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In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

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Re: In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

Postby MINDVVIPE » Mon Dec 12, 2011 9:54 pm

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There are WAY more issues than the two you mentioned, man. The fact that people had to make a framerate unlocker in the first place indicates that there is a problem. Mods were few are far between since there were no mod tools and .ini files were encrypted. Where there even any worthwhile mods, besides for that one Zeta Prime .ini? I had fun with WFC for PC, too, and while it wasn't as terrible as the PC versions of Resident Evil 4 or Phantasy Star games, it was a good example of how to mess up a release on a platform.

EDIT: I'm not trying to be a jerk to you or anyone else, MINDVVIPE! Hope I didn't come off that way. Sorry if I derailed this thread, folks.


No worries, I didn't take offence, but that is polite of you to state.

Yea, the port alone was definitely terrible, but as far as I know, theres no fps unlocker for the slow frame rate on 360, so that gave the pc some points.
The mod I have unlocks Zeta, but it was also a graphical mod that added some higher res textures and a buncha other stuff that the game was capable of doing but wasn't for some reason. I think we are talkin about the same .ini though (if you have it, you'll notice randomized spawning in multipalyer). I was just comparing the console to the pc version, and to me, the only pluses for the console is more players and dlc. The rest of the issues seem common to both, no?
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Re: In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

Postby 1337W422102 » Mon Dec 12, 2011 10:14 pm

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MINDVVIPE wrote:
1337W422102 wrote:
There are WAY more issues than the two you mentioned, man. The fact that people had to make a framerate unlocker in the first place indicates that there is a problem. Mods were few are far between since there were no mod tools and .ini files were encrypted. Where there even any worthwhile mods, besides for that one Zeta Prime .ini? I had fun with WFC for PC, too, and while it wasn't as terrible as the PC versions of Resident Evil 4 or Phantasy Star games, it was a good example of how to mess up a release on a platform.

EDIT: I'm not trying to be a jerk to you or anyone else, MINDVVIPE! Hope I didn't come off that way. Sorry if I derailed this thread, folks.


No worries, I didn't take offence, but that is polite of you to state.

Yea, the port alone was definitely terrible, but as far as I know, theres no fps unlocker for the slow frame rate on 360, so that gave the pc some points.
The mod I have unlocks Zeta, but it was also a graphical mod that added some higher res textures and a buncha other stuff that the game was capable of doing but wasn't for some reason. I think we are talkin about the same .ini though (if you have it, you'll notice randomized spawning in multipalyer). I was just comparing the console to the pc version, and to me, the only pluses for the console is more players and dlc. The rest of the issues seem common to both, no?

A lot of the issues are PC-specific, things like lack of control over graphic settings, independent x- and y-axis sensitivities with no way to adjust them independently, mouse acceleration you cannot disable, no way to change your controls, frequent "multiplayer is unavailable" errors even though it is and just won't let you log in, no chat support of any kind in multiplayer (voice, typing, pre-recorded character callouts, or otherwise), no dedicated servers, game rooms that close once the master leaves, lack of bots (which would do away with the player requirements which is one of the reason only TDM and Conquest are the modes people play), no developer console, no mod support, no anti-cheating, no patches/updates or additional content, and the encrypted .ini files. Some of these issues could have potentially been resolved by manually changing settings in an .ini file, but that that option (among others) wasn't given to us. Encrypting the .ini files was supposed to prevent people from cheating in multiplayer. It might have, for a week.

Those are the issues that I remember and were common complaints. There are others. Personally, I often run into situations where the world doesn't load, resulting in you having to load a previous checkpoint or kill yourself to force a checkpoint reload, which is a pain in multiplayer. I don't know how widespread that one is, though.

I really enjoy the game. The day after it came out, I travelled around two cities to get a copy and I played the hell out if it. But there are serious and completely inexcusable oversights, omissions, and a just-plain-not-giving-a-crap atmosphere to the entirety of the PC version, which really is a shame. I'd buy Fall of Cybertron as soon as it came out, even if it was bogged down by these issues, but it seems I won't have to. No skin off my back; I'll just play something else and they'll have lost a customer.
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Re: In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

Postby MINDVVIPE » Mon Dec 12, 2011 10:41 pm

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Fair enough, but the console version isn't better, is all i'm saying, hehe. And you don't have to tell me, I'm seriously so pissed at how games are going further away from PC and more towards consoles. NFS unleashed for example, RAGE is probably another (I say probably coz I don't know for sure, unlike unleashed where i was sitting next to the one guy QA testing the game on PC). As for cheating... thats impossible to keep out these days (I don't know why some games are easier to moderate than others, like counterstrike; maybe its got somthing to do with how complex nowadays games are).
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Re: In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

Postby 1337W422102 » Mon Dec 12, 2011 11:02 pm

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MINDVVIPE wrote:Fair enough, but the console version isn't better, is all i'm saying, hehe. And you don't have to tell me, I'm seriously so pissed at how games are going further away from PC and more towards consoles. NFS unleashed for example, RAGE is probably another (I say probably coz I don't know for sure, unlike unleashed where i was sitting next to the one guy QA testing the game on PC). As for cheating... thats impossible to keep out these days (I don't know why some games are easier to moderate than others, like counterstrike; maybe its got somthing to do with how complex nowadays games are).

