Bit of self pimpage but I like to keep you guys up to date with what I'm working on, currently I'm designing levels and gameplay for Crysis 3 multiplayer. We released our first trailer today, centered around the new Hunter game mode, check it out
Re: Crysis 3
Posted: Tue Aug 14, 2012 10:31 pm
by shadowmancer471
I saw this an hour or so ago and was really interested in it Didn't realise you were one of the developers
Props to you man, looking pretty nice
Re: Crysis 3
Posted: Tue Aug 14, 2012 10:37 pm
by Jangalomph
Looking interesting indeed, voice acting makes me a little wry.
Re: Crysis 3
Posted: Tue Aug 14, 2012 10:41 pm
by PaulH
Don't worry the voiceovers were pretty much done just for the trailer, it had to be quite scripted to convey the game mode. We're still in the pre alpha stage currently so the voice acting will be locked down soon enough
Re: Crysis 3
Posted: Wed Aug 15, 2012 12:27 am
by MELVIn
Nevermind voice actors. It just needs that sound the Predator makes... and skins... and a jungle map... Great now I'm erect!
Re: Crysis 3
Posted: Wed Aug 15, 2012 2:48 am
by MaK
Reminds me of AvP / Hidden: Source. I just hope this mode is actually fun for both teams and not a pain in the butt.
Re: Crysis 3
Posted: Wed Aug 15, 2012 2:51 am
by pk_hunter
It's like Hidden: Source with a big hug and a budget! Love it.
Feel free to quote me in all your future promotional material.
Re: Crysis 3
Posted: Wed Aug 15, 2012 8:42 am
by PaulH
MaK wrote:Reminds me of AvP / Hidden: Source. I just hope this mode is actually fun for both teams and not a pain in the butt.
There's been a lot of work done over the last few months to ensure it's fun and balanced for both factions. The trailer doesn't highlight some of the stuff we give the CELL troopers to help them out, such as EMP grenades which highlight nearby hunters, portable shields, ammo drops and a proximity alarm. A lot of the people in the studio prefer playing as a trooper because of the heavy sense of tension you get, it's pretty cool
Re: Crysis 3
Posted: Wed Aug 15, 2012 9:18 am
by SotaPoika
That's pretty darn nice looking gamemode! Crysis 3 might actually be worth my money, unlike C2.
What happens if there isn't a full server and it's 2 hunters against like 3 troopers (as opposed to a full 14) How are you going to balance for scenarios like that?
Re: Crysis 3
Posted: Wed Aug 15, 2012 12:35 pm
by PaulH
If those 3 troopers work as a team or find a good place to hold out in they'll put up a good fight against 2 hunters, in fact one decent player could do...it'll be in the busier servers when the tide turns and you end up with 10 hunters against you on your own that it's going to get tough.
Re: Crysis 3
Posted: Wed Aug 15, 2012 1:30 pm
by Blink
I'm enthused to learn that the devs agreed on the poor parts of Crysis 2. It felt like a console port and was not a patch on the first Crysis (a game I've completed about 6-7 times).
Good to hear Crysis 3 will be a bit more open, and optimised properly for the PC! Nice stuff Paul
Re: Crysis 3
Posted: Wed Aug 15, 2012 2:39 pm
by shadowmancer471
In further questions, does that mean that it is possible to win when highly outnumbered by hunters as long as you co-ordinate well and are generally skilled? The only issue I can see is that without a scaling buff for the CELL soldiers, it will be hard to balance the two sides for number of players
If the game is balanced for 14 players vs 2 hunters, does that mean that the hunters will have an unfair advantage when there's simply less people on the CELL side? Regardless of group strategy, more people on one team will always equal an advantage for them assuming no other external balancing is applied People might not want to play if they can directly see they are at a disadvantage in numbers This is assuming there isn't a buff for CELL when on low numbers of players
Either way you know what you're doing better than I do, I can imagine you got this
Re: Crysis 3
Posted: Wed Aug 15, 2012 3:02 pm
by PaulH
Yeah, I don't want to go into too much depth on it really, balancing's a tricky thing so you have to give preference to certain scenarios over others. That being said the majority of balancing is determined by the skill level of the players involved.