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[RP] More Xbox 360 Games On Windows 8 Details - Page 10

post #91 of 135
Didn't Microsoft discover a long time ago that crossplatform gaming doesn't work because the best console players get trounced by the average PC players?
    
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post #92 of 135
I am disappointed that this wont be cross platform.
Like many others, I was finally hoping to kick all my friends asses and show them that mouse +keyboard > everything else.
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post #93 of 135
I hope this is true. Ill finally be able to play Tales of Vesperia and Magna Carta 2.
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post #94 of 135
This will NOT bring an end to XBOX Consoles lol. Stop being so illogical. PC Gamers will benefit from LIVE on Windows 8, does that mean that console gamers who prefer consoles over PC are going to jump ship ? No it does not. Many people prefer a cheap easy to use/self configured platform over a PC.
post #95 of 135
Quote:
Originally Posted by ENTERPRISE View Post
This will NOT bring an end to XBOX Consoles lol. Stop being so illogical. PC Gamers will benefit from LIVE on Windows 8, does that mean that console gamers who prefer consoles over PC are going to jump ship ? No it does not. Many people prefer a cheap easy to use/self configured platform over a PC.
I honestly think this is MS's way of bringing out a new console, but prolonging Xbox 360 game sales. Good plan if you ask me.
post #96 of 135
Quote:
Originally Posted by ENTERPRISE View Post
This will NOT bring an end to XBOX Consoles lol. Stop being so illogical. PC Gamers will benefit from LIVE on Windows 8, does that mean that console gamers who prefer consoles over PC are going to jump ship ? No it does not. Many people prefer a cheap easy to use/self configured platform over a PC.
No, but It might end PC only games. Or games being specifically develop games for the PC.

Why would developers develop games for the PC when they know they can just give us the XBOX version of that game to save time and $$$?

Companies like Activision will probably end up doing this, but thats just my guess.
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post #97 of 135
Quote:
Monday Night Combat Developers take/explanation:

<john.comes from Uber Entertainment>
Moving a shooter from the console to the PC has had some interesting challenges. Monday Night Combat is still the same game from a gameplay mechanics point of view. However, since the input mechanism has changed I have found some challenges in getting the game to a balanced state.

Now, ask any gamer who has played a shooter on both the PC and a console and they will tell you that mouse and keyboard is infinitely better than a console controller. PC players long for a game that they can play on a PC versus people playing on a console just for the pwnage of console newbie meat. We accept this as a universal truth. But why? Why is a mouse and keyboard so much better than a controller? Here’s my theory and analysis.

It all comes down to how each input mechanism affects your ability to turn. On a console, the angle in which a player can turn is a function of both time and displacement of the thumb stick. No matter how far players want to turn, they have to pay a time cost. Even at the highest controller sensitivity, there is a time cost to be paid. On a PC the angle of turn is a direct mapping of how far you move the mouse. The time cost is variable and the better players get that time cost to approach zero.

Now, on consoles we use an array of aim helping mechanisms all in an attempt to help with this time cost. View acceleration allows that time cost to not be linear from distance the thumb stick is moved. It’s an attempt to guess that if players jam their thumb stick to one side and hold it they want to spin quickly, but if they slam it to one side and release they want to make a fast minor adjustment. So at the beginning of the time cost the rate of turn is slower and it speeds up exponentially, to a cap, as time goes by.

View friction slows down the player’s turn speed when an enemy passes in front of their cursor. This makes it so they can shortcut that time cost by allowing players to turn up the sensitivity, thus lowering the time cost, but make it so that the turn rate slows down when you have an enemy in their sights. Hopefully, this makes it easier to get a target in the crosshairs.

View adhesion, which will cause the player’s cursor to adhere to enemies passing in front of the player, is an attempt at taking the time cost away. This mechanic tries to match the player’s turn rate to a target moving in front of the player. Thus trying to remove the time cost for moving targets that should be easily hit.

Aim attraction is the last console helping mechanism. This is a system that takes a shot you make, sees if it’s going to be close to a target, and adjust that shot ever so slightly so that it hits. This doesn’t directly affect the time cost but does give some perceived precision to shooting on a console.

Now, all these systems sound like cheating but they all revolve around the same concept; make the time to aim as small as possible. None of these systems are needed on the PC because that time can get to be nearly zero by sheer player skill.

