MrYuRi
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In den letzten Tagen war die Radarfrage mit das entscheidende Thema. Es wurde fast überall sehr kontrovers diskutiert. Nun hat sich Community Manager Predator zwischengeschaltet und eine Erklärung abgegeben. Unter anderem beinhaltet diese Informationen dazu, wie sich die Änderung konkret auf die Funktionsweise des Radars auswirkt.
Wer Englisch einigermaßen beherrscht, ist jetzt natürlich im Vorteil. Hier Predators Post:
Wer Englisch einigermaßen beherrscht, ist jetzt natürlich im Vorteil. Hier Predators Post:
EALA Predator said:Hey guys,
Alright, first things first. The threads on the Radar have gotten out of control, wildly out of control, to the point of no return of sanity. People are making gross accusations, unjustified assumptions, and really grilling and flaming out of their mind.
Let me put this out there again, we have the utmost respect for the C&C Community and all things that it has stood for in the past 10 years. With respect to Westwood, the fan-sites, the hardcore people on these boards, the people on these boards who have come back after a 5 year absence, the new people, the pro's, the noobs, the non-C&C fans that come here just to wreak havoc, lol...respect to you all, seriously.
I think the thread above about 50 different versions of C&C 3 to please the community pretty much sums up the vibe on these boards all along.
It is impossible to please everyone. Our vision of Command & Conquer 3 was never going to please everyone all at once, so yes, it did take increased fan support to bring back something like Blue Tiberium (which to us, initially wasn't vitally important). And that is just one example. As game designers, we are the artists and visionaries creating the game for you and its not always a one-way steet. In fact, developing a C&C game with this community is like trying to merg on the 405/101 freeway in Los Angeles (if anyone doesn't know what that is, its the most traffic intensive intersection in the United States).
We invited "professional"/really good RTS players here to EALA to help balance Command & Conquer 3 and the Radar change was a by-product of that program. We knew it was going to be a critical change, but the balance testers after playing for hours and discussing with our designers, producers, practically the whole team, we came to a consensus that it was a good change...for now.
So why change it? My opinion here:
Command & Conquer 3 should not limit itself to a single audience. The game has been around for 10 years and it is due for change, for evolution. While something like the Radars association with the Command Center may have been a classic C&C convention, its not something nearly as conventional as the MCV, as the difference between GDI and Nod, as Kane, the FMV's, the function of Tiberium (not the look, the function), and other such classic C&C conventions that the series has stood tall on for 10 years. Its the difference between being able to see your mini-map at the beginning of the game and not. Having your radar does NOT allow you to see your opponent until you've explored the shroud in his area. So, we're not giving you an instant way to see your enemy. The main thing we're giving you, is the ability to see your mini-map right off the bat, click and scroll around through it.
To many RTS gamers, this is hugely important. And we'd like to explore opening that C&C door to them as well.
Inviting great gamers to come help Balance Test C&C 3 is only something extremely positive for this community. And of course, its not always fair, but what is? They earned their right here through their noteriety and skills, our relationship with them through the community leaders and message boards. It is very tough to pinpoint the right people, and its a challenge to keep it as a far as possible. Is it more fair to not invite anyone or is it fair to invite those who can help make the game better?
For us, its about making the game better and interacting with the community in inconventional ways. I am sure other developers do this type of practice and at the end of the day, its extremely beneficial to the quality of the game...extremely.
While this RADAR change is a critical classic C&C change, its not irreversable. But, if all you think about is why it is bad, then you'll never understand why its good.
For starters, you need RADAR early in this game, in many ways, you'd be screwed without it. And you can't understand that until you play the game.
Second, the Command Post is not useless, you HAVE to build it in order to access virtually all of your 2nd half structures and units. The Command Post also gives each faction access to more powers to use. In a nutshell, the Command Post is still as valuable as ever.
C&C has grown up, the genre has evolutionized, and there is probably a good amount of stuff in C&C 3 that isn't purist or classical that if we took out, you guys would freak out when playing, trust me.
So to end this note, this was not an easy change, and its not something that can be tested in the community via message board, it really takes gameplay and understanding of how to play C&C 3. Inviting gamers from the real world here helped prove and tilt that point.
I think when you guys get in to the game, the change will become transparent and only those are true hardcore purists that must have their C&C sprites back will still want to have this changed....just because...
And one last time to explain how it works:
-The Radar is effectively attached to the MCV and your power. You need BOTH to have a radar.
-If you lose Power or in other words don't have enough power for your base, then you lose your Radar
-If you lose your MCV, regardless if you have enough power, then you lose your Radar. If you had two MCV's for example (which is rare), then you would still have Radar until both were lost completely.
-The Radar DOES NOT ALLOW you to behind the Shroud. It only gives you the ability to see your own units and map+shroud. So you can click around the map, etc, but you cannot see your enemy until you've explored their area, like any other C&C game :-)
-The Command Center allows you to reach virtually all tech 2/3 structures and units. You want Mammoths, build the Command Post. You virtually MUST build it, MUST protect it. It is hugely important and vital.
-Knowing your map and surroundings in C&C 3 early on is more important than its ever been in any previous C&C game. Its very different moving beyond the sprite based one-click game to a fully immersive 3D universe.
And to round off this immensely long insane post, we listen and read every day. We understand the C&C purists and the classic C&C hardcore fans, but like the guy in the thread above said, we can't make 50 different versions of this game and always agree with every petition thread or every hardcore person that claims to have the most brilliant idea. Its impossible. We are trying to make the best Command & Conquer 3 for everyone, not just one person, everyone, the classics, the hardcore, the purists, the new people, the other people... and certainly, the game titls heavily towards the classic and hardcore as you've already seen in everything we've done so far.
Looking forward to seeing you guys play the demo.
-Predator
Answering Havok2100 from last thread - i was making a general point about Mammoths, no of course thats not the only unit. I meant to infer that if you want to access most of your second half and late game units and strutures for GDI, Nod, or the Scrin, then you absolutely need to build the Command Post. You virtually MUST build it if you want to win.