ForumsGeneral › ayy lmao
ayy lmao
Tactical Jul 7, 2017 66 replies 1836 views
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League Administrator ⭐ x1 🔱 🥉 good guys
How are you, Ace!?
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Game Admin 🛡️ x2 🤝
Been good mate, how about yourself? Been keeping busy being a producer at a radio station.
Referee ⭐ x4 💎 Kays Krew 3
You guys better recognize this league is only here because the soccer brawl community brought this game back to life, then our zone started to "bug" out right around the time SK started to get populated... Coincidence?

I blame Silent

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Camp Kill Yourself C
Well it's good to know the people who couldn't hack it in gravball actually contributed something to this game.
Referee ⭐ x4 💎 Kays Krew 3
Simplicity is best, that's why USL is alive and CTFPL is dead. Same goes for SBL/GBL
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Viva la soccerbrawl
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League Analyst 💎 x10 🥇 Gentlemen
There was one good player ever form gb that could
Hack it in sb
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Pure Talent
I like the fact that someone is approaching this as a project and can't imagine the time spent coding, bug testing etc, however, it literally almost lifts the game in its current state and updates the visuals. It's void of any creativity or even some fresh ideas and concepts.

Something I had always suggested for more complex modes (USL is the exception) is making them much more streamlined and defined. Theres no need for 60% of the weapons in general, having money is pointless because who really wants to be playing an arcade shooting game that requires you purchasing ammo, it penalises more than rewards.

Ultimately the game industry has changed (obviously) and in order for this game to appeal to a wider audience, it has to adapt some newer concepts and have solid direction if it's going to be monitored rather than be a carbon copy of a game everyone left many years ago.

I wish the team all the best, in its current format its not providing anything refreshing.

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⭐ x1 👑 Gentlemen
Amok wrote:
I like the fact that someone is approaching this as a project and can't imagine the time spent coding, bug testing etc, however, it literally almost lifts the game in its current state and updates the visuals. It's void of any creativity or even some fresh ideas and concepts. Something I had alw ...
not providing anything refreshing?... Link me to a game thats like Infantry, please. I want to see. I have never seen a game like this in my life.
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💎 x16
subspace continuum is sort of like infantry/cosmic rift
⭐ x11 🔱 Gentlemen C
Sad to say that this is also the only game I ever played..
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Referee 🛡️ x2 👑 Kays Krew 3
nerds
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⭐ x1 👑 Gentlemen
P wrote:
Sad to say that this is also the only game I ever played..
cause we real niggas
J
Amok wrote:
I like the fact that someone is approaching this as a project and can't imagine the time spent coding, bug testing etc, however, it literally almost lifts the game in its current state and updates the visuals. It's void of any creativity or even some fresh ideas and concepts. Something I had alw ...
Amok,

You're raising valid points and this has been discussed at times before. Two -seemingly interconnected- questions that alluded before to what you're talking about now:

1. Is SK killing Infantry?
2. How can CTF gain more players?
(3. What is "the one true Infantry zone?")

I agree, and I'll get mobbed for saying this, that certain zones have an abundance of items when you only find a handful of items are conducive to your playing style. And majority of the players stick to the same items as the strategy and tactics of winning are zeroed in on.

On the other hand however it's good to have a variety of items for people to play around with, to let them figure out what is the best way to use them. It increases replayability, makes it seem a bit more like a sandbox, and in general makes the game world seem fuller than it otherwise would be. You tell the game how you want to play, the game doesn't tell you how to play. The difficulty here is balancing everything so that things don't seem superfluous or useless - I'll leave this topic out.

I wholeheartedly agree on the ammo bit. It's not a good money sink and it's just a distraction to have to buy "common" types of ammo. Again, the opposing view here is that it brings more interest into the mix when you run out of ammo in the middle of the fight, and some people like the thrill of playing with these kinds of constraints.

The negative slant against the "carbon copy" nature of say, Latta's project, is not quite right however. You have games that are virtually unchanged from the days when they were first made, although obviously some weight was dropped as time went on to streamline then more. FPS genre is a good example - Counter Strike, Battlefield, Call of Duty. RTS - Starcraft 2, Total War, etc.

I think there is room for Infantry Online successors, even in a carbon copy/semi-carbon copy fashion. And more than one too. If we can have three, four, five different MOBA games that all play more or less the same, we can have a few Infantry Online clones that more or less play the same too.

(Sidenote: I've long since stopped thinking of Infantry Online as one single-focused game and more as a genre of games unto itself given the world-building nature and extensive amounts of configuration you can do to a zone. This may give me more optimism than warranted.)
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💎 x7 Monkey Business
Addicted geeks
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⭐ x1 👑 Gentlemen
Ninja wrote:
Addicted geeks
Says the geek who logged on to a forum of a game he doesn't even play anymore.
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Zone Developer 🔱 🥈 Monkey Business CO
Infantry gameplay is solid...I wouldn't change much about it. The interface is atrocious though and could use a lot of change..Jovan and I have discussed this in the past on what a modern interface would look like. That is far from the biggest issue though.

We need an ELO/match making system in a new Infantry while population builds. One of infantry's biggest flaws is how long it takes to start a proper game due to people trickling in. Having a match-making / duel mode while people queue up to join a zone simultaneously after it's reached a certain number of people would go a long way in keeping people engaged. Of course having a huge player base would immediately fix that, but that's the absolute best case scenario with a low chance happening right off the bat (without some insane luck).

Infantry is a lot like Playerunknown battleground's in the way that it requires a massive playerbase to be played properly..we can't rely on that kind of impossible luck required for success.

Also, Infantry is more than capable of being setup like battle.net with custom games and community contributions with the power to host player made zones, which would also go a long way in fostering the best kind of content.

If games like Agar.io and Realm of the Mad God can get players in this era of gaming..Infantry is more than capable of doing the same with a proper plan.
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Game Admin 🛡️ x2 🤝
look who's alive
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🛡️ x1
Ace wrote:
look who's alive
not so really
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OP Advisor 💎 x4 🤝 good guys
Just got the playtest key, who wants to sb on Infantry 2 on the 23rd?
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