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Why Socom 3 is Unaddictive, Not Fun, and Just not the same!!
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Old 06-16-2006   #101
 
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The maps on the most part are only average compared to s1 maps..and s2.

Killing fields, Citadel, harvester and maybe crucible are the supreme 4. I just dont think breach and extraction/escort dont worl right with s3 and theire maps dunno why. But I liek Socom 3 and Like the majority will stick to it..its not that bad..I like it..and in aspects its better then s2..16V16.
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Old 06-16-2006   #102


 
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Zipper screwed up Socom and they know it. Why do you think they are trying to put out the old maps and now making a new game already? They thought they would remake Socom and it would be better but more and more people are starting to admit what a lot of us realized a long time ago, Socom 3 just isn't as fun as the others.

With Socom 2, they still stayed true to their fan base and added more by adjusting the old maps and adding new ones. With Socom 3 they abandoned their fans so they could have a new game to attract other people. They should've just used the same game engine with some new maps and maybe dropped a few old ones that weren't as popular. Now they have so much money invested in the new gameplay, they are just going to release another Socom 3(CA) that's going to be the same thing and still no fun. There is still 5000-6000 people on Socom 2 most nights, so I'll just keep playing that, but I was looking forward to new features in Socom 3 but not a whole different game.
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Old 06-16-2006   #103


 
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Many of you complain about the maps and how theyre not fun anymore.. but im sure the majority of you would all be bitching if s3 had the same maps as s2.. with the exception of a couple new ones. Everyone would be like "whats the point of spending 50 bucks on the same games with new features"...
I would prefer two very good games (Socom 1 & 2) rather than the addition of a poor 3rd.
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Old 06-17-2006   #104


 
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ya i remember when i first started socom2, the very first night i played it me and a friend who had played for a while stayed up from around 8pm till 7am playing.. felt like i was injecting meth into my veins haha
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Old 06-17-2006   #105


 
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I never played S1 or S2. Was spawn camping a big problem like it is in S3?


Why didn't Zipper simply add an option for 3 or 5 second spawn invincibility? That would cure most spawn camping problems.

I also agree with the interface quote below. There is a such thing as having too many options. It's funny with all those options it comes down to most people playing only one option, suppression.


Quote:
Originally Posted by interface2x
Okay, I haven't read the last nine pages, but here is what I think is generally wrong with S3 ... too much choice. When you give people the choice to play any gameplay on any map, you find that the types of gameplay that are more challenging tend to just disappear. So here I am, I've had the game since October and I can't remember a single time that I've ever seen anyone playing an Escort game. Ever.

In S2, if you wanted to play Foxhunt, which was a kickass map, you had to play Escort. Same with the Mixer. If you wanted to play Desert Glory, you had to play Extraction. It was all part of the package. Now people have realized that they like a certain map, but all they want to do is kill kill kill so all you ever see is Suppression. While Suppression is fun, it eliminated 2 of the 3 dimensions that the game had. Suddenly it's all about run and kill, run and kill. Fun, yeah, but it gets old a LOT faster than S2 ever did.

Last edited by dj_osiris; 06-17-2006 at 11:49 PM.
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Old 06-18-2006   #106


 
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The original thing I tried to post was 757 characters too long. This is the abridged version.


Socom 3 has some major flaws. But it’s not the flaws of Socom 3 that makes Socom 2 better, or why so many people have grown to hate it. It’s because Socom 3, with over 900 weapon combinations, 65 different maps, 12 vehicles, and 15 single player missions offer almost no difference in game play.

The maps, for instance. Even though you can customize them though and out, they are all the same style. Sure, there may be differences in size, scenery, vegetation, structures, water, vehicles and so forth, but not any difference in style. Every map has the same basic layout. It’s just a huge open space, throw some ground texture over it, add a few mountains to keep areas separate, put some vegetation here and there, and mix in some few goodies and such. Boom. Done. Nothing else to it. Now for some levels they may put some underground stuff in, maybe large structures, but it’s all mostly the same. The only maps really different are citadel and fault. Even boneyard is the same. All they did there is use walls instead of mountains and put in two ships. The vegetation is all the same type too, on all the maps. The colors are the only things that change. The mountains in Harvester, an area set in Poland, have the same texture as the mountains found in Devils Road, which is set in Africa. Explain that. It’s the same grains, check it for yourself.

