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Onyxmeth said:
bobobologna said:
Onyxmeth said:

Did this have to be planned though? For those that own the game, how common is this occurrence? I ask because it's obvious this is what got people excited about the game in the first place, just using this small thread as an example, and it seems the game was purposely designed to avoid this from happening, which I don't get.

This was planned.  Basically the Officer in Charge of SVER told everyone to meet in one spot when there were 5 minutes left in the game.  Obviously, people listened to him.  I'm not sure if the OIC can speak directly to everyone, or if orders had to filter down from platoon leaders to squad leaders to the soldiers.

The reason the game is designed to avoid something like this is that it's a massive clusterf*ck.  When is the last time you've seen US soldiers bunching up in such close proximity to each other like this?  Hell, I bet this never even happened in WW2, except in the rare circumstance (D-Day where tons of soldiers were working on limited beach space).  You are just asking for a mortar, grenade or artillary round to kill and wound dozens of soldiers by bunching together like this.

The nice thing that this video demonstrates, is that if the soldiers/squad leaders/platoon leaders ARE willing to listen to the OIC, then the OIC has some flexibility in how they approach the battle.  If one squad is struggling to take their objective, he can ask another squad whose "default" attack objective is somewhere else, to help out the struggling squad.  So even though the game defaults to each objective having 2 squads attacking and defending it, an OIC can shift units around at will and to where they are most needed.  During the beta, I can't tell you how many times my squad would take our objectives, and just sit there while every single other objective couldn't get taken (half the time other squads couldn't even secure the burnoff towers).  If we had an OIC giving us commands, he could have told one of our squads to help out another objective.

While it's not necessarily realistic, it does seem to be something people wanted, which is all that matters. I think there was a lot of confusion as to what 256 players entailed, and the finished product wasn't nearly as exciting as the imagination of gamers thinking they would possibly be playing this. I think at the end of the day, designers need to understand that if they create games for themselves, or for small markets, they're only going to get a certain cut of the market in response interested. Just look at the most popular FPS on the PS3, and look at which modes are most popular, Free For All and Team Deathmatch. For the small market that wanted MAG as it is, I'm sure this game is fantastic, but it's obvious there was a holy hell of a lot of folks that thought they were getting something grander in scale. That probably much larger group is not being serviced by MAG at all.

I agree.  The second MAG was introduced and they mentioned 256 players with a chain of command structure, I knew that this game was NOT going to be a big hit.  It was always going to have a fairly niche appeal, and probably going to have a smaller fanbase than SOCOM.