Well, for cheating, Valve uses VAC rather than locking up a file and hoping no one can get in.
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Re: In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

Postby noctorro » Tue Dec 13, 2011 7:46 am

1337W422102 wrote:No PC version, no deal. Though I can't say I'm surprised, considiring how awful the WFC PC port was. At least I'll have the satisfaction of not giving Activision any money.


And Activision wasn't satisfied when WFC pc players didn't give them money.

I think that's the problem with pc gamers, they don't buy the games. Hence you didn't get the downloadable content because that would simply be torrented just like the game.

I love exploring! I mean, Transformers can do a lot more then just destroy stuff. You can have constructicons building things, resque operations etc. etc. The story-mode can also feature some non-combat game moments.

Great stuff, me no like waitin a year :BANG_HEAD:
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Re: In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

Postby 1337W422102 » Tue Dec 13, 2011 9:06 am

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noctorro wrote:
1337W422102 wrote:No PC version, no deal. Though I can't say I'm surprised, considiring how awful the WFC PC port was. At least I'll have the satisfaction of not giving Activision any money.


And Activision wasn't satisfied when WFC pc players didn't give them money.

I think that's the problem with pc gamers, they don't buy the games. Hence you didn't get the downloadable content because that would simply be torrented just like the game.

Common misconception. More people would have bought it had they made a PC game and not a garish half-assed port. Just look at the amount of "Should I Buy This?" threads/posts from potential buyers on the Steam forums while it was on sale who ended up deciding not to because of the ridiculous oversights of this port job.
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Re: In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

Postby NatsumeRyu » Tue Dec 13, 2011 7:54 pm

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1337W422102 wrote: ...frequent "multiplayer is unavailable" errors even though it is and just won't let you log in...no dedicated servers, game rooms that close once the master leaves, lack of bots (which would do away with the player requirements which is one of the reason only TDM and Conquest are the modes people play)


These are all common to the console versions as well. At least, I get them all on PS3. It's the game's fault and not specifically the port, there. Hence many people hoping HMS is good/experienced enough now to fix these "problems" on FoC. :) Who was it, again, that said HMS couldn't program their way out of a box? :lol:

Also, how does game room connection work for the PC version? Is it automatic or is it a list selection?
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Re: In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

Postby MINDVVIPE » Tue Dec 13, 2011 7:57 pm

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NatsumeRyu wrote:Also, how does game room connection work for the PC version? Is it automatic or is it a list selection?


Its pretty much automatic. I don't know how it prioritizes, but if theres a spot in a room, you take it. If not, you become the host of a new room.
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Re: In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

Postby 1337W422102 » Tue Dec 13, 2011 7:59 pm

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NatsumeRyu wrote:
1337W422102 wrote: ...frequent "multiplayer is unavailable" errors even though it is and just won't let you log in...no dedicated servers, game rooms that close once the master leaves, lack of bots (which would do away with the player requirements which is one of the reason only TDM and Conquest are the modes people play)


These are all common to the console versions as well. At least, I get them all on PS3. It's the game's fault and not specifically the port, there. Hence many people hoping HMS is good enough to fix these "problems" on FoC now. :) Who was it, again, that said HMS couldn't program their way out of a box? :lol:

I hear ya. That's more of the fault of this gaming generation. More than one game's multiplayer modes have died because of "Waiting for players..."

NatsumeRyu wrote:Also, how does game room connection work for the PC version? Is it automatic or is it a list?

Unfortunately, no server browser. You choose a mode and it tosses you in a room. If you don't like it, leave, choose a mode again, and you'll probably be tossed into the same room. Primus help you if you decide to play Codex of Wisdom, though, because then you'll have the lobby all to yourself until you decide to close it since no one will join.
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Re: In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

Postby MINDVVIPE » Tue Dec 13, 2011 8:11 pm

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1337W422102 wrote:Unfortunately, no server browser. You choose a mode and it tosses you in a room. If you don't like it, leave, choose a mode again, and you'll probably be tossed into the same room. Primus help you if you decide to play Codex of Wisdom, though, because then you'll have the lobby all to yourself until you decide to close it since no one will join.

Add me up, we can play some other game types and maybe attract others.
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Re: In-Depth Interview with Fall Of Cybertron Game Director Matt Tieger

Postby 1337W422102 » Tue Dec 13, 2011 8:16 pm

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MINDVVIPE wrote:
1337W422102 wrote:Unfortunately, no server browser. You choose a mode and it tosses you in a room. If you don't like it, leave, choose a mode again, and you'll probably be tossed into the same room. Primus help you if you decide to play Codex of Wisdom, though, because then you'll have the lobby all to yourself until you decide to close it since no one will join.

Add me up, we can play some other game types and maybe attract others.
"BLACKWAR"

Sounds good! I'll add you the next time I'm in. During one of those Double XP Weekends, I spent my time trying to get Countdown and Codex matches going. I felt bad when I had to quit, though, knowing that my leaving would bring the whole room down.
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