The Confrontation List
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04-20-2008
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#1
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Graphics Staff
Join Date: Jan 2004
Location: California, USA Requests: 161
Posts: 7,355
PS3 ID : Parkway-D
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The Confrontation List
Some of you may remember a thread I posted about a list of things that need attention for Confrontation from the PS Forums a while ago.
MANY things have changed on it and back when I posted the list, it took a few posts and that would be too hard to edit, so I'll post the new version and you guys can feel free to discuss. I'll do my best to pass on any concerns to the thread over there.
I DO NOT TAKE ANY CREDIT ON THIS LIST. VOODOO+ DID THE LIST AND HAS DONE A GREAT JOB UPDATING IT AND KEEPING IT UP AND RUNNING.
Welcome to **THE LIST™ 2.04**
This list is things we (the close knit SOCOM Community) have thought of to help Slant Six make the best SOCOM game possible by giving them a "check list" of sorts. Hopefully, armed with this ridiculously large list, the major things that were in previous SOCOMs as well as the small details that were in previous SOCOMs will not get overlooked.
If there is something that you notice we SOCOMers overlooked from SOCOM 1 and 2 because we ASSUMED it's going to be in the game (no matter how small) let us know! - EXAMPLE 1: Daviddoel mentioned the other day that we forgot about "In-game-lobby text chat". NICE CATCH Mr. Doel!!
- EXAMPLE 2: I (VOODOO+) realized recently we never talked about respawn stats having to be either not tracked or separate from "round based" stats.
(NOTE: If you have a " new idea" that wasn't in previous SOCOMs you want to see in Confrontation, please, before you ask to have it added to "the list", start a thread on the idea and get the support of the community. If you just have some "ideas" of things you'd personally like to see in Confrontation you can just submit it directly to SealTeam-6's "we are among you" thread)
Here's a MAJOR one for you Slant Six... STATS:
Respawn stats cannot be combined with your round based stats. I understand there's a demographic/"type of gamer" who likes to play respawns so not keeping any respawn stats maybe out of the question if you want to broaden your fan base (although not having respawn stats tracked would our first choice because respawns are not serious games to SOCOMers). We old-school SOCOMers use respawn for "warmups" mostly or just for fun. SOCOM's genius is that it's a round based game and respawns have never been taken seriously. RESPAWN IS JUST WARMUP FOR REAL GAMES. What's the point of respawn stats anyway? Respawns are always played differently than round based games. If you combine round based stats with respawn stats in any way our stats will become watered-down worthless to us. How we play the game and enjoy the game will be compromised.... not good!
Below are 2 models of how stats could be kept. The 1st model is preferred, but the 2nd would be perfectly acceptable.
(The main thing to note is combining respawn stats with round based stats in any way would be a disaster for SOCOM confrontation.)
- Model #1 for STATS:
- (respawn stats NOT kept at all) This would be the preferred method of stat tracking by SOCOMers and would be a lot easier for slant six
- Round Based Stats (made up your combined ranked and unranked games)
- Ranked Stats that show up on the ranked "leader boards"
- Unranked Stats that do not show up on the "leader boards"
or - Model #2 for STATS
- (respawn stats kept but on a separate screen from "round based" stats) There would need to be 2 sets of stats for each player:
- Round Based Stats (made up your combined ranked and unranked games)
- Ranked Stats that show up on the ranked "leader boards"
- Unranked Stats that do not show up on the "leader boards"
- Respawn Based Stats (unranked only)
- Clans need to have Clan stats. These include wins/losses, round win percentage, and maybe both of those for every map and map type.
- "YOU STOLE MY KILL!" It happens all the time: You shot a person 2 times in the chest and your teammate finishes him off from 60 meters behind you. We all hate having kills "stolen" and it happens a lot. (What's the Fix? Give a person who has 2 or more hits into an enemy, and has taken at least 67% of their life bar an "assist" to count towards their stats and ranking.)
- Team Kill Stat: This would not a good thing to have in your stats but at least you'd know who you were dealing with.
- Voted Out Stat: This would not a good thing to have in your stats either but again you'd know who you were dealing with.
- Where are the end of rounds stats from SOCOM 1? The round stats after each round were removed from SOCOM 2 for no reason. Bringing them back would be another big step toward return of "classic SOCOM.
The "IN-GAME" Lobbies: A few things that are very important: - TEXT CHAT: (Very Important)There are times when people have a mic that's not working or someone is "hogging" the mic when you need to tell everyone "we're going to find another game". It's very, very important to keep the "text chat" in the "in game" lobby like we've always had
- Being able to Text JUST YOUR TEAM about secret things pre-game is also important sometimes.
- Identify Player during lobby chat while in armory: Show us who's talking

- "Pick your team" before the start of a game and even play on uneven teams is paramount to how we play games in SOCOM. There are times when we (my clan RMD) plays "VOODOO, Nole and X vs the rest of RMD (the 3 clan commanders vs 8 lower ranking RMD members)" There are also times when my clan plays "RMD vs All" where we make a game and all go on one side and wait until we get enough people to play a game 8 vs 8. Being Able to move from SEALs to Terrorists and Terrorists to SEALs without restrictions of team size needs to stay. They're unranked games... let us do what we want.
- Lobby Host Indicator Needed: There should be a way for everyone to be able to know who is hosting the game. Over time this could help the community to find games with the "best host" connections. This could go a long way in allowing us to find games that are as "lag free" as possible. -blykmik
- In Room Ping Indicator: Let us know what the ping of the room is while in the room . . .
