WoW how do you review a game base on beta? shud we also give modnation racer a 4/10 and list of cons are
-only 2 cars
-1 map
-not polished
all in all I played the beta and it didn't felt complete....
WoW how do you review a game base on beta? shud we also give modnation racer a 4/10 and list of cons are
-only 2 cars
-1 map
-not polished
all in all I played the beta and it didn't felt complete....
jneul said:
it's not just that he unfairly marked it down big time just because he could not understand how to play the game properly, I mean, if he cannot understand this type of game maybe someone who can understand what tactical shooters are about should have reviewed it instead. also on the graphics department he did not take into account that this game is allowing 256 players, of course the graphics had to be turned down a notch, even still i was quite impressed at the graphics considering the player count, this game deserves at least 8/10 |
he was probably using COD ''rushing'' tactic. That only works in COD games.
i have the beta and really dont like anything about it. bigger isn't always better.
I do believe that ZI have stated multiple times now that on the retail version you cannot play 256 players straight off the bat.
It has been said that you must first complete an off-line training mode, then go to 32 player death match, and pretty much work your way up to 256 player. So saying "I don't know what to do and I promise i was playing 256 players on the retail release" is rubbish.
There is a training mode (from what has been shown) rendering this reviews complaints null.
Here is what is has changed from the Beta, which many people reviewed, to the final release.
http://blog.us.playstation.com/2010/01/mag-beta-vs-final-game/
First, let’s talk about the differences between the final game and the beta you tried out a few weeks ago – the most obvious of which is the mode and map count. Whereas before, the Beta version of MAG only offered six maps and two modes, the retail version has a full five modes with 15 maps to play. The final game also includes a handy offline training mode, unique armors, new cinematics, art galleries, trophies, and the always-popular Veteran Mode that lets you start all over again with a permanent XP bonus and the ability to switch your faction after hitting the level cap. Of course, graphical and audio improvements are in there too.
KylieDog said: Any game were 1 noob can lose the game for 127 others is not good design. |
What exactly are you talking about here? Especially since the 128 vs 128 player mode is based on the 'damage' caused to the map over like 8 different objectives.
Otherwise, failing to arm or disarm a charge at the last second in a game mode like sabotage is something that's possible in any game.
*accidental post. Move along*
I accidently clicked my mouse as I was scrolling down and it happened to be the post button at the bottom of the page.
I had my review copy two weeks ago and, obviously, I haven't been able to check it out since the servers aren't up.
It's pretty fair to say that this game can't be reviewed properly or fairly until AFTER release so this is pretty disingenious of NowGamer.
I'd ignore all reviews until a further week has past. Its online only so how can you review it until everyone is online? Dumb.
Also heres some interesting news for the MAG release;
http://blog.mag.com/blog/2010/01/mag-beta-vs-final-game/
First, let’s talk about the differences between the final game and the beta you tried out a few weeks ago – the most obvious of which is the mode and map count. Whereas before, the Beta version of MAG only offered six maps and two modes, the retail version has a full five modes with 15 maps to play. The final game also includes a handy offline training mode, unique armors, new cinematics, art galleries, trophies, and the always-popular Veteran Mode that lets you start all over again with a permanent XP bonus and the ability to switch your faction after hitting the level cap. Of course, graphical and audio improvements are in there too. But our “out of the box” distinctions aren’t all there is to talk about. We’ve also addressed a number of topics that were brought to our attention when you were testing MAG earlier this month, and will deliver them to you the moment you boot MAG up with a small in-game patch (roughly 60-80 MB depending on your region).
Among these upgrades is the oft-asked-for ability to knife an enemy while you’re reloading your weapon — in addition to a pretty significant framerate increase during player-heavy games and noticeable differences in the effectiveness of every weapon and piece of armor. Moreover, we’ve gone back and added all-new light settings for every environment and increased the amount of time you can sprint before getting tired. For a full catalog of additions, fixes and tweaks, check out our complete list of patch notes below. See you again tomorrow and happy gaming!
MAG Patch v1.01
The latest patch notes can always be found on the official MAG Blog.
Gameplay
· Added ability for player to use knife during a reload animation.
· Applied significant tuning adjustments for all weapons and armor.
· Increased sprint duration before tiring by 30%.
· Lowered XP requirements for levels 2 thru 4.
· Lowered level-entry restrictions for Sabotage from Level 3 to Level 2.
· Lowered level-entry restrictions for Acquisition from Level 5 to Level 4.
· Lowered level-entry restrictions for Domination from Level 10 to Level 8.
· Enabled proper level requirements for unlocking headgear, facegear, and uniforms.
· Fixed problem with recoil/firing animation that kept playing for a few seconds after the player fires an automatic gun and uses knife swipe simultaneously.Interface
· Fixed bug where incapacitated players’ nametags would occasionally disappear.
· Repositioned onscreen weapons for improved field of view.
· Armory items (facegear/ headgear/ uniforms) reordered.
· Removed helmets from “Loadout 3” for all factions.Graphics
· Made significant increase in framerate during player-heavy games.
· Changed light settings for all environments.
· Polished recoil effect for better realism.
· Fixed offset muzzle flash effect.
· Tuned camera to shake more realistically when hit by bullets.
· Adjusted “blur” effect for both normal sights and iron sights.
· Added alternate reload animation.
· New “light scatter” treatment for all skies.
· Repaired various “weapon clipping” issues.
· Enacted several particle fogging adjustments.Audio
· Switched first-person weapon sounds to true stereo.
· Moved first-person character interactions and weapon switches to true stereo.
· Tweaked sounds effects relating to landing on surfaces.Technical
· Added error display and queue panel updates to notify player when they’ve encountered a “join game” failure.
· Made various server stability fixes and tweaks.[/quote]
jneul said:
it's not just that he unfairly marked it down big time just because he could not understand how to play the game properly, I mean, if he cannot understand this type of game maybe someone who can understand what tactical shooters are about should have reviewed it instead. also on the graphics department he did not take into account that this game is allowing 256 players, of course the graphics had to be turned down a notch, even still i was quite impressed at the graphics considering the player count, this game deserves at least 8/10 |
Actually you dont see all 256 players at once... You see maybe 40 at most.