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PreciSsioN
14/02/2005, 13:58
BF2Gaming/DICE Q&A Sessionby GiJoe On Feb 14, 2005 - 8:03 AM
A few months ago we asked you if you had any questions for DICE. Well... Here are your answers. We hope this sheds some more light on BF2. Enjoy!
Q. How much, if any, input has Trauma Studios (DC) had in the programming of BF2?
A: Trauma Studios worked with the BF2 development team early in the project to help prototype the Commander Mode system. The Trauma guys were great to work with. In fact it worked out so well that DICE ended up buying Trauma After that a handful of Trauma Studios engineers transferred to Stockholm to work on the project directly for several months.
Q. Will the special items that players can acquire through rising through the ranks be greatly overpowered compared to the default weapons or will they just be there for a variety to choose from?
A: Generally-speaking, the unlockable weapons are different and interesting rather than being more powerful. Some players may perceive that they have an advantage because the weapon suits their play-style better.
Q. Engineers losing points because of unthinking teammates was a problem in BF1942, how will this be solved?
A: The 3D Map in BF2 will display warning icons above friendly mines clearly in the player?s view, if that?s what you mean. We have also increased the radius for the mine warning icon.
Q. In BF, if an engineer took out a tank with a suicide run, his net gain of points would be -1, since the destruction of a tank is more important than the death of one engineer, will this be changed in any way?
A: The functionality will be the same but we have added a activation time on the vehicle mines so that you won?t be able to do the same suicidal runs.
Q. Has the in game server browser been improved? Will we be able to select favorite servers, add friends to a buddy list, etc.? Will there be a search function in the browser so that we can look for a server with a certain name?
A: The sever browser menu has been completely overhauled with a lot of new sorting functions. You will be able to designate favorite servers and these will appear on a separate ?Favorites? server tab.
Q. Will we be able to have high altitude air battles?
A:Yes, dogfighting with modern aircraft is proving to be really fun in BF2.
Q. Will there be a dedicated server for the demo?
A: A dedicated server would be part of any demo versions of the game.
Q. Concerning Admin tools for the dedicated server. Will it be a web based or Client/Server?
A: Admin commands can be input through the console when connected to a server. We also plan to release standalone server admin and configuration tools that can be used to remotely admin servers.
Q. Can groups who run a server have their server certified to have its stats logged to the "Global Stats Database"?
A: We are looking into the possibility of users who lease servers from EA (battlefieldhosting.ea.com) having the opportunity to run their server on EA?s Stats and Tracking system.
Q. Who is the community manager for BF2?
A: Ben Smith (Assistant Producer) is the community manager for BF2. Lawrence Brown (Mod Support Coordinator) is a member of Ben?s staff.
Q. Any ETA on a BF2 Demo?
A: Not at this time.
Q. Is there going to be a 3D map?
A: Indeed, modeled after the BFV 3D Map.
Q. Will it take a whole clip to kill some-one like in bf1942 or will it be more like BF:V?
A: Kit weapons have been tuned to be lethal when used under the proper circumstances for the kit involved (for example, a light machine gun is best used while prone, while a shotgun is best used in close quarters, etc.).
Q. In recent videos, we can still see friendly and enemy tags. Will it be possible to turn off enemy tags completely to allow soldiers to hide better?
A: No plans currently to allow that.
Q. Will there be any admin modes that allow admins to spectate the game effectively in order to catch TKers, flamers etc.?
A: Admins can use free cam or the remote admin tools we will release at ship in order to do this. They can also use the BattleRecorder to effectively ?review the tape? to catch any offenders.
Well a few more questions have been answered for us all. Please comment on the Q&A session. We'd like to read your feedback...
Fonte: http://wolfgaming.net/wgn/vB/cmps_index.php?page=bf2gaming
Mais uma aqui http://www.realityfriends.com/forum/viewtopic.php?t=573
TRADUZIREI NA MEDIDA DO POSSIVEL, E SE A ENTREVISTA CONTÉM INFORMAÇÕES NOVAS MESMO.
1. Can you expand bit more about ranks/stats. The sound of it, reminds me a lot of the honor system in Americas Army. Here are some of my concerns: When the screen with the players on the server comes up, will you be able to see the rank of each player? Will the unlocked weapons be available only in official/rank servers? Will clans be able to lease official servers and will it only be one company?s monopoly? What effect will that have for the private servers, since all the people will be playing in official/rank servers to get their rank up?
A: That was a lot of questions:
- You will be able to see the rank of everyone on both ranked and unranked servers.
- Unlocks will only be available on the ranked servers.
- As mentioned earlier, you will be able to lease official/rank servers.