- More game details when browsing server games: Adding FF status would be nice as stated above... Also, game score or current round (i.e. 9 of 11) -blykmik
- Mute people in the Lobbies: It would be nice to be able to mute indiviuals you don't want to listen to
- Manual Force the Start of a Game in the Lobby: In addition to the auto force there is in SOCOM 3 it would be nice to have a manual force by the host like we had in SOCOM 1 which was available after like 2 minutes. "4ce!!"
- Vote People Out While in the Lobby: Let's add voting out as an option in the lobby. If you have a trouble-maker, glitcher or cheater why should we be able to ONLY vote them out once we get in the game. Nipp it in the bud as they say
- Default game type should not always be suppression like it was in SOCOM 3: Crossroads for instance should be defaulted as a demolition map with the option to make it any other gameplay type in custom games. Newbs need to learn to play maps how they were intended to be played.
- Default Games Types (the ones that are pre-made by the game) within every Unranked Lobby (ALL Best of 11 rounds, 6 minute rounds, Friendly Fire ON, Ranged Explosives OFF):
- Medley Core (16 players and Maps defaulted as the original game type)
- Medley Expanded (32 players and maps defaulted as their original game type)
- Demo Medley Core (16 players)
- Demo Medley Expanded (32 Players)
- Suppression Medley Core (16 players)
- Suppression Medley Expanded (32 Players)
- Elimination Medley Core (16 players)
- Elimination Medley Expanded (32 players)
- Breach Medely Core (16 players)
- Breach Medley Expanded (32 players)
- Extraction Medley Core (16 players)
- Extraction Medley Expanded (32 players)
- Escort Medley Core (16 players)
- Escort Medley Expanded (32 players
- Default Game Sizes: Should be 16 players on core maps and 32 players on Expanded maps.
- Create Game (something like this):
- Game Name:__________
- Password: NO/YES
- Players 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32
- Round Count: 3, 5, 7, 9, 11
- Round Time: 4, 5, 6, 7, 8, 9, 10
- Spectators: NO/Yes
- Friendly Fire: ON/off
- Respawn: Disabled/Enabled (if Enabled with "snipers only" the option for "Snipe No Cross Boundaries"

- Clan Options: Randomly Assigned (with the option to switch teams at will; see "Pick your Team" above), Merc Team, Commando Team
- Restore Defaults: Default/Custom (see SOCOM 2)
- Play List: (all maps can be Day/Night but need to be defaulted as what they were designed for) (all maps can be changed to any game type but MUST BE defaulted as what they were designed for) (all maps defauted as Pistols ON/off, Shotguns ON/off, Snipers ON/off, Grenade Launchers on/OFF, Rockets Launchers on/OFF, Mines ON/off, SMG's ON/off, Machine Guns ON/off, )
- Add Maps:
- Medley
- Medley Type (note different colors for different game types to make them easier to find) -thx TriLL-
- Extermination
- Demo
- Breach
- Extraction
- Escort
- Control Points
- Suppression
- Random
- Crossroads Core
- Crossroads Expanded
- SOCOM 2 map 2
- SOCOM 2 map 3
- Urban Wasteland Core
- Urban Wasteland Expanded
- New Map 2 Core
- New Map 2 Expanded
- New Map 3 Core
- New Map 3 Expanded
- New Map 4 Core
- New Map 4 Expanded
- New Map 5 Core
- New Map 5 Expanded
- New Map 6 Core
- New Map 6 Expanded
- New Map 7 Core
- New Map 7 Expanded
- Save As Re-usable Custom Game?: Yes/No
- Custom Medley Play Lists Designed By Slant Six: Slant Six should put their stamp on the game with some custom play lists. Give them creative names, have a great mix of maps, modes, light and weather conditions. -blykmik
- "Only" games: Pistols Only, Snipers Only (see below about sniper boundary games), shotguns only, ect.
- Sniper Boundary "No Cross" Respawn Games: How about a real divider that stops people from crossing in sniper boundary respawn games? They are great training for sniping/a lot of fun but sometimes you have people cross to the other side because there's only a "virtual boundary" (again, respawn games should not keep stats/or respawn stats should be separate from round based stats.
- Default weather and Day/Night should not always default as Day with No Weather: Default should be what works best for the map. In SOCOM 2 "the mixer" was raining and it was dusk, "crossroads" was dusty and it was day. You need to mix it up a bit so all the games in the lobby are not all the same! We still would want the option to add DAY/NIGHT, and WEATHER as well.)
- Six Minute Rounds like we had in SOCOM 1 and 2 are the right amount of time for a round to last. In SOCOM 3 because of the size of those maps (all of which are bigger than confrontation maps they made the games 8 minutes. 8 minute rounds are too long. One of the reasons SOCOM 3 and CA are the worst SOCOMs that were made was because games/rounds lasted too long. (What's the fix? Rounds need to be defaulted at 6 minutes for all the maps in Confrontation
- Best of 11 Rounds Games Should still be the standard: Like in all previous SOCOMs, the first to win 6 rounds wins the game.
- Play any number of players on any size map in custom games: 8 vs 8 is the sweet spot for SOCOM games. We'd like to be able to play 8 vs 8 on the "expanded" versions of maps too however or even more than 8 vs 8 in custom games. If I have 20 clan member on at the same time it would be nice to play core sized crossroads 10 vs 10.

SERVERS, LOBBY SYSTEM, AutoMatching & Miscellaneous Out-of-Game Details: - Where are the old "Briefing Room" names?In SOCOM 1 people had unique "home briefing rooms" sometimes called "home servers". In SOCOM 2 many of our home servers had gone leaving us homeless . Seriously though it would be nice to have the old briefing room names instead of having everything be labeled "US" or "Canada" (see below under Unranked Briefing Rooms).
