Crysis to Feature 10 Hour Multiplayer Matches 89
Via Joystiq, an article on the InCrysis site about the multiplayer modes of the Crysis PC game. The jawdropping title seems to mostly be offering the same-old same-old ... except when it comes to the 'Power Struggle' mode. From the Joystiq post: "To successfully destroy the other team's HQ, you'll have to harness the power of alien technology. Randomly generated throughout each map are various crash sites where players can scavenge for alien cores. These energy sources can be used to transform your team's arsenal into weapons capable of achieving victory. However, you'll first have to build up that arsenal by capturing structures that manufacture basic weapons and vehicles -- and you'll also have to provide the manufacturing materials. Apparently, it can take up to 10 hours to launch an attack capable of winning a Power Struggle match. In-game, this feels like days, as one full day/night cycle is completed in two hours. Which means, yes, Crysis' multiplayer will feature dynamic light cycles as the icing on the cake."
But... (Score:5, Funny)
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1.Get oversheild
2.Get Active Camo
3.Get Flag
4.Get Fragged
Step four has many, many varieties. Occationaly you'll have a 'diversion' in which case everyone just waits for a floating flag half way down. Or a flag riding on a warthog meeting with rockets.
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10 Hours? (Score:4, Funny)
it's UP TO 10 hours (Score:2, Insightful)
Still, its an interesting idea to have an endurance-type FPS rather than being all about high-speed killing.
Re:10 Hours? (Score:4, Insightful)
1. Identify the supporting player operated structures (think 'starbase camps') in the same system.
2. Bring a huge fleet and force them into 'reinforced mode' one by one.
3. Wait however many hours it takes for their shield reinforcement fuel to run out (12, 24, 36 hours, who knows) while preventing them from refueling it 23/7.
4. Now attack the starbase - I don't even know how long that takes.
So, time to take any enemy system putting up resistance... probably around a week or so. Maybe two. Oh, yeah, and it will take a fleet worth about $30,000 U.S. to do it and you'll probably suffer $10,000 U.S. in losses if the enemy is putting up resistance.
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You can put it into reinforced, logout for x hours -30 minutes and will probably do just as well as if you'd camped it the whole time.
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I agree with the GP though, EVE takes the ca
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To be more clear, I recall the description by a player of one of these major sieges as involving a count in local of 300-500. That's 300-500 players from both sides, so assuming an approximately half and half distribution on the low end of that count, you have 150 people on one side. Divide $30k by 150 and you get an average value of $200 per person.
Hmm, at the current exchange rates (100 million ISK for a $15 game time card) that seems a
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It will ship with... (Score:1)
So it'll be like Alterac Valley pre-patch? (Score:1)
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Not big news (Score:2)
In general this game seems to be more of the same. Slow news day.
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Online multiplayer can't really be saved, then resumed.
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Things to do today (Score:5, Funny)
-Breakfast
-Take over enemy base
-Feed cat again
-Dinner
Correction (Score:3, Funny)
- Breakfast
- Take over enemy base
- Soil your adult diapers while camping out at the sniper's nest
- Continue taking over enemy base
- Feed cat again
- Dinner
RTS, FPS hybrid, SWEET! (Score:1)
So its basically an RTS/FPS game like Helix Core was meant to be. You play thru FPS and you have the objective of collecting resources, taking them into the structure - upgrading your weapon and then fight your way to victory. That is what an RTS is all about BUT this time you do it thru an FPS perspective and you don't control AI.
That's cool. Although Helix Core would've been cooler...
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Just how is this any different than Natural Selection or Tremulous?
Oh, right. 10 hour matches.
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If I recall, this came out back in '98
The game is called PlanetSide (Score:2)
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From a Civ player... (Score:5, Funny)
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Anyone conquering the world in less than 24 hours isn't challenging themselves.
good Lord, you've got to be kidding (Score:5, Insightful)
Right, this is
And what happens if some of your teammates can't play that long. I can imagine for most people this experience is gonna suck as people constantly drop out midway through a game. Only the hardcore'est of hardcore is going enjoy this game to its fullest.
I played WoW, and I didn't quit it because I got bored, I just didn't have the time to put in it. This game sounds just as ridiculous. Maybe that's why I like CounterStrike so much. You can hop on, play for a half-hour or so, and leave. (And NOT have to worry that the kids who aren't working are collecting bigger and badder ass weapons to kill you even worse tomorrow).
Or maybe I'm just getting old.
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I'm trying to find games that I can play for short periods of time and still get enjoyment. FPS drains me too much (it requires a lot of attention). One day I'll find the perfect game. Or maybe make it myself.
Re:good Lord, you've got to be kidding (Score:5, Insightful)
For every engineering problem there is an engineering solution [freeserve.co.uk]
KFG
Re:good Lord, you've got to be kidding (Score:4, Funny)
Not on weekends.
Eat?
You've never eaten while watching TV before? People can eat while playing games as well. They are the ones that randomly run into static environmental objects or who stand still for 30 seconds at a time and don't actually say anything in team chat as they start moving again.
Poo?
