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Nanalo, is that a question for me? Well, if it is - wait until we show more of the multiplayer, your questions will definitely be answered then.
Balancing-related questions are a bit moot, anyway, tbh. As I said before, the nectar system was designed from the ground up to work in multiplayer so there's not going to be fundamental bits that just 'don't work'. And we're playtesting the hell out of the thing so any exploits and cheats are removed before the game hits the shops. All will be okay - you trust me, right? Edit: ApricotOne, the one on the FRD site is the 'main' one I think. Neko. |
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You don't want to/can't or you haven't seen it? Since we already know that it takes about 15 hours to finish the story, I'd like to know if it's gonna be 15 minutes and transport over there, or 1 hour to get to the next level? "Music is Magic. Magic is Life" |
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Moderator |
There's supposed to be twelve areas, so that would be an average of over an hour a level right? Some may be longer or shorter, but that's seems a reasonable average. Plus in the OPSM interview Neko was saying that one of the levels took over an hour to walk across - of course that doesn't mean you actually walk across it in-game, but you get the picture. |
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Back in the days where there was just one or two posts a day it was much easier to keep up with all the questions...now it's getting a bit difficult to spot all of them in one pass! Anyway, the size of the levels varies a lot - but an average one might take about an hour to play through. The whole play time is actualy play time though - I'm not sure whether this was what you meant, but there's no extended 'travelling' sections or anything. Neko. |
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That's great! And sorry for being offensive with questions. I can imagine that you're not reading/answering robot and have more things to do with Haze's development than just sitting, reading, answering, reading, answering, read...
Anyway keep it up! "Music is Magic. Magic is Life" |
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Moderator |
Neko, go to bed and get some beauty sleep mate, I've got your back. |
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I find this awesome. Why? The first post in this thread was exactly one year ago. Happy Birthday to the thread I guess. |
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/Puts on party hat
Neko. |
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*Brings cake*
Living Legend |
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another question,
is there a wide range of different guns? |
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Not as many as in the TS games, no. We wanted a small set of weapons that were well balanced and all felt unique, rather than having 5 different pistol types or whatever. Of course, there are some that would argue you could count nectar as a weapon... Neko. |
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So if Nectar is a weapon, that's a 15% increase in the amt of Haze's weapons?
Ok, now to get serious. You guys have mentioned that there are roughly 150 guys working on Haze in some capacity. What's the break-down of that? By that, I mean, how many gameplay designers, storyline designers, programmers, artists, and managers do you have on the team (%'s work too!)? |
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There's never quite enough of each!
Seriously, I can't talk about numbers of people on the team I'm afriad, sorry! Neko. |
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I have a personal question:
What time do you leave work? I might give you a wave some day - if I see you that is! Living Legend |
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Aw, you're going to make me wait until the game comes out and I beat it to attempt to compile the numbers via the credits =(
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Hey Neko I have a question. Will there be bots available in multiplayer? I can understand if you cant answer, I was just curious. IMO I think all fps should include bots for splitscreen or even just by yourself like Timesplitters. The only game on the 360 that has bots is PD0 and I dont really like that game. All the other fps I have you spend most of the time looking for the other person.
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For example, mowing down bots in BF2 owns, but you can only ever have 15 of them, which sucks =(
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Did you guys draw any inspiration from the game Far Cry Instincts Predator? That game is so righteous. I love games that mess with your head!!!
Haze looks like the ultimate head trip!!! |
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yeah, and they're too easy :-/ |
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