Remember back in Socom 2? Think of how different the bushes were in enowapi from foxhunt. Compare Last bastion to bitter jungle. The mixer and sandstorm. Every map had a different type of shrubbery. The walls differ from the Mixer to Crossroads, along with the entire map. No need for me to make these small comparisons, when the overall maps themselves were so drastically different to begin with. Every map in the Albanian theater was different. One was a town with so- I don’t even have to explain it, its coming back to your memory right now. Just remember the differences between The Mixer, Vigilance, and Foxhunt. A small village, an industrial factory, and an open field.

Remember crossroads? Everything about crossroads was different and unique. They had a market, in the middle, providing cover just enough for one person in sparse places across the middle, with some visual cover in other places. The area was surrounded by high ground on all sides, making it easy to rain down a hail of grenades, provided a edge that could cover you from ground fire, and yet was small enough to jump and fire over. There were only 7 small exits, all heavily guarded, and two could become death traps once closed. The middle was both the place you would least want to be yet must go, for it was the place with the objective. The roads were long, and prone to sniper fire along with mines. Snipers could pick you off before you even knew they were there. There were only two moderately safe areas of travel, the fishmarket and the redroom. Both had totally different styles from anything else in the game, as well as each other. One was larger, yet prone to grenades and provided little cover in some areas. The other provided shelter from grenades and ground fire, but if you got caught in a firefight, you had nowhere to hide. The entire map always had you coming up with split second decisions, always adjusting your strategy. Around the 3’rd round or so you’d go through a routine. You’d check the places people usually are and just run around doing that until most were dead and things died down. Then you’d go for the bomb and plant it, so it didn’t drag on. If you died you would talk; either with a friend, about a new strategy, or join in some really heated argument. Those were fun conversations, so many interesting people (if your wondering where they went on Socom 3 the answer is that they mostly still play s2). The game would be fun for a while, but then if you’d start to loose, you and the team would work together frantically. Quick plant it, Rush it, Grenade it, camp it, so many possibilities and so much cooperation. Sure, there were always at least one or two *******s who didn’t work, but that didn’t matter, because you would usually prevail at least once. Even if you have one group who wants to rush and another who likes to camp, the two would work together perfectly, killing everyone.

The guns. The guns in Socom 3 really are so similar. In the interview with one of the developers, he even stated that the guns were not to the level of what they should be, and that you had to use attachments in order for them to work as they did in Socom one and two. He said that that was the reason for attachments. So in other words, we either can have a functioning gun, or we can have one with the cool stuff we want. Not to mention that the recoil is unbelievable. It’s not like in Socom 2 where you aimed with the crosshairs and lined them up. Now it’s just a matter of putting the enemy in the middle of them and running like that until they die. What your forced to do is run in a circle with your enemy, shooting until one of you dies. Jumping doesn’t help like it did before, and you can’t use skill to time diving and quick proneing like before, shooting as soon as you came up. The M16 has also been ruined. It is THE noobiest gun ever. It’s the OICW of Socom 3. It shoots extraordinarily fast, is capable of low recoil while shooting at a high speed in the longest view of a scope possible, and just lost all feel of the old one. Now the old one on the other hand, was a piece of art. It was very noob-unfriendly, and only the most skilled could conquer its wrath. But once you knew how to use it, entire teams would drop. It offered more ammo than most other guns, was available for both teams, and was both accurate and fast. Ammo was common, and it had a nice feel to it. It wielded great power. The new M14 is also worse than the other one. I would rather have the old newbie one than this piece of ****. The old one at least carried some skill. The new one sprays just like the old one, but can’t kill ANYBODY.

The vehicles are crap. They take a thousand hits to explode, are a death trap thanks to snipers, turn on a dime at any speed, can’t flip, can’t crash (will just bounce off like a ball or ragdoll), and can’t go over 10 MPH. I really don’t feel that sacrificing the quality of the maps for these was worth it at all. On top of that it forces ground troops to take out a heavy *** load to destroy them.

