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Yes, it ♥♥♥♥♥♥♥ is. Nobody in their right mind wants do that follow the NPCS around, time wasting ♥♥♥♥ 12 times (or 6 split screen) to 100% missions AND keep seeing the same ♥♥♥♥ trying to help people online. I'll literally only be playing mission pack 2 after they unlock it since it's got the best non-♥♥♥♥♥♥♥♥ missions in the game. I play for the action. Just as I've played every other EDF. Helping people clear the nastiest ♥♥♥♥ on inferno for their 100%. ♥♥♥♥ story.
As you can see in the credits of EDF 5, the game is made by a cluster of companies who work on different parts of the game. So the small size of the company gives it more flexibility than a 10k Games Studio.
https://psnprofiles.com/ifyucantbeatmeXD
ive been playing mostly low to mid budget japanese games all my life, it's like 85% of what i play. the occasional big budget games i play are NFS games, Bethesda/Fromsoftware/Larian Studios stuff, MGS, I'm playing FFVII Remake right now. but most of what i play is not at all AAA. games im really looking forward to are games like EDF6, and Slitterhead from the former gravity rush team.
anyway, personally i think realistically that sandlot should team up with yuke's to develop EDF7 together. yuke's has been know mostly for making wrestling games or whatever over the years, but over the past few years they've also developed EDF WB1 + 2 and Iron Rain.
but yuke's is used to working with Unreal Engine. sandlot has their own engine. so yeah who knows how they are going to move forward technologically speaking.
So "better textures, more polygons, new models, better lighting, more visual effects." but not crazy different? Graphics are different from 4.1 to 5 and from 5 to 6. The problem is that the game evolves around gameplay, and that's what 99% of the players don't want. Because they want better visuals. Has the gameplay evolved from 4.1 to 5 and from 5 to 6? Yes, and quite a lot. But you NEED TO KNOW HOW TO PLAY THE DAMN GAME, and not stupidly shoot things and then complain the game is the same. If you play the game stupidly, yes it's always the same stupid game. Period!
Sandlot is small but they have found a big enough niche market of japanese players. The game is created and developed for them. Those players don't want big changes, so they won't happen.
The repeating missions on EDF 6 are the most stupid idea Sandlot came up with in the game (crushing the AR with the dumb moronic drones, the second).
Sandlot can't do better graphics because no hardware available could handle the game as it is and better graphics.
I wouldn't be surprised if EDF 7 still comes out for the PS4. It's still Sandlot's most remarkable achievement on EDF 6, that it runs on the same exact hardware as EDF 4.1. Anyone saying the game is the same has a serious lack of brain cells.
Yes, the story is fundamental to really play the game... I would bever even touch EDF 6 if it did not have a story... I wrote above that the stupidest thing Sandlot did in EDF 6 was the repeating missions from 5 (and 6), but I should have been more correct and said that the MOST stupid thing Sandlot did in EDF 6 was trying to put a story on what is fundamentally a good game with a silly and pointless plot with lots of humor. It's pretty great that you have to see the fantastic "story" dozens of times if you play all the difficulties with all classes, isn't it?
"If you do not need the story completely ... you should play other games instead."
I could not care less about the story. I could not care less that there's one. There's a fundamentally really good and original game on EDF 6, 99%+ of the players sadly don't even bother to see that. If you think the story is important for the game, yes you're in the large group. But if you're happy...
This is not understandable because EDF 6 has by far the most widely different new enemies compared to previous games, and in bigger numbers.
On colors and absurdity I agree, that the game would benefit from more. The new future city and the pink alien maps are good ideas.
This would be an awesome idea yes. Sadly the story isn't good for that happening.
The story on 6 is a GIANT bore. There are missions that are a deplorable GIANT bore because of this. And you'll get to be GIANTLY bored countless times watching the same stupid rumblings, because on most missions you can't skip that crap.
Sadly many people will drool with this idea... One man's garbage is another one's treasure...
It wouldn't be if you would get the "wonderful" story once and that was it. But since you have to eat it several times while you play with another class or difficulty, yes it's a BIG deal.
If Sandlot teams up with Yuke that would be the end of EDF. Unless you want Iron Rain 2. And IR is deplorably bad and laughable so any other iteration will be the same or worse. WB is a different silly romp on EDF that works, hopefully, Yuke will stick to that.
Technically speaking it's impossible to make an EDF game on Unreal or any other engine except something custom-made for that objective. All widely available engines, with Unreal too, are created around graphics quality, and games are developed within really big limitations in the number of things happening on screen (and off too). On EDF games Sandlot can't even dream on how many enemies, explosions, shots, environmental stuff destruction will be happening at the same time. Even Fortnite goes berserk big time if anything beyond ordinary happens, just imagine what it would if you could destroy large parts of the environment and have huge explosions and a hundred enemies many with complex shooting weapons on screen at the same time.
To anyone who think that it can, prove us wrong and create such a game. Good luck BTW.
Have fun.
And there's lot of it to have in Sandlot games if you REALLY learn them.
In terms of gameplay, I think the most important thing is to ditch the current loot system. All the crates should be rewarded at the end of the mission, but the boxes on the field should work as powerups. Red crates shorten reload times or replenish ammo, medical crates are combined with greens. The greens restore health or repair vehicles, along with offering a brief invincibility period. Crates picked up on the field will yield rewards for a game over.
That is the simple approach to getting rid of loot tedium, while making all the crates offer some strategy.
My personal preference is to go a step further and have enemies pick up the crates, powering themselves up and bringing the crates closer to the players during the course of the mission. These crates can also be shot off to depower enemies, This ensures that the crates are a constant element throughout a match, along with elevating the threat profile of enemies that are allowed to get the crates. This opens up strategies, such as players taking all crates to starve enemies of power, allowing singular enemies to stockpile crates, or allowing the crates to be spread throughout the horde.
Too much change for the sake of lazy people. I just want armor crates to give more on inferno and get rid of the stupid per mission cap on how many you can collect. All it does is annoy the farmers. We all know it's not a technical limitation anymore. People found a way to infinite AFK on EDF5 anyway since you keep the crates when you fail on easy. I'd also prefer they either use Yuke's weapon leveling system (XP instead of RNG) or just go back to the way it was in 4.1.
What I want is to make the AI jump into your vehicle and control the weapons for you while you drive. There are several vehicles that depend on MP to make full use of and players generally won't use them. It won't break anything and it makes the AI not a total liability when you use exploding weapons. Other players can jump in and kick them out.
Even the most beefiest PC's will have issues with pop in load times and then realize more people didn't pay for a 6k PC.
Side tangent... go watch videos on Space Engineer when they run two large ships into each other to see what the damage model comes up with..... you will watch the most high end PC's turn into slideshow simulators. (It's also hella cool to see happen.)