- We hope that will enjoy the game enough to play it both on ranked and non-ranked servers.
2. What kind of admin tools will be shipped with the game? What changes (netspeed, packet size, tickrate etc) if any, will admins and clients be able to do on their netcode? Will the admin be able to switch players between teams like a few games? It is rather important when a squad is paying for a server to be able to play on the same side (as long as teams are balanced).
A: We will be releasing server manager tools when BF2 hits the shelf. We will talk more about the available settings as the tools firm up.
3. What measures if any have been taken in BF2 in order to avoid/reduce spawn raping.
A: In 32- and 64-player configurations, the home spawns are generally far enough apart that actually getting through the enemy team to reach the home base should be fairly difficult. We feel that the mobile spawnpoints on the squad leaders will really help out preventing this. Additional to that, spawnpoints has now been placed so that they are less visible and therefore much safer.
4. Will the sniper scope have adjustable zoom? Will elevation and windage be modelled along with ballistics (bullet drop)?
A: Sniper rifles do not have adjustable zoom. Projectiles will drop over distance.
5. Coop mode in BF1942 or DC was more like practice of a map against bots. Previous interviews/previews, are reporting that the AI will be a lot smarter than the previous BFs. Will we see a mission objectives oriented coop mode (ala OFP or JO), so players can actually cooperate to complete objectives? Quite a few squads, base their games solely around coop maps.
A: Single-player is based around Conquest-mode.
6. How is the recoil being modelled in the game? Is it similar to DC where gun (and camera) goes upwards? Or similar to other games where the crosshair expands temporary and bullet spread (no camera move) simulates the recoil?
A: The player?s aim moves upward AND the player?s crosshair deviation increases (dropping accuracy).
7. How many modes of forward speed are they and what do they do? For example is it a walking mode, a running mode, a sprint mode and a mode with iron sights up? How close are the speeds to real life and have they been captured from real soldiers or speed has been ?pumped up? for more arcade action?
A: Players have normal speed, zoomed weapon speed that is more of a walking, crouch speed, prone speed and then sprint. Player speeds are tuned around having an enjoyable play experience, overall.
8. Will u be able to lean or roll in the game? If yes, will you be able to lean and run? Will the accuracy be lower while leaning and will you be able to shoot while rolling?
A: Leaning and rolling are not implemented in BF2. We don?t feel these are compatible with an arcade, Battlefield-style experience.
9. Can you let us know a bit more about the damage model both in players and vehicles. So far we know from previous interviews that vehicles with low health will not be immobilised. What about players? Are there going to be any consequences for players that have low health like: limping, blurry vision, slower speed, no sprint, less accuracy, more drift on scopes/sights or more recoil or will the ragdoll physics allow for the body to be pushed back (crosshair goes up) every time you get shot? If not, do you think that adding such features will make the job of the medic/engineer far more important and is it provision so that moding teams be able to easily add such features?
A: We have not implemented any of these items, for the same reason as above.
10. Recently it has been announced that the game has been pushed back. Can you let us know if that has been done in order to add new features or to polish up the existing pre-alpha version?
A: In order to guarantee we deliver the most explosive Battlefield experience ever to fans, EA and DICE decided to spend additional time fine-tuning and polishing Battlefield 2. We are currently feature-locked.
A 1 entrevista dessa pagina foi traduzida:
Q. Quanto, a Traum Studios(DC) foi envolvida na programação de BF2?
A: Trauma Studios trabalhou com o time do BF2 logo no início do projéto, no protótipo do sistema COMMANDER. O pessoa da Trauma fizeram um grande trabalho, foi bom trabalhar com eles. De fato que a Trauma trabalhou tão bem que a DICE acabou comprando a Trauma, depois disso, uma grande equipe de engenheiros da Trauma foi transferida para Stockholm para trabalhar diretamente com o projeto por muitos meses.
Q. O ítems especiais que os jogadores poderão adquirir conformem sobem de rank serão muito mais fortes do que as armas dos kits normais, ou elas serão apenas uma variedade das armas já existentes?
A: As armas que podem ser liberadas são mais diferentes e interessantes do que mais fortes. Alguns jogadores perceberão que eles tem uma vantagem porque a arma se encaixa melhor no estilode jogo.
Q. Engenheiros perdem ponto por causa de alguns companheiros de time que passam pelas minas de propósito, ou até mesmo sem pensar, isso é um problema no BF1942, isso foi resolvido?
A: O mapa 3D vai mostrar ícone de aviso sobre as minas amigas claramente na visão do jogador, se é isso que você quer dizer. Nós também aumentamos a área do ícone de aviso.