- Text Chat within the Briefing Room: Can't use the mics here (too many people) so we still need text chat to communicate (see SOCOM 2)
- Room Ping Indicator: Let us know what the ping of the room is. . .
- Ranked Matches against other complete clans or ranked Team Matches:
- Ranked Matches:
- Clan Match (You must all be in the same clan to join, and you get matched against a team containing only members of one clan)
- Team Match (You can join with anyone, you get matched up with a group of the same size that may or may not contain members from multiple clans or people without clans
- Unranked "Briefing Rooms":
- US East 1
- US East 2
- US East 3
- US East 4
- US East 5
- US East 6
- US East 7
- US East 8
- US East 9
- US East 10
- US Central 1
- US Central 2
- US Central 3
- US Central 4
- US Central 5
- US Central 6
- US West 1
- US West
- EU East
- EU West
- Asia North
- Asia South
- Australia
- New Zealand
- Deutschland
- Espana
- France
- Italia
- U. K.
- Hanguk
- Nihon
- Clan Games
- Canada East 1
- Canada East 2
- Canada Central 1
- Canada Central 2
- Canada West 1
- Canada West 2
- Show us the Numbers:
- Show the number of users (and the total possible) on the SOCOM Universe
- Show the number of users (and the total possible) in each of the "Servers"
- Show the number of users (and the total possible) in each game
FEATURES/Attention to detail:- 720p at 60fps is a better choice over 1080p with 30 fps PROOF. There were some major framerate issues in the 2 minute demo. Graphics are as important but not more important to how the game runs. Proof: 98% say gameplay is as important or more important than visuals are. (What is the Fix? Do not sacrifice a fast, smooth frame rate for graphics/Resolution.) I know 1080p sounds good as far as "marketing" goes, but if the game does not run perfectly smooth it will not be worth it. Gameplay is what sells games in the long run... bad/unstable framerates ruin good games.
- Take this "extra time" you have to get it right. Address the issue of PS3 owners always having connectivity issues with newly released online games. You need to take those pitfalls and learn from them (see Warhawk, COD4, R6V2, etc.). The main thing that you need to be concentrating on is frame rate, connectivity and player issues. We can take or leave graphics or sprinting. Give us playability. -fellen
- Fast Log in: After the game has a save on the hard drive there is no sense of seeing the intro and credits every single time we log in. (What's the Fix? Please try to reduce all the ads prior to logging on and reduce the number of the intro start up screens making logging onto a game much more quicker)
- A REAL Beta: Here's the problem with the way zipper conducted their betas: They did not communicate with us much at all. They didn't give themselves enough time to fix the problems that we found. And they allowed things like the broken hit detection in the SOCOM 2 beta, and the mics not working and horrid throwing animation in the SOCOM 3 beta to make it into the finished games! (What's the Fix? When / if you have a beta, listen to the SOCOMers. And please fix everything before you release the game.)
- Opacity setting for all on-screen HUD displays, including scrolling info: In the era of HDTV this would be a nice feature. -blykmik
- **NEW**REAL TIME CHANGES TO YOUR CHARACTER (This is Next Gen): Your magazines disappearing from your vest as you go through each one. (Instead of your character moving his hand and reloading an invisible mag into your gun)
- **NEW**Is this included in destructable environments?: Moveable objects especially indoors like chairs and tables. I'm not saying you should be able to carry it like movers but if you bump into a lamp it should move or if you hit an office chair with your elbow, maybe it would roll. Maybe pictures walling of the walls when a grenade explodes in a building.
- **NEW**Show your character breathing heavily after sprinting: We know we can't shoot straight for a couple of seconds after sprinting, but show us why we can't.
- **NEW**Option to chose which shoulder you character fires from/Option for Left and Right handed: 20% of the world is left handed. It would be nice if these people had a character that was also left handed. They are touchy about the world being made for right handed people (I know, I married a "lefty".)
- /C (Clan), /F (Friends) and /R (Reply) Commands Needed: You need a quick way to message your ENTIRE clan (or friends list) instantly that a room is up. There should be a /c keyboard command. /r would make replying to the last person who whispered to you easier and faster. Also makes it easier to reply to players with punctuation, numbers and difficult spellings in their names. (These functions should not work for dead players messaging to live players or one team messaging to another). -blykmik
CLANS, Ally Clans, Friends and RANK - Clans need an upgrade: Can we use the correct terminology in this SOCOM please? Leader should be called "CO" ["Commanding Officer"]... I really need 2 "XO's" ["executive officer's" or to the layperson: co-leader]. As a "CO" of a clan since the beginning of SOCOM 1 I know sometimes [especially with the larger rosters in SOCOM 3] there are many times when I've needed a couple of XO's to share some clan duties. I would love it if 2 of my clan-members appointed to "XO" by me would be able to send out invites for instance, on a day when I'm not playing.
- Having XO's should be optional (a maximum of 2 XO's per roster).
- The Duties of the XO's should be able to be turned on/off based on how much power the CO wants to give his XO's. HERE ARE 2 EXAMPLES:
- Send Invites: (on/off)
- Remove Clan Members: (on/off)
- ALLY CLANS: We have several "ally clans". It would be great if instead of them taking up all my friends spots if I could just add the whole clan as an ally clan and see where all of them are playing and join their games from the ally clan page.