With all that said, how does this affect Monday Night Combat from console to PC? Well, I take all the skills and abilities that are very aim dependent and look at them. The sniper is the most obvious example: a one shot, one kill class that is very powerful if their time to aim can be nearly zero. The first thing I did was drop the clip size of the sniper rifle by 60% (from 10 to 4). Why? Because now I’m forcing the sniper to be more accurate. On console I allowed for a little ‘slop’ and gave some extra ammo. But on PC the shots have to count or the player will find themselves vulnerable again while reloading. This may even get lower, since there is no kickback on our sniper rifle there’s even been talk of making it a bolt-action rifle.

The sniper was the first fix. The Tank charge was not as obvious at first. The skill is a one second forward run that damages, knocks back, and stuns anything it hits. On the console it works fine. Good players can use it to kill one other player. But now that there is a near-zero cost of aiming I found that good tanks can zig-zag to hit players or even easily charge around corners. So I dropped the damage of the level 3 Tank charge, which also does the stun, because I found that when players can aim that fast it becomes nearly impossible to avoid. With the damage so high it assured multiple kills. With the high damage the Tank Charge best use case on the console would be one kill but the best use case on the PC would be two or three kills.

Another subtle PC induced nerf was the Firebase. When a support player throws one out other players have three seconds to destroy it before it deployed and started attacking them. On the PC Firebases were dying much more often simply because players can focus on them so much faster. So to counter act this effect I reduced the amount of bonus damage they take while deploying. This forced players to focus on the Firebase for longer. This still make Firebases destroyable before they fully deployed but made it so it wasn’t so trivial.

Another interesting thing popped up recently. We were in the process of tweaking how the Gunner and Tank jump jets work. Why? Because with a mouse and keyboard, you can now jump and aim at the same time. With the console controller there's an additional time penalty to be paid to move your thumb off the jump button and back onto the right thumb stick in order to aim while jumping. This is no longer an issue on the keyboard so we looked at ways to slightly change the mechanic so the best move for the two heavy chassis was to always be in the air.

I’m sure as the Monday Night Combat beta goes on there will be more and more things I find that are affected by the precision of the mouse and keyboard controls. As I find them, we will fix them up and get them out to the fans as soon as possible.
</john.comes>

Source: http://www.penny-arcade.com/2011/1/24/
There's also the fact that the hit boxes are bigger on consoles and console gamers need autoaim.

It really isn't a matter of skill it's a matter of the control pad being woefully inadequate for FPS games.

Also, this article is nice:

http://games.slashdot.org/story/10/0...amers?from=rss

As I say, it comes down to consoles absolutely sucking.
    
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post #98 of 135
Quote:
Originally Posted by Viridian View Post
Didn't Microsoft discover a long time ago that crossplatform gaming doesn't work because the best console players get trounced by the average PC players?
That's overly exaggerated. I bet I could wreck shop on the average PC player.
post #99 of 135
Quote:
Originally Posted by Madman340 View Post
That's overly exaggerated. I bet I could wreck shop on the average PC player.
Not really, been looking for the article I read. I found something just above, check it out.

When I played COD4 exclusively on the 360 I was owning most games. Best I had, I think, was 30:0 on FFA. I started playing on the PC and I got my arse handed to me for a couple of months. I was already totally used to the KB+M combo, it was simply that the players on the PC were so much better and challenging than on the 360.

That and, as I've shown above, console games have different changes in their games that make the game easier to play. Bigger hitboxes, assisted aim, bullets that literally fly towards the enemy if it's close enough. Which is why most console gamers get owned when they move to PC.

Point in fact: I got my friend to grab BC2 on his PS3 and he played it all weekend. He come to mine the following monday and played my PC copy and complained that my mouse was too sensitive and couldn't figure out the hit box at all. Took him an hour and a half, but he got used to it and started to get his game on, but even he agreed that it took some serious adjusting and realisation that consoles are very dumbed down, in terms of controls. I hate playing his PS3 because it feels like I'm really, really stoned and everything is going slomo.
    
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post #100 of 135
This sounds really cool if its true, but would the visuals of the 360 games be able to scale up with PC hardware? That would just as cool.
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