Q. No BF se um engenheiro destruisse um tank com suicidio, o score dele seria -1,desde que a destruição do tanque fosse mais importante que a morte do engenheiro, alguma coisa vai ser mudada nesse aspecto?
A: O funcionamento será o mesmo mas nós adicionamos um tempo de ativação nas minas para veículos assim você não poderá fazer o mesmo tipo de ataque suicida.
Q. O browser de servidores dentro do jogo foi implementado? Será possível selecionar os servidores favoritos, adicionar amigo para a buddy list (lista de amigos), etc...? Terá uma função de busca no browser onde você poderá procurar por um server com um nome específico?
A: O browser dos servers foi completamente refeito com muitas novas funções. Nós poderemos designar os servidores favoritos e esses aparecerão em uma seção separada apenas para favoritos.
Q. Será possível ter lutas no ar em altitudes altas?
A: Sim, o dogfight (luta de ar-ar) com aeronaves modernas será muito divertido no BF2.
Q. Haverá servidores dedicados para o demo?
A: Um servidor dedicado será parte de qualquer versão de demo do jogo.
Q. A respeito das ferramentas do administrador para um servidor dedicado. Isso será baseado na web ou Cliente/servidor?
A: Comandos de admin poderão ser escritos no console quando conectado ao servidor. Nós estamos planejando também lançar uma ferramenta para administradores que é executado sem depender de um outro sistema que poderá ser usado remotamente.
Q. Grupos que mantêm um servidor poderão ter um certificado para ter os status atualizados no Banco de Status Global?
A: Nós estamos avaliando esta possibilidade para usuários poderem licenciar srvidores pela EA tendo a oportunidade de rodar os servidores no EA stats.
Q. Quem é o gerenciador da comunidade para BF2?
A: Ben Smith (Assistente de Produção) é o gerente da comunidade para Battlefield 2. Lawrence Brown (Coordenador do Suporte à mods) é um membro da equipe de Ben.
Q. Alguma estimativa para um demo do BF2?
A: Não agora.
Q. Haverá um mapa 3D?
A: De fato, modelado depois do mapa 3D do Battlefield Vietnam.
Q. Um pente inteiro será necessário para matar alguém como no BF1942 ou será mais parecido com Battlefield Vietnam?
A: Kit de armas foram programadas para serem letais se usadas de maneira própria em certas circunstâncias para o kit envolvido (por exemplo, uma Metralhadora leve é melhor usada quando deitado, enquanto uma shotgun é mais eficiente se usada em combate fechado, etc.).
Q. Nos vídeos mais recentes, nós ainda podemos ver os indicadores de nomes amigos, e dos inimigos. Será possível desligar esses indicadores completamente para fazer com que os soldados se escondam melhor?
A: Não temos planos por enquanto para permitir isso.
Q. Haverá algum modo de admin que permita os admin assistir o jogo eficientemente para pegar pessoas que matam os próprios amigos, pessoas que insultam etc...?
A: Admins poderão usar uma camêra livre ou ferramentas administrativas remotas que nós iremos lançar junto para fazer isso. Eles podem também usar o BATTLERECORDER onde poderão "voltar a fita" para que possam pegar os ofensores e etc....
muito boas mesma essas entrevistas! esclareceu algumas coisas...
MANDOU MUITO BEM =D
boa ... como sempre, stinger meu tradutor particular!!! :D
João Canabrava
15/02/2005, 21:51
Boa scud, ops, stinger.
Legal a entrevista. Tomara que tenha server oficial da EA no brasil.
PreciSsioN
16/02/2005, 13:58
Fonte: http://www.ausbattlefield.com/index.php?s=&act=ST&t=597&f=1
A few weeks ago we dispatched an interview request to DICE Sweden, the developers of Battlefield 2. This interview has now been returned to us, answers included!
We appreciate that DICE are very busy right now, and thank them for taking the time out to respond to the Australian Battlefield community. You can read the full article here!
AusBattlefield: One of the obvious differences between the much loved original Battlefield 1942 and its upcoming predecessor is the setting. What complications, if any, have arisen given the advances in technology and sophistification of the weapons platforms in use between WW2 and the present day?
DICE Sweden: The key challenge has been incorporating modern weapon systems (for example, heat seeking missiles and flare countermeasures) while at the same time keeping them simple to understand and use, in holding to our franchise?s arcade action values.
AusBattlefield: With the release of recent patches, we have seen BFV introduce a specialised spectator mode and a custom-coloured 'buddy' list. Will these features be available in the retail version of BF2, or should we expect to find them in future patches?