- SOCOM only Friend's List: As of right now there are only 50 slots on our PSN Friends List. Most of those people are in my friends list are people in my clan, a few others play SOCOM and the rest are friends from other games. It would be great to have another friends list within SOCOM like we've always had. Another 50 or so spots within SOCOM would be great (unless you know that Sony is finally increasing the size of our PSN friend's list) If Sony is increasing the size of the PSN friend's list please at least have it interface with confrontation.
- Should show the server and game name and option to join game from the friend's list.
- Clan Members List need to show: Server and Game Name that clan member is playing in (like SOCOM 2), option to join that game from the clan members list (like SOCOM 3)
- HOME ACCOMPLISHMENTS: How about have say "10,000 kills" be an accomplishment. Or "2:1 kill to death ratio with a minimum of 5,000 kills" ...stuff like that. Home "accomplishments" could add an additional dimension to confrontation. Maybe something like this: Medals in Confrontation
- Longer than 3 character clan tags: In SOCOM 1 before we had real clan tags they were just a part of our names. So when you joined a clan you had to go change your name. For example my clan tag was =\RMD/= so my name in SOCOM 1 was "=\RMD/= VOODOO+" (What's the fix? Give us a few extra characters and allow us to use all the characters in out clan tags. Do not put parenthesis around the tags let us decide what we want to surround the letter with. Some will use parenthesis, some will use brackets, some will use equals or slashes. Just let us pick. Maybe, just maybe, if SOCOM confrontation is more like SOCOM 1 and 2 the Sea Snipers who used [SS] will return to SOCOM, and Recognize My Disease who used to be =\RMD/= will return to SOCOM.
- Rank? "Military Rank", should, if anything, only identify your status in YOUR clan. Meaning, if you are the leader you're a "Commander". The CO (commanding officer) appoints his 2 XO's (executive officers) who would be Lt. Commanders and the rest of the clan would have the remaining officer ranks for what they do in the clan. (I have my clan organized like this on our website for the most part so if you're confused look at the member section of the RMD site: RMDSpecOps.com)
- If you're not in a clan yet but are looking for a clan you'd be in the "Enlisted" ranks (working your way up based on time played) until you hook up with a clan.
- If you don't like to play in a clan on SOCOM you could choose "Commando" in the "create a clan" screen and then choose your own officer "military rank" from Ensign to Commander.
- The leader boards could just be the leaders of the different stats. People would be able to say "I'm Ranked 8th in Kill to Death Ratio" or "I'm Ranked 26th in bombs planted". That's the only kind of "ranking" SOCOM should have. That way people would be more likely to just play a lot or play smart to be the leader of any given category.
- You'd see no "rank-up" and a lot less reason to cheat.
- People trying out for a clan would know who to ask (the CO or XO's) what the requirements of the clan are and how to join.
- Clans looking for people would know who's looking for a clan and who's only a Lone Wolf.
CONTROLS:- Fire Select should be a "double click on the L3" instead of a "hold" to change fire rates. In SOCOM 2 you could switch the player's score from "select" to "L3" and make fire select "select"... that worked nicely, but having a double click would be a much better solution. The ULTIMATE FIX would be fully customizable buttons. Let us map our own buttons completely. Make reload and fire-rate double click only (no hold down)... solve some of the aggressive gamers issues once and for all. This should be required in all video games. -blykmik LINK )
- **NEW**Do we really have to go all the way out of game to make adjustments to character movements in an online game?? access our characters look, turn, and dead zone speed directly from the pause menu while playing in-game.
- L2 could be another quick select. Most of us don't use "I've got the lead!" (What's the fix?: Quick Select should be either how it was in SOCOM 1 and 2 where L1 was one weapon and L2 was another, or Make it so L1 AND L2 are able to be set for quick selecting weapons where 2 different weapons/items can be selected by toggling the L1 and 2 can be selected by toggling the L2 [4 items total can then be quick selected] Again, The ULTIMATE FIX would be fully customizable buttons. Many of us would like to L2 to be another quick select, some use the "I've got the lead" and some would like it to be push to talk.)
- Where is SURE SHOT?! Bring Back the "Sure Shot" controller setting from SOCOM 1 & 2... and if you see anyone from Zipper, ask them "What the hell were you thinking removing sure shot from SOCOM 3?!
GAMEPLAY:- **NEW**No VIP/HOSTAGE RESCUE DISAPEARING ACTS PLEASE: When VIPs and Hostages are rescued it would be nice to have them get on the truck instead of pulling a "David Copperfield" on us and disappearing into thin air. The same goes for helicopter extractions. The chopper should land and the hostages/vips should get on. We don't want cut scenes, we want real animation!

- **NEW** Bipods "setup": (It appear this is in the game already, but we want to be sure.) "set up" your weapon equipped with a bipod on boxes, railings, window sills, ect. CHECK OUT THE DETAILS HERE
- **NEW**Sharing Ammo and grenades with LIVE people: When you think about it, you "share" ammo when you're dead with your teammates in SOCOM (when they run over your body). Why shouldn't you be able to share your 9mm ammo with your teammate who also is using an HK5, or give your M16 ammo to someone using an M4? You should be able to share ammo with any teammate who has a gun that uses the same ammo and magazines as your gun. -People love this idea from WesM733's Thead
- COOKING GRENADES: It's been asked for countless times in many threads. It wasn't in here because slant six couldn't have missed it... just in case they did though.
- DROPPING WHILE COOKING: If you are in the middle of "cooking a grenade" and you are killed the grenade should drop and explode.