Well if I'm not eating, I don't see this as being a problem either.
Spend "quality time" with the wifey?
If 'the wifey' can't live with you spending 10 hours defending the world from alien invaders, maybe you married the wrong person. I mean, it's her future you're working to ensure here. Those aliens aren't going to roll over and die all on their own. Unless they catch a cold or something.
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That's not even the worst of it. TFA mentioned
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I consider easy-to-camp spawn points to be a design issue with the map.
On maps that I design (for CoD:UO), I try to strike a balance between it being possible to spawn-kill (a valid part of FPS tactics in my book) while making it possible for a team to drive off a spawn-killer. That means spawn area designs that:
- Don't spawn everyone in the same location (in maps where there are distinct "sides")
- Spawn players in locations that are mostly sheltered with some cover
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If you have a GOOD wife, she'll bring you liquid meals (eliminating the need to poo) and change your catheter bag throughout the match. And she'll do it barefoot.
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Little brother... (Score:1)
1) Get little brother a copy of Crysis.
2) Check off the "never see him again" item on your todo list.
3) Celebrate.
4) Market to others in same predicament.
5) Profit?
I surrender... (Score:2)
well, after a multiplayer match of more than 5 hours i would surrender my base willingly to anyone. Starving out the enemy seems to be a workable solution here.
Perhaps i missunderstood someting, but i considered games a recreation. I'm already angry at Blizzard for needing to many people and too much time to even sniff at the high end content in the game. Be sure, i won't be playing a multiplayer match for 10 hours.
What's the next move of the gaming industry?
Harness weakness for good (Score:5, Funny)
I just had a vision of the same people that use malware to take over computers for botnets, to use those same computers to force the users to play Crysis for ten hours before they have access to their computer and files again.
OK, perhaps it's not good but it would be funny.
Finally (Score:1)
I think this will be a welcome relief from the seconds-long matches of CounterStrike!
It seems like I've always wanted a game where players work together for multiple goals before achieving victory. I guess someone else thought the same.
And players will be able to make more friends in the games when they have to work with their teammates for long periods of time. Think of it as a very long golf tournament with teams: you can get to know your teammates while you're waiting to tee off, or in the case of the
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Civilization IV (Score:1)
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How are they going to balance it for 10 hours? (Score:4, Interesting)
This is bad enough with games that run for 30 minutes - who is going to want to play for 10 hours when it's obvious at hour 2 that you're going to get spanked badly?
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There's a quick fix available to cut down on this sort of problem. If team loadouts appear to be lopsided by numbers, give a very slight damage boost to the weaker team or some other subtle advantage. Naturally, this should
You don't have to play all 10 hours (Score:5, Informative)
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Or think about it in the context of World War 2. No single person could have won WW2... that doesn't mean that there weren't individual achievements that were difficult and gave people great satisfaction...
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From the description of this game mode the game could last way over 10 hours when the teams are balanced. A simply CTF game with a cap of 3 can last a couple of hours.
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You miss some of the action when you stop playing an MMORPG to go to sleep. Granted, many MMORPG's don't fundamentally change while you're sleeping, but it seems like as game universes grow, there will be simulations on a longer time scale that have substantial changes.
I don't think they're describing a game that extends the length of the game by balance... It's more that it simply takes time to achieve the goals, and there are many goals to achieve in sequence. (eg. even if the Allies had a clearly s
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I wonder how many people will die.... (Score:1)
Pfft. (Score:1)
more time for showering (Score:1)
i guess this promotes more time for showering and maybe a normal social life.
but i wont hold my breath
Tron (Score:2)
\(^_^)/
torture... (Score:1)
Let's address some things: (Score:2)
MMOs don't count, since their business model pretty much thrives on protracting the amount of playtime put into the game. The longer it takes to do something, the less often people will be able to do it, the longer they'll have to keep paying for the game in order to do it more than once.
"You don't have to play all 10 hours!"
I can imagine that individual games will have "lull" periods, say about 3 hours in, where no new players want
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So when my roommate's girl calls he can say.... (Score:2, Funny)
Tremulous Anyone?? (Score:1)
Serious suggestion for the developers (Score:3, Interesting)
Alternatively, have safe houses/bunkers where players can go (neutral ground?) to park their characters while they go for a toilet break, quick meal etc?
The more like an extended real life op the game becomes, the more you will have to build in some means of fatigue management. In a first person shooter environment this would be even more important that RPG style games where you can often have your units on a form of autopilot, harvesting, building etc.
Just like Enemy Territory (Score:2)
Lag and Murphy's Law (Score:1)
Imagine... (Score:1)
your significant other wants to show you what they got from Victorias Secret, and asks you, "Do you like the pink ones on me?"
Chaos ensues...
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Hmmmm! (Score:1)
And just as frustrating as lag would be playing for 9 hours and 59 minutes only to have a CS-style team autobalance leave you a victim of the onslaught you have spent the last day masterminding.
Now that would suck.
Why all the fuss? (Score:2)
Rumor control (Score:2)
10 hour games are for the really hardcore guys out there, Crysis