DICE Sweden: These features are not part of the retail package. (Editor's note: )
AusBattlefield: There was a mixed reaction in Australia with the release of Battlefield Vietnam. A lot of people preferred (and still prefer) vanilla Battlefield, due to the fact that it provides a lot more scope for variation in team tactics. For example, with Wake or Iwo Jima, these maps are so open that the number of tactical combinations available to a team is outrageous, while in Hue, or Landing Zone Albany, the basic strategy is fairly straight-forward and obvious. Will the maps within BF2 allow for creative tactics to be developed?
DICE Sweden: Maps in Battlefield 2 range across the scale from wide-open (the Zatar Wetlands) to highly urban (Mashtuur City) to heavily-forested (Songhua Stalemate) providing support for a strong mix of play styles.
AusBattlefield: Class balance has been a major factor in the BF series - indeed one of the major gripes about BFV was the balance of the AT class for the US side. Every now and then you still hear of the old Assault v. Medic argument from BF42, as well. From the screenshots we have seen, the medic class in BF2 has the same weapon as the assault class, minus a grenade launcher. What steps have been taken in the development of BF2 to ensure a fair balance in the soldier classes, particularly AT and medic?
DICE Sweden: We have developed server tools that allow us to analyze weapon and vehicle balance during large playtests. If we notice anomalies in the usage and kill statistics for a kit, weapon or vehicle, we can address it in the very next build. This helps us avoid kit imbalances.
AusBattlefield: The creation of 'squads' is a new feature to Battlefield. A lot has already been reported about it, however there has been some discussion regarding spawn-camping, and the demise of the squad following the squad leader's death. In the play testing you have seen, has the ability to spawn from the squad leader's position created any elements of spawn-camping? What will happen to the squad leader when he is killed - is he able to respawn back with his squad, or is the squad disbanded or handed over to another player?
DICE Sweden: A squad leader has a spawn point associated to him. When a squad leader is killed, that spawn point is disabled until the squad leader respawns. The squad leader himself can only spawn at friendly control points.
AusBattlefield: One of the things that attracts a lot of players to the Battlefield series is the ability to create some hilariously funny moments in combat, such as wingclipping and knife fights, as well as various stunt films. Can we expect the same variation in stunts to be available? Will the reporting of 'special' kills be included with the retail version? Eg. |6P|turkee [Wingclip] [SS]-DuStA.
DICE Sweden: Maps are being designed with stunt opportunities in mind. Kill reporting is restricted to vehicle types and weapon types, however.
AusBattlefield: In Battlefield 1942, engineers were able to throw a landmine from standing height into the path of an unsuspecting vehicle ('frisbees'). Will the engineer class still be able to throw frisbees or will the player now need to crouch to set landmines? Will you also need to crouch to recover enemy landmines that have already been planted?
DICE Sweden: Mines are throwable in BF2. A player will need to crouch to pick one up, however.
AusBattlefield: The object hitboxes in vanilla Battlefield are rather large by today's standards. For example, when you are hiding behind a tree, you can't fire immediately to the side of it, even though it may be visible to the player. You have to move out a fair distance before the bullets will clear the tree's hitbox. How does this compare with the hitboxes that will be found within Battlefield 2?
DICE Sweden: Collision hulls in BF2 will be restricted as closely to the body of the geometry in question as is technically possible.
AusBattlefield: The final major concern of any major game release, as far as consumers go, is "Will it be able to run on my computer?" Battlefield Vietnam has the issue of sometimes running poorly even on high-specification machines. Are you able to provide any details on what the minimum specifications we could be looking at for BF2? Will it still be able to be played smoothly on a mid-range system, much like Half Life 2?
DICE Sweden: The minimum specs hasn?t been defined yet and we are in the middle of our optimization that will give us the final result. More information will come as we go along.
Now we just need to wait for the game to be released. Or perhaps a demo in the near future, DICE? We'd really love that
iá! mto rox! boas novidades e detalhes, as prguntas foram mto boas! =) flws
Boa scud, ops, stinger.
Legal a entrevista. Tomara que tenha server oficial da EA no brasil.
Nussa nunca pensei em fazer um upgrade no meu nick. Que tal TOMAHAWK ? ahuehauehaueh.
naum, prefiro BAZOOKA!
rhuehuehuehue :lol1:
Mais uma de 21/02/2005 aki ó (http://www.experiencegaming.com/content.php?contentID=2628&pageNumber=1&gameID=336 6)
PreciSsioN
22/02/2005, 2:23
Bom respeito ao demo:"
XG: Is there any target release date for Battlefield 2? Will we be able to see a public demo any time soon?
Ben Smith: The final demo release date is TBD. Battlefield 2?s release date is 2nd quarter 2005.
TBD significa :arrow: To be determined / a ser determinado...
:roll:
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