Timberwolf
L10: Hyperactive
Hier mal ein paar Infos aus dem Forum von der Conduit Fan Seite.
Hört sich echt gut an!
(Rot sind die Antworten von HVS)
http://the-conduit.webs.com/apps/forums/topics/show/384304-letter-to-feedback-highvoltage
Anyway, I have some questions and suggestions about the game, which I hope you can take some time to answer
Questions
1. This first question is about the jump-function. In many very fast-paced action shooters the jump-function can be a bit annoying in multiplayer. You know, in real gunfights, you probebly don't jump around like a madman and in games, I found it annoying that many people jumps around uninterruptedly to avoid bullets. In some way, it feels that a too generous jump-function does not bellong to action games anymore. It fells lika a 90's function in games like Duke Nukem 3D. Now we are in times were it feels much more enyojable to take cover all the time even in very fast-paced action shooters like Call of Duty. So, how have you thought when you designed the jump-function in The Conduit?
2. This second question is about cover. In games like Gears of War and Rainbow Six Vegas, you just push a button to get in cover. In the Wii-game Medal of Honor: Heroes 2, you can hit the aim-button to slightly aim above your cover even when you duck. In MoH:H2, you can also lean around corners and shoot when in cover. Will there be any function like above-mentioned in The Conduit, or is it more like Half Life 2 with no such function at all?
3. This third question is about the levels in multiplayer. In the classic shooter GoldenEye for the Nintendo 64, most of the multiplayer levels were just reduced versions of the levels from the singleplayer. We all remember levels like Facility and Bunker as the by far most fun levels. In the follow-up title Perfect Dark, most of the multiplayer levels were not-so-fun typical arenas. I must say that I'm actually getting a bit worried when I look at a picture of the level Training Complex in the latest Nintendo Power. What do I see?
A typical arena with a big, mostly empty room in the middle, some balconies and maybe som cocorridors around it. I really hope thet The Conduit will contain multiple epic levels for the multiplayer part, and not just some washed out arenas that no one will remember one year later. Cause you know, levels like Facility in GoldenEye was epic, and people still remember that type of levels to day, 10-12 years later. So please tell me about your overall idea about how a multiplayer level should be?
4. What do you like the most?
A) Everyone choose a weapon to start with in the multiplayer (Call of Duty).
B) Everyone starts empty-handed and have to pick up the weapons they want in the game. Before the game starts, the host can choose which weapons that should be in the game (GoldenEye, Perfect Dark).
5. Last question now. Will there be a sprint-function and/or a function to do a 180 degree-turn?
See, not just the typical questions about friend-codes and game modes ;-D
Suggestions
1. Please, make the blood-effect a bit more gory (Fear 2, Gears of War, Half -Life 2), cause it still look a bit like cloured dust (Medal of Honor: Rising Sun).
2. Make an option for the player to choose how the crosshair should look like, plus how big and transparent it should be.
3. Hide a picture of the swedish nation-hero Leif "loket" Olsson (Bingolotto) somewere in the game. *laugh*
Leif "loket" Olsson
Have a nice day and keep on the good work!
Greetings from a cold Sweden.
___
Here is the answer:
Questions:
1. We agree and want to avoid the insane bunny hopping that a lot of players employ in MP matches. We do have a jump ? and are constantly adjusting its values to make it feel tight and work well in our levels. I hope that you?ll find it to your liking.
2. Halo 3 and Half ?Life are good example of how we look at using cover. We did look at the other MP offerings out there, both on the Wii and across all platforms, and decided that a cover or lean system didn?t ultimately fit our gameplay. Our game is pretty fast-paced and we don?t want players hiding excessively behind things but rather be running-and-gunning through our maps.
3. GoldenEye and Perfect Dark are great comparisons to our game ? both in terms of gameplay and in how we looked at constructing our multiplayer environments. We aren?t talking much about MP yet ? but rest assured that we think we have some classic MP levels in store for gamers. More news to be coming very soon. I promise.
4. I?ll take option B, but why let the host have all the fun?
5. We do have one. But not the other.
Suggestions:
1. We?re shooting for a Teen rating in the States (a PEGI equivalent of 16+, I believe) so we won?t be displaying any persistent blood or gore. That being said, we?re not doing simple ?puffs? either so you will get a very visceral sense that your shots are hitting something and doing damage. And our disintegration effects are awesome. We think you?ll like it.
2. While we did look at this as an option, we ultimately decided that since we already have unique crosshairs for all of the weapons that we offer in the game (and we offer a lot of weapons), it didn?t make sense to add additional ones to the title.
3. While I think that Leif Olsson has a fantastic last name, I think that Agent Ford would feel threatened to include such a good-looking guy in the game. Perhaps next time. J
Thanks for the refreshingly original questions and thanks for the interest in our little game! I hope to kill you online!