- What about knife kills? There is a way it can be implemented into the game: "First of all, it can not be an option while moving. If you can do it while moving there will be way too much knifing (remember it's a shooter game). There would be knife kills constantly if you could do it while moving. No SEAL or anyone else for that matter is cutting someone's throat while running up to them. Here's the only way can work online; you come up behind your enemy when he isn't moving. When you get within a foot or so and stop walking, the "knife" icon would then come up on your screen, and you'd hit the "X" just like in the single player and KNIFE KILL! If it is done right it would be fine, but it's probably unnecessary to put into the game at this point. We would really hate to see it done wrong and ruin an otherwise great game.
- Toggle thermal and night vision on/off while in scope: It was in the SOCOM 3 beta... it went away when SOCOM 3 came out. -blykmik
- Kill/Death scroll at top should show enemy kills and friendly kills in different colors: Friendly kills and enemy kills should be set apart by a color on the top of the screen. Especially important for "public" games where teams don't automatically know everyone's name on their side. -blykmik
- We can't shoot out of windows below because you end up shooting the window sill most of the time. You could see it in the gameplay video when there was a person trying to shoot out the window the overlooks the ramp where the SEALs plant the bomb. It LAME having windows all over the place if you can't shoot out of them! NOTE: Same thing happens when shooting on the balconies. (What's the Fix? Either get the guns UP and over the sill or LOWER all of the windows!)
- All lights should be able to be shot out: This is key in re-introducing some of the stealth aspects of SOCOM 1 and SOCOM 2. With the power of the PS3, all lights in the game should be destructible. -blykmik
- Kicking Open Doors - Players were able to kick open doors in a few maps in S2 (i.e. sandstorm and frost fire). This was a cool feature and a usable tactic that somehow got lost in S3. Can we get that back? Please?! -blykmik
- Classic SOCOM Kill Cam (with a time limit): There have been several threads on this subject. The overall feeling is "classic SOCOM kill cam" is fine but it needs to have a time limit for how long it follows the killer. 5 to 10 seconds seems to be the right amount of time. How about we take the average: 7.5 seconds?
- Send and Accept Clan Invites In-Game: Click on a name from the pause menu and the "CO" or "XO" can send him/her an invite to their clan.
- Random spawn starts on re-spawn maps: Why can't the system break the map into two halves, terrorists and seals and always re-spawn players on their side at the mathematically furthest distance from any enemy? Spawn Camping SOLVED!-blykmik
- Send and Accpet Friends Invites In-Game: Click on a name from the pause menu and send him/her an invite to your friends menu.
- Perfect Encumbrance or None At All Please: If encumbrance can't be dynamic [as you drop weight during the round or add weight during the round your speed increases or decreases] and if it can't be very realistic [a high scope isn't going to make someone run 5 mph slower than a low scope], please don't bother putting it in Confrontation. Half of the SOCOMers seem to like the idea, but not the way it was done in SOCOM 3. No one likes the encumbrance in SOCOM 3. We'd rather not have encumbrance if it's not dynamic, realistic and 99.999% perfect, and bare in mind 1/2 of the SOCOMers don't want it at all no matter what. -PROOF It's Slant Six's call whether or not you want to take this animal on. It certainly would be easier to just leave it out.
- Verbal / Text Notifications for Hostages / VIPs: In previous Socoms, when either the SEALs or terrorists took 'control of a hostage/vip' there was a verbal queue ("The SEALs have control of a hostage" ) and / or onscreen message letting you know what was going on. This was taken from this thread by Two Teammates.
- SOCOM 1 Like Gameplay: SOCOM 1 was considered to have the best hit detection and gun balance of any SOCOM game (What's the fix? Please, as a design group, play SOCOM 1 so that you will truly understand what SOCOM should "feel" like.
- Red/Green Crosshairs: Crosshairs at any distance should turn Red when targeting an enemy and green on a friendly as well as show the friendly's health (like it did in SOCOM 2).
- GUN LOAD TIME ANIMATION: Machine guns and LMGs should have much longer reload times than other weapons. In all previous SOCOMs, Machine guns and LMGs had the same reload animation as other weapons. Machine guns and LMGs should have to reload by replacing the drum mag. Shotguns should be one shell at a time. Hopefully the animations are correct for all weapons. I would like to see the bolt being pulled back and the "Hk Slap" of the charging handle on weapons like the MP5 or G3 (if added).
- Guns ALWAYS in the ready (hot) position? (What is the Fix? In SOCOM 1 and 2 instead of radar you knew someone was close to you because you're gun would "go hot" and you'd go from your gun pulled back to up on you shoulder and aimed. This is how it should be in confrontation too.)
- Running with RPGs while accurately shooting them? (What's the Fix? No walking/running, only Aiming While Using RPGs and AT-4's [Please see SOCOM 2])
- No recoil shown on the Crosshairs? (What is the Fix? See SOCOM 1 and 2 or use a spreading out crosshairs to show bullet spray?)
- Gun Ranges: Make sure you do not limit the effective range of the guns in SOCOM. They finally patched it in SOCOM 3 (CA messed it up again), but in SOCOM 1 and 2 we had realistic gun ranges and we need to have that in SOCOM Confrontation.)
- We took care of the Red Dots… Now Where is the YELLOW Dot?! How do you know when you can't shoot because there's an obstruction? (What's the fix? In SOCOM 1 and SOCOM 2 if there is an obstruction in front of your barrel you got a little yellow dot on your screen letting you know you can't shoot because there is something in the way. They took it out in SOCOM 3. Why? Why did they do most of what they did in SOCOM 3. No one knows, but we'd really like it back for SOCOM confrontation.)
