustrating to beginning players. If the TTK is too low the beginning player will get more kills, but they will be too hesitant to move into more dangerous areas lest they immediately die. If the TTK is too high then the beginning player will hardly ever win any close encounters, and will get frustrated when they empty half a clip or more into an enemy only to have them turn around and kill them.
* Note that high TTK also rewards smart play and team work, and low TTK also rewards individual skill - its just that in my view the sets of skills that are favored the most are different in both types of games.
From your experience, is this an accurate view of TTK in games? If not then why not?
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I personally find it is the opposite for me, in games with long TTKs I find teamwork to be more important because having 2 guys shooting at 1 makes a bigger difference. in games with a short TTK, I can support the team by killing everyone by being entirely self sufficient and/or carrying them, instead of moving with my team I break off and just run around out-twitching everyone.
in terms of movement I agree though, in long TTK games I feel a little safer wherever I go, where in short TTK games the element of surprise becomes absolutely everything so I am always very thoughtful of my movements, very situationally aware, and always making sure it was me getting the jump on them, because the couple milliseconds of ping before a person even sees they are getting shot at, and the milliseconds after that to react, can literally be the entire battle.
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| 2012-08-02 10:57 AM |
| whisenhunt |
Re: Jimmy Whisenhunt AMA
Originally Posted by CutterJohn
Name one multiplayer FPS where someone holding W + M1 would reliably do better than an intelligently played vet utilizing the same equipment.
The problem with calling types of play 'intelligent' is that what is a sound tactic and what is not differs greatly from game to game. Smart tactics in ArmaII would be completely worthless tactics in Tribes 2, and vice versa.
Bursting and recoil control, as such, are intelligent moves only if the game penalizes them. Not all games do so, including games that are considered highly skill based.
Oh, and regarding your remark on 'Watered down' fps mechanics of modern shooters.. Have you considered the idea that they're not, in fact, watered down, and instead just not what you prefer? Have you considered as well the idea that some may consider mechanics you prefer 'needlessly obtuse'?
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I'm going to get back to this question a bit later. The answer requires a lot of explanations.
Originally Posted by FlaxxBread
can you share your feelings on the Infantry Movement speed in PS2?
I feel that in addition to spread and recoil increase, increased movement speed can significantly increase an FPS games skill cap by giving stronger players a greater ability to seek cover when under fire from a player with poor aim.
(and consequently a higher time to kill. where as a skilled player will be able to kill fast enough that this is not an issue.)
and will there be a difference in movment speed between classes (eg. light & heavy assult)
Tribes penalises automatic weapons with high TTK and very high movement speed, for a modern military shooter style of FPS he is ABSOLUTELY correct.
(PS1 also had relitivly high TTK compared to this game)
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This is a point I agree with him on, there were plenty of games similar, including Quake UT and Tribes... However we aren't these games, I consider those games 'Arena Shooters', we are dealing with a completely different monster.
Originally Posted by SniperSteve
What is your opinion of PS1 as a tactical shooter? Sure the netcode is bad, but how do you think the gameplay was?
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The game play worked out just due to the sheer size of the battles and was unbelievably fun, however I feel (as do most PS1 players I've spoken with) that the gun play was no where near what it could be.
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