Hört sich echt gut an!
(Rot sind die Antworten von HVS)
http://the-conduit.webs.com/apps/forums/topics/show/384304-letter-to-feedback-highvoltage
Anyway, I have some questions and suggestions about the game, which I hope you can take some time to answer

Questions
1. This first question is about the jump-function. In many very fast-paced action shooters the jump-function can be a bit annoying in multiplayer. You know, in real gunfights, you probebly don't jump around like a madman and in games, I found it annoying that many people jumps around uninterruptedly to avoid bullets. In some way, it feels that a too generous jump-function does not bellong to action games anymore. It fells lika a 90's function in games like Duke Nukem 3D. Now we are in times were it feels much more enyojable to take cover all the time even in very fast-paced action shooters like Call of Duty. So, how have you thought when you designed the jump-function in The Conduit?
2. This second question is about cover. In games like Gears of War and Rainbow Six Vegas, you just push a button to get in cover. In the Wii-game Medal of Honor: Heroes 2, you can hit the aim-button to slightly aim above your cover even when you duck. In MoH:H2, you can also lean around corners and shoot when in cover. Will there be any function like above-mentioned in The Conduit, or is it more like Half Life 2 with no such function at all?
3. This third question is about the levels in multiplayer. In the classic shooter GoldenEye for the Nintendo 64, most of the multiplayer levels were just reduced versions of the levels from the singleplayer. We all remember levels like Facility and Bunker as the by far most fun levels. In the follow-up title Perfect Dark, most of the multiplayer levels were not-so-fun typical arenas. I must say that I'm actually getting a bit worried when I look at a picture of the level Training Complex in the latest Nintendo Power. What do I see?
A typical arena with a big, mostly empty room in the middle, some balconies and maybe som cocorridors around it. I really hope thet The Conduit will contain multiple epic levels for the multiplayer part, and not just some washed out arenas that no one will remember one year later. Cause you know, levels like Facility in GoldenEye was epic, and people still remember that type of levels to day, 10-12 years later. So please tell me about your overall idea about how a multiplayer level should be?

4. What do you like the most?
A) Everyone choose a weapon to start with in the multiplayer (Call of Duty).
B) Everyone starts empty-handed and have to pick up the weapons they want in the game. Before the game starts, the host can choose which weapons that should be in the game (GoldenEye, Perfect Dark).
5. Last question now. Will there be a sprint-function and/or a function to do a 180 degree-turn?
See, not just the typical questions about friend-codes and game modes ;-D
Suggestions
1. Please, make the blood-effect a bit more gory (Fear 2, Gears of War, Half -Life 2), cause it still look a bit like cloured dust (Medal of Honor: Rising Sun).
2. Make an option for the player to choose how the crosshair should look like, plus how big and transparent it should be.
3. Hide a picture of the swedish nation-hero Leif "loket" Olsson (Bingolotto) somewere in the game. *laugh*
Leif "loket" Olsson
Have a nice day and keep on the good work!
Greetings from a cold Sweden.
___
Here is the answer:
Questions:
1. We agree and want to avoid the insane bunny hopping that a lot of players employ in MP matches. We do have a jump ? and are constantly adjusting its values to make it feel tight and work well in our levels. I hope that you?ll find it to your liking.
2. Halo 3 and Half ?Life are good example of how we look at using cover. We did look at the other MP offerings out there, both on the Wii and across all platforms, and decided that a cover or lean system didn?t ultimately fit our gameplay. Our game is pretty fast-paced and we don?t want players hiding excessively behind things but rather be running-and-gunning through our maps.
3. GoldenEye and Perfect Dark are great comparisons to our game ? both in terms of gameplay and in how we looked at constructing our multiplayer environments. We aren?t talking much about MP yet ? but rest assured that we think we have some classic MP levels in store for gamers. More news to be coming very soon. I promise.
4. I?ll take option B, but why let the host have all the fun?
5. We do have one. But not the other.
Suggestions:
1. We?re shooting for a Teen rating in the States (a PEGI equivalent of 16+, I believe) so we won?t be displaying any persistent blood or gore. That being said, we?re not doing simple ?puffs? either so you will get a very visceral sense that your shots are hitting something and doing damage. And our disintegration effects are awesome. We think you?ll like it.
2. While we did look at this as an option, we ultimately decided that since we already have unique crosshairs for all of the weapons that we offer in the game (and we offer a lot of weapons), it didn?t make sense to add additional ones to the title.
3. While I think that Leif Olsson has a fantastic last name, I think that Agent Ford would feel threatened to include such a good-looking guy in the game. Perhaps next time. J
Thanks for the refreshingly original questions and thanks for the interest in our little game! I hope to kill you online!