- What happened to "MAN DOWN"?: In SOCOM 1 the game didn't show how many people were still alive, or how many had been killed. Zipper had the game say "Man Down" and "Got him" so you could keep track or at least have a rough idea. In SOCOM 2 it actually showed how many people are still alive, so they took away "Man Down." (What's is the Fix? Bring back "Man Down" and "Got Him" in all the languages and in all the voices of the different "characters" in the game. We miss it!)
- Friendlies on Radar??? We don't need the redundence! (What is the Fix? Have the names over your teammate's heads Like in SOCOM 1 and 2. At very least make it be a personal option not to see the blue dots on the radar for friendlies [having it removed or the option to turn that off would keep the radar less cluttered]. Many people said that the radar in SOCOM 3 was too crowed having friendlies and too often you killed friendlies because their names didn't show up right away. It would be nice to see only VIPs [as a SEAL] and the bomb [when it's not in the possession of a player] on the radar and see teammates names over their heads at all times like SOCOM 2.)
- Night Maps where you can't see your hand in front of your face? (What's the Fix? Some night maps in SOCOM 2 like blizzard, night stalker, requiem, Enowapi, and sandstorm were fine. It was dark, NOT PITCH BLACK! Sujo was boarder line. But maps like shadow falls, abandoned and rat's nest were so damn dark you couldn't see anything and no one played those maps. Most of the maps in SOCOM 3 with the exception of "waterworks" are too dark at night. Please get the lighting right. Night maps can be fun, but not if you can't see what you're shooting at!
- SOCOM 1's Night Vision was the best of all SOCOMs: Please bring it back for confrontation! One of the reasons night maps aren't played anymore is because the NVGs are so bad in SOCOM 2 and SOCOM 3. In SOCOM 2 there wasn't enough range, and in SOCOM 3 you can see further and better on the sides of the screen than you can at your crosshairs. NVGs worked flawlessly in SOCOM 1 and should have never been changed. Please check out the NVGs in SOCOM 1 and bring that into Confrontation. EDIT: Let's see the NVGs on the helmets too this time.)
- Realistic Lighting based on what the eye actually sees in real life (The Iris Effect). Back in the days of Socom 1 and 2, there was a lighting effect. It was based upon the human retina. If you were in a dark area, your eyes had to adjust to the new light, and vise versa. This effect was not present in Socom 3/CA. It is a very important aspect to help the reality of the game.
Addressing Cheating/Glitches- Lagging/Lag Switches/Standby buttons on modems : we noticed some serious lag in the 2 minute demo (What is the Fix? Not sure how to address this but "lag switches" and people with horrible connections hosting peer to peer games is bad for SOCOM)
- Cheaters?: Cheaters have to be banned permanently and it needs to happen often enough that people are afraid to cheat! No one wants to see Glitch No Kill (GNK) rooms open every time they log in to SOCOM. All of those people who go in those rooms should be permanently banned as well as anyone else who is obviously cheating! Also, people who, by looking at their stats, have obviously cheated [10,000,000 kills 11 deaths] need to be banned permanently.)
- Quick Sniping: (Not saying it’s “Cheating”) It is something that was not intended to be in SOCOM 3/CA and is a bug (AKA a glitch). Having people run around with .50 cal sniper guns able to quickly zoom into the scope while moving and/or standing and shoot people accurately needs attention. We can eliminate Quicksniping. You shouldn't be able to jump or run while being zoomed in the scope, and you should not be able to zoom into the scope if you're still in the air after jumping. You certainly can't do that in real life with a 30 pound sniper rifle. If you make it so you can't run or jump while being zoomed into a scope that will solve quick sniping. It's a cute video game trick that has no place in SOCOM.
GUNS/Gun Setups/Attachments:- Suppressors on primary weapons without being too limiting & without giving excessive (some say 3 is too much)attachments: Instead of allowing 3 attachments (which again some say would be going overboard) this may work better and keep more people happy. It may even be easier to balance weapons for slant six.... Two "Attachments" is enough attachments in most cases with the exception when you're using a suppressed weapon. Guns with attached suppressors should be listed in the armory like in SOCOM 1 and SOCOM 2 as separate guns. The nice thing is you can still use 2 attachments but you don't "go overboard" by allowing 3 attachments. Another nice thing is there will be less confusion on knowing what guns allow suppressors (because they'll already be attached) and (here's the big thing) the weapons can be balanced easier on slant six's end because they'll be separate weapons. Example: (M4A1-SD + 2 attachments) (M4A1 + 2 attachments) (552-SD + 2 attachments) (552 + 2 attachments) (MP5-SD + 2 attachments) (MP5 + 2 attachments) (MP7-SD + 2 attachments) (MP7 + 2 attachments) (P90-SD + 2 attachments) (P90 + 2 attachments) All the primary weapons that you can't put suppressors on would be listed once, just like in SOCOM 1 and 2. (Bare in mind that a lot feel 3 attachments is perfect so as long as encumbrance works perfectly why not have 3 slots?)
- SCOPES on everything and everything with all the scopes? That's a slight exaggeration, but there were too many scopes available to too many guns in SOCOM 3. (What's the Fix? 1. Not all guns should be allowed to have scopes (See SOCOM 1 and 2) 2. If a gun has a scope what scopes are available to each "class" of gun should be limited like it was in SOCOM 1 and 2. Example of what classes of guns should be allowed to have: [Sub machine guns: Red Dot NO zoom/No Thermal] [Assault Rifles: 4x max/Thermal OK] [Machine Guns: Red Dot No Zoom/No Thermal] [Sniper Rifles: 3-9x Max/Thermal OK] [.50 Cal Sniper Rifles: up to 16x/Thermal OK] Less options is better in this case for overall gameplay.