I used to think it was the sheer number of options that made this game lack in fun. I had recalled a survey in which more people said they were happier 50 years ago, than now, even with all of our advancements of technology. But now I realize the truth.

Zipper and Sony had hoped to keep us playing the game by providing so many ways to play it, with so many options to use. They had forgone making anything particularly stand out to get our interest and had bet everything on the customization. They slacked off and didn’t work much at all on the weapons, hoping that the attachments would make us forget about how they are all the same.


They thought that giving us options was the way to make a successful product in which we would play for years and never grow tired of. But they were wrong. Creativity was key. Quality, not Quantity is what makes a game fun. That’s what many people say about San Andreas too, although Rockstar created enough improvements to keep people play it.

This ties into single player as well. The previous games may not of had as many missions, but they had something around every corner. A stealth section here, a huge firefight there. They combined both large firefights and stealth into the same level, instead of for different missions. If you shot, you were close enough so every terrorist in the map knew you were there. Not like now, where the vast map allows you to shoot without consequence. Also the checkpoint system sucks. It is key though. They messed up single player so bad. If we didn’t have the checkpoints, we would never have the ammo to do it, or the health. They didn’t give us enough cover, and the weapons aren’t accurate enough. Not to mention that snipers aren’t an option, since you are required to invade complexes and your pistol now sucks ***.

Things needed to be brought back:

OLD MAPS, ALL OF THEM
INFININITE PISTOL AMMO
The S3 beta NVG and Thermal
OLD STYLE WEAPONS
EVERYTHING

Wow, I’ve spent 2 hours typing this. Huh.
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Old 06-18-2006   #107
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Socom 3 just dosnt have that addcitive side to it, probarbly becasue I dont have a working comms system yet. I use to sit up till early hours of the morning on a weekday playing socom 2 and sometimes I didnt even sleep even though I had school. I use to try and make excuses as to how Socom 2 related to homework (sometimes it worked).

With Socom 3 I spend more time here than on the game itself. They got it right with the attachments system. Besides the ****ed up rank system and the glitches its people that make the game ****.

As said by OTTER,

Campers- ****ing noobs with no skill, Lets throw some random nades, maybe even a 203 or a bust, go hide and camp out the round. NOOOOOOOOOOBS!!!

Sniping- Any tard with Ghillie and a SR/SASR or .50 cal can snipe. Just sit in some foliage and zoom in bang, you dead. It takes no skill. Just to prove, i never snipe I R&G and I sniped the other day on Devils road and I went 13-0.
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Old 06-18-2006   #108


 
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No one has answered my question. Is there a particular reason why this game doesn't have an option for 3-5 second spawn invincibility?

That would stop most all spawn camping and make the online game play much better. It's such a simple and obvious option, it's absence is proof to me that they didn't do sufficient testing.

This game has a million other options, but not one of the most fundamental required of a quality shooter game. It's probably a half day (4hrs) of coding and testing at the most.

Last edited by dj_osiris; 06-18-2006 at 08:36 PM.
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Old 06-18-2006   #109


 
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Quote:
Originally Posted by dj_osiris
No one has answered my question. Is there a particular reason why this game doesn't have an option for 3-5 second spawn invincibility?
No one knew that that was a question (we thought it was Rhetorical)





No idea. They just didn't think of it and they thought diff spawn points would solve it
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Old 06-18-2006   #110
 
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yo i think the same thing and what was up with the I.D. thing i was pissed about that cuz i wasnt gettin myne for another yeAR. And one of the other fun things they sucked out of Socom3 was the IW-80-A2 and the STG-77(unless beaten on admiral) oh yeah and back to the I.D. thing it made the game even worse!! i was sitting there thinkin wtf were the creators thinking this time so for someone looking at these forums that dont already have it [b]==-_DO NOT GET IT_-== Its a waste of MULA Just get socom 2 its cheaper and WWAAAYYY better
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Why Socom 3 is Unaddictive, Not Fun, and Just not the same!!


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