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Games => Alien-Predator Games => Aliens vs. Predator (PS3, X360, PC) => Topic started by: ajm on Feb 10, 2010, 10:17:49 AM

Title: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ajm on Feb 10, 2010, 10:17:49 AM
Hey All;

As the game is now nearly out and there's been a lot of questions it's been getting harder to track everything that's going on and making sure that actual facts about the game are seen by as many people as possible.

To help me out with this we (Rebellion) have empowered the Multiplayer Producer, Eric Miller, to speak forth as a representative on this very board.

Over to...
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 10, 2010, 10:18:19 AM
Hi All,

I'll follow on from Alex and give a small intro about me, and what I do;

My name is Eric Miller, I work for Rebellion Oxford as an Assistant Producer on AVP for Multiplayer and Animation.  Alongside our Multiplayer designers Phil Gresley (Lead) and Stephen Elkins and our Code team, we have been working very hard to bring you the best possible experience we can when it comes to lovingly ripping other players in half online.

We recognise that there has been a lot of confusion lately since the release of the Demo, and as such would like to engage in a dialogue with the community about issues or questions that people have - to that end, we have decided to directly engage with you through the magic of the internet ;) in order to provide feedback where possible to the questions that have come up.

To that end, I will be posting statements on this board in an attempt to answer questions about the game that occur in broad categories.  I will not be responding to private messages, and I will not be engaging in forum thread discussions.  This is not because I or Rebellion do not care, but simply because I do not have the time (in the case of private messages) nor do we want to influence the discussions that have occured to date without our invovlement.  Discussions have the ability to be derailed or ended simply because a "dev said X" and while answering your questions will to some degree have that effect anyway, we want the community to be able to discuss their desires and opinions without an official Rebellion response coming along to end such a discussion prematurely.  You've managed quite well without us before now, and we don't want to change that through our involvement.

I aim to post such "round up responses" on a regular basis, but of course this depends on the volume of questions that are asked.  If I don't post a response to your question, it could be for a number of reasons;

- I didn't see it
- Only one person asked, and as a result it was deemed to be a low priority question to respond to
- An answer is not currently available at this time (I will endeavour to point this out)
- The question asked was not gameplay related  (i.e. Aesthetics, Story, Audio, etc.)

Please try to not read too much into any lack of response to a question - you are of course free to speculate, but it's more than likely not the end of the world if a question does not get a response immediately.

Why here, and why now?  Well, we've been lurking on this and other boards for over 3 years now (3 years ago, there were less AVP dedicated sites to go to) - some of us have posted privately before, others simply watched ;).  With the release of the game imminent, we felt that this was a good time to get involved - and yes, the issues with the Demo made it more desirable as well.

Finally (sorry for the wall of text!) I'd like to thank you for reading this, Rebellion as a whole would like to thank you for your support of the game so far, and we look forward to the release of the game in 6 more days (USA).

If you see someone in a game who has a [REB] Tag, it's possible they're a rebellionite, especially if they're a member of our steam group :). 

Cheers,
Eric
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: webley13 on Feb 10, 2010, 10:25:02 AM
firstly - welcome - how good is it to see the devs entering the fan base arena - its good to hear your going to be keeping a close ear with us

I have a few questions:
will predators combi stick be ready for melee by final release and will the smart gun sound change?
http://www.avpgalaxy.net/forum/index.php?topic=28934.0
http://www.avpgalaxy.net/forum/index.php?topic=28930.0

can we expect more weapons or does the demo showcase them all?

will there be a class building aspect - i.e. defining your loadouts instead of picking them up old school? will the ranking system unlock more than just skins?

do you have any plans to decrease the range of stealth kills?

will controls be any different on the pc version than they are now in the demo (i.e. preds jumping indicator)

will the dedicated server allow for admins to disable weapons and or classes?

will it be possible to disable motion blur and head bobbing and swaying so its not so hard on the eyes if you play for hours on end?

will multiplayer scores show death counts, people like to go by K:D ratios to measure their success against those who just mindlessly "E" their way to the top of the score board

why is predators focus mode in "normal vision" not as good for pounce as it is in other visions?

many thanks :)

and by the way - brilliant job with the 3d engine - avp2 had a clunky 3d engine and avp1 was good but just outdated



i must say this engine is very sleek and cant wait to see some of the dx11 code
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Kane on Feb 10, 2010, 10:28:26 AM
I don't have any questions to bring up yet, so i just welcome you to AvPGalaxy.
That being said.

Welcome to AvPGalaxy Eric. :)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Ghost Rider LSOV on Feb 10, 2010, 10:31:17 AM
Welcome and thank you for being available so we can ask things. :)

One of the newest concerns for the PC(I think) is the matchmaking only ranked games.
If people request for dedicated ranked games, can there be a change through a patch?

Edit: There have been some lengthy discussions and many tests regarding Aliens melee and the Predator's melee.
The Predator has the edge there, not by much, but he does.

Why does the Alien get stunned/dropped down so easily and is bested by the Predator while it's the one being the melee-only species?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Huol on Feb 10, 2010, 10:34:56 AM
brb just putting [REB] in my steam name.  ;D
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: WinterActual on Feb 10, 2010, 10:36:11 AM
Hi guys! I have only 2 questions - Is the game in Gold status? and Is there any difference between Aliens skins? You see a Pretorian is bigger than regular Drone.So maybe they are not just skins,maybe different models or ??
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Corporal Hicks on Feb 10, 2010, 10:40:53 AM
I'd like to thank you for taking the time to come on here and get involved with the community. Same goes for Alex and the others (I'll leave you nameless). It nice to see folk caring.

And now, to our members. Eric is here to answer our questions and provide us with a service. I realise some of you maybe sensitive about certain things but I expect you all to handle this in a respectful and mature manner. Anyone who comes in here and flames or causes trouble will promptly see their posting ability removed. I don't care if you're a veteran member of the community or a new member. I want to see people acting like adults not children.

I'd also like to point out that people should also ensure they read Eric's post and see what he put.

Quote- The question asked was not gameplay related  (i.e. Aesthetics, Story, Audio, etc.)

If your question does not relate to gameplay, don't post it. I or the other mods will only delete it to keep the thread clean.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Elude on Feb 10, 2010, 10:49:07 AM
How much larger will the maps of the full game be in comparison to the demo level? 18 players is quite a size for a tiny map like seen in the demo.

Also will the pulserifles muzzle flash be toned down a notch?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 10, 2010, 10:50:22 AM
Quote from: Corporal Hicks on Feb 10, 2010, 10:40:53 AM
I'd also like to point out that people should also ensure they read Eric's post and see what he put.

Quote- The question asked was not gameplay related  (i.e. Aesthetics, Story, Audio, etc.)

If your question does not relate to gameplay, don't post it. I or the other mods will only delete it to keep the thread clean.

Thanks Hicks (and everyone else so far!) :)

To clarify that point, by saying "gameplay related" I didn't mean to exclude questions about Multiplayer in general - i.e. technology or matchmaking questions, these are of course questions we would like to answer.  The general rule of thumb would be questions about the game, that have resulted from you guys being able to play the demo, but we cannot get into the granular detail about everything, and why we chose to do something the way we did.

Sorry for any confusion.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: HutzDani on Feb 10, 2010, 10:51:35 AM
Small list of questions regarding the PC release for you eric :

1. Will we be able to disable the auto-aim function in the final release ?

2. Will we be able to have a toggle wall walk option like AVP/AVP2 instead of Auto/ Button press ?

3. Will the special MP maps that are included in some pre-orders become DLC at a later date ?

4. The issues with the LAMEthrower as i like to call it, will they be adressed ?

5. The problem regarding predators throwing disc, its unstoppable it returns and then they can re-throw it instantly, will there be some cool down period to this attack ?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 10, 2010, 10:53:29 AM
First, I would like to thank you and the other Rebellion staff members (silent or otherwise) for coming here, and for answering our questions and concerns. It means a lot to the staff and to the members.  8)

Second, here is a group of questions that I find to be most prominent in the forum.




-Could the Smart Disk be rebalanced with some sort of cooldown or warm up period to prevent "disk spamming?" How about making it so preds are more vulnerable to melee (ie: being stunned) while using weapons? If "yes," would any of those options be something that Rebellion would be willing to look into?

-The Predators Heavy Attack has a very fast wind up and release and deals a lot of stun to the alien, while the aliens Heavy attack wind up takes a bit longer and deals little stun. Would it be possible to equalize this and give a bit more balance to the Alien/Pred melee pairing? Would this be something Rebellion is willing to look into?

-Heavy attacks large range in the demo, hitting you even when you seem to be well out of range (several meters away). Is this deliberate or a collision detection error?

-Many fans are displeased with the new Smartgun sound. Would it be possible to replace the current sound with the sound from Aliens? Would this be something Rebellion is willing to look into?

-The flamethrower doesn't seem to deal much damage (something I personally find rather appropriate given movie canon, if tedious from a gameplay standpoint), and many fans have dismissed using it altogether. Would Rebellion be able to adjust its damage to make it more of a viable weapon? Would this be something Rebellion is willing to look into?

-Many fans had hoped to see weapons, abilities and/or equipment such as the net-gun, spear gun, alien acid spit, Marine IR etc. in the game. I assume they were discussed in development, but why were they not implemented? Balancing issues? Would it be possible to have some weapons/abilities, these or otherwise, appear via DLC? Would this be something Rebellion is willing to look into?




These are the most common questions / concerns I can recall.

So far the game looks and plays great, fantastic work!

Thank you again for taking time out of your schedule to come and speak to us, and answer our questions. Cheers!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: nyce on Feb 10, 2010, 10:54:50 AM
Hello there, here are a few questions:

- Will the auto aim, lock-on-target system removed from the PC version?
- Does Rebellion plan to release Mod-tools for PC, so we can make fresh content or mods?
- What other things can we set on dedicated servers other than the usual time, score limit, maps? Like: Allow trophy/stealth kills, number of Aliens, Preds, Marines in matches, votes like next map, remove players...
- Are the aliens going to be faster as we've seen in the Marine gameplay movie, as you set the difficult level higher, so they won't just walk like a chilled-out-dude.

Thank you for Your time for being aware of the forums!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: yaji on Feb 10, 2010, 11:00:45 AM
Hi guys, I have 2 questions. The first one is about a motion blur. Is there any way to turn it off ? It's very annoying for some people. The second one is about the pulserifle. Why its muzzle flare is so huge ? I can't see anything through it.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: MadassAlex on Feb 10, 2010, 11:01:34 AM
So that explains why I've had that odd sense of being watched during my time on this forum.

I'd like to reiterate everything Eidotemit asked. I have no contribution other than to stress the importance of his questions, especially the ones relating to the smart disc and the balance between Alien and Predator melee.

Thanks for taking the time out to do this.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: webley13 on Feb 10, 2010, 11:08:55 AM
updated my 1st post


will the dedicated server allow for admins to disable weapons and or classes?

will it be possible to disable motion blur and head bobbing and swaying so its not so hard on the eyes if you play for hours on end?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Feb 10, 2010, 11:10:44 AM
A lil' clarification about ranked servers and can dedicated servers be ranked.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Barry burton on Feb 10, 2010, 11:13:45 AM
Will the ps3 version support 1080? thanks.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: AJL on Feb 10, 2010, 11:34:03 AM



1. SDK/Source Code... I think it was said in some interview looong ago that such things
were not possible but you might think about it again later on... Anything changed ??

Is it... Certain, Propable, Possible, Doubtfull or Extremely unlikely that we get those  ??




2. Crouch/Duck... Why is this "standard" feature missing... ?? Is there some compatibility
problem with other gameplay features like trophy/stealth kills or something or did you simply
consider it to be unnecessary for some reason. (I certainly have found the inability to duck
occasionally quite frustrating...) ??

3. Alien Jumps... While on the ground alien can Jump without aiming at anything but while
crawling on walls and ceilings, the Jump button simply will not respond unless your aiming at
some "target" you can reach... Which is Very Frustrating!

( Wouldn't it be better to allow aliens to jump any time like when on the ground and IF there
is nothing on reach then simply let the gravity take where it may... ?? )

4. "Wall" Tail... Aliens are able to zap at their enemies very quickly/instantly with their Tail
while