- **NEW**REAL LIFE CUSTOMIZING: When customizing our M4s or M16s, we would like to be able to but a scope/sight on either the carry handle OR remove the carry handle and install it on the flat top reciever (see below on the M1
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At Fort Benning, Georgia for Army Infantry Basic Training until October 16th. See you guys when I get back.
Last edited by Scuba Steve; 04-20-2008 at 11:28 PM.
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04-20-2008
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#2
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Graphics Staff
Join Date: Jan 2004
Location: California, USA Requests: 161
Posts: 7,355
PS3 ID : Parkway-D
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Some Ideas for New Guns We'd Like to See Added:- MK18 (What the SEALs actually use instead of the M4A1)
 All Guns That We Want to Return from Previous SOCOMs:
Below are items or issues that Slant Six has taken care of.
THANK YOU Slant Six...- Where is the "Chicken Dance?": (What is the Fix? Bring back SOCOM 2's victory dances and maybe a few new ones!
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- Rushing to meet the original estimated November/Holiday Season release date? (What is the Fix? Take your time and get it right. Many of us were happy to see some sites reporting the release date as "TBA 2008" instead of the original Holiday Season 2007.)
- Communication between Slant Six/Seth and SOCOMers (What's the Fix?: Please don't leave us guessing about everything. Talk to us. At least give press releases or update the blog. Don't keep up hanging. Don't promise to communicate, do it for a while and let it fall off again.)
- SEALs using Cold War Russian-Made RPGs (What's the Fix? SEALs should either have AT-4s and No M203's or No Rockets and have M203's as they did in SOCOM 2)
- Hard Core SOCOM Fans?? HUH? (What's the Fix? Please, for the love of God... call us "SOCOMers" )
- OTS View only (What's the Fix? Either have the option for "Classic SOCOM 3rd person" or have ONLY "Classic SOCOM 3rd person" ) Proof- 97% of the SOCOM Community agrees on this.
- Enemies on Radar (What's the Fix? Enemy Radar should be OFF in 1/2 the Public games, and ON in the other half, with the option to turn Enemy Radar ON or OFF in Custom games.) 89% of the SOCOM community does not want radar.
- Advanced Player Matching?? (What is the Fix? Please leave SOCOM 2 or SOCOM 3 lobby system (add more "server countries" like how it was in SOCOM 1. Advanced Player Matching should be optional)
- Only being able to run while in the standing position. In SOCOM 1-CA you could be in the crouch stance and be able to run if you moved the analog stick far enough. The SOCOM Confrontation video clearly shows people only being able to run when the select the standing position. (What's the Fix? Being able to crouch and run. Currently our character can be in the crouch position and run if necessary WITHOUT having to press the stand button. THIS HAS GOT TO STAY THE SAME! Please. There are 10's of thousands of us who play in this position all the time. We like the idea of being able to "creep along", but run if we have to without worrying about pressing another button. At very least make it a personal option)
- No Rumble in a shooter game? (What is the Fix? We all know perfectly well Sony wouldn't have paid immersion all that money unless they were going to have Rumble Six Axis Controllers soon. Make sure the game has a rumble option built in so if we have rumble controllers it will work with the game)
- SOCOM 3 "suppression rules" still in place? We don't want that! Because of the rules in SOCOM 3 if a team of 5 people in winning against a team of 3 people the team of 5 will camp the rest of the game. The 3 knowing they're out numbered don't bother looking for the 5 because it's not worth hurting their stats to lose the round anyway. The team of 5 win that round but EVERYONE had to wait out the rest of the round. In SOCOM 1 and 2 both teams try to win the round by looking for the other team and there were a lot less rounds that went the full amount of time. Even if the round does end in a tie instead of a win for one of the teams it's not nearly as boring as camping out the rest of the round for both the people playing the the dead people watching. This was another reason for SOCOM 3's failure with the fans (What's the Fix: Go back to SOCOM 2 suppression rules)
- There is some talk of Open Mics (What's the Fix? Please do not change what has always worked in every other SOCOM. Push to talk mics need to stay.)
- Animation: (What's the fix? Get the animation to look like it should in real life. That includes running, jumping, shooting, throwing grenades, shooting RPGs, everything. Don't release the game until all the animation is perfect. Don't be like zipper and release a half *** game where when people throw a grenade it looks like it come out of their body. Use real Motion Capture for all the animation movements.)
- Only one type of Grenade Arc: (What's the Fix? Being able to adjust the arc of the grenade with the SIXAXIS function of the controller. PS Please have the grenade follow the arc that's shown.)
- Physics 101: M67 grenades, smoke grenades and flash bangs are fairly light compared to HE. The M67, smoke and flashbangs weigh less than a pound (around 14-15oz) but they still weigh 3 times as much as a baseball (5oz). You should be NOT able to throw they as far as a baseball! HE weigh 6 times as much as a baseball (around 2 lbs) you can't throw them very far at all but they pack a huge punch! And all are make of metal they are not made of rubber. They don't bounce like they're rubber and they DO land unpredictably almost like a football does and they tend to roll a lot on hard surfaces. (What's the Fix? Make sure when they are thrown they only can go as far as a real person can throw them and make sure they don't bounce like a "super ball" when they land! Get this stuff right before you release the game.
- SOCOM 2 Like Maps and Features: SOCOM 2 used all the SOCOM 1 maps and added many more brilliantly designed maps. There were many great non-gameplay features added but unfortunately the hit detection and gun balance were way off in SOCOM 2.
__________________
At Fort Benning, Georgia for Army Infantry Basic Training until October 16th. See you guys when I get back.
Last edited by Scuba Steve; 04-20-2008 at 09:46 PM.
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04-20-2008
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#3
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Join Date: Jan 2005
Location: Milky Way Galaxy
Posts: 249
PS3 ID : Duece09
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Great Post, theres so much stuff I don't even know where to start. The one thing I did like was the sharing of ammo with your teammates, although I'm not sure how they'd do that.
Another aspect I enjoyed was the respawn stats seperate from the real stats. Although most of us in here are Old-school/hardcore Socomer's, there are some out there that just play respawns. So for them, having the stats would be a plus, and maybe even more a reason to buy the game.
And lastly, the Socom only friends lists is another fantastic idea. Lets face it, with only 50 available slots on the friends lists for PSN, a lot of us will fill that up with Socomers on the first day. Even though most of my friends are my clanmates from Socom anyways, there are tons and tons of others that I played with on a regular basis whom are not. And the Clan Alleys list, instead of having them fill up your friends lists, there is a seperate list for "clan allies"
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"Hey Obama, Hitler gave great speeches too"
PSN ID: Duece09
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04-21-2008
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#4
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Senior Member
Join Date: Oct 2005
Location: England
Age: 18
Posts: 3,338
PS3 ID : BravoEcho
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You should set up a Google Docs/Spreadsheets account and post this list as a whiteboard/page.
Slant Six can then go in and edit it as they please, and so can anyone else with permission. It will make it easier to read than that post.
__________________
Quote:
"NightBringer" (12:21 AM): this girl sent me a pic of her cat
"NightBringer" (12:21 AM): so i said nice p***y
"NightBringer" (12:21 AM): i need a life
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04-21-2008
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#5
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Moderator
Join Date: Feb 2005
Location: MIDDLETOWN, PA
Age: 28
Posts: 5,745
Xbox 360 ID : SvNs OME6A
PS3 ID : SvNs_OME6A
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I really like the idea of sharing ammo with teammates. I can honestly remember a handful of times where it was just me and a mate with no ammo, and that would've really come in handy.
I really hate the idea of having an SD and a normal version of each gun. Just make it 2 attachments per weapon, and let people pick what they want. In the way it's been purposed, the advantage is given to the SD gun because it comes with a silencer, plus 2 attachments.
I really hate the idea of not being able to fire an RPG/AT4 on the move. At the most you should be able to crouch-walk with it. The same rule should apply to sniper rifles; crouch-walk & prone only. No standing, no running.
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XBL [ SvNs OME6A ] • • • • • • • • • PSN [ SvNs_OME6A ] •
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04-21-2008
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#6
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Senior Member
Join Date: Oct 2005
Location: England
Age: 18
Posts: 3,338
PS3 ID : BravoEcho
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You should have to stop and crouch to fire an RPG/Other "artillery". You don't see many guys on the front line run-n-gunning with an RPG.
I remember the only glitch I ever learned (courtesy of [S3]) was the ability to fire the RPG whilst running. I rest my case.
The ammo sharing is a great idea though, has it been confirmed or are you just throwing it out there, Omega? It could work quite well for when you have snipers in your clan or something, hand them all your pistol ammo in-case they get in any sticky situations, and you can just go on your merry way with your primary.
One thing I hate about all games is you can pick gun ammo up from dead bodies, but you cant pick up their 'nades. Never understood that one.
__________________
Quote:
"NightBringer" (12:21 AM): this girl sent me a pic of her cat
"NightBringer" (12:21 AM): so i said nice p***y
"NightBringer" (12:21 AM): i need a life
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04-21-2008
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#7
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Moderator
Join Date: Feb 2005
Location: MIDDLETOWN, PA
Age: 28
Posts: 5,745
Xbox 360 ID : SvNs OME6A
PS3 ID : SvNs_OME6A
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Quote:
Originally Posted by BoyEngland
You should have to stop and crouch to fire an RPG/Other "artillery". You don't see many guys on the front line run-n-gunning with an RPG. 
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I'm not saying run & gun, but you shouldn't lose all mobility by having the item selected.
Quote:
Originally Posted by BoyEngland
The ammo sharing is a great idea though, has it been confirmed or are you just throwing it out there, Omega?
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It's in the list of player suggestions that Scuba posted.
And I absolutely love the idea of being able to map the buttons yourself. That would be fantastic.
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XBL [ SvNs OME6A ] • • • • • • • • • PSN [ SvNs_OME6A ] •
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04-21-2008
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#8
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Senior Member
Join Date: Oct 2005
Location: England
Age: 18
Posts: 3,338
PS3 ID : BravoEcho
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Quote:
Originally Posted by OME6A
I'm not saying run & gun, but you shouldn't lose all mobility by having the item selected.
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Oh I understand now.... agreed.
I remember SOCOM 3 and simply selecting the RPG/AT4 would pretty much slow you to a stand still, I also remember how much I hated it.
The RPG would slow you down, but not to the level in S3. A soldier is carrying the RPG all the time so the difference between him carrying it on his back or on his shoulder shouldn't differ too dramatically. At least that's what I think.
I also wouldn't mind seeing random weapons cache's around each map. I remember on Black Hawk Down you could visit a cache to change you setup and "re-stock". I'm not too fond of being able to change your setup like that but the ammo refill might be a nice addition. It would have to be a choice between the weapons cache and ammo sharing though, I wouldn't want both. Ammo sharing would be better though.
Side-Note: Didn't read all of Scuba's list so sorry if I am bringing anything up that is on the list. I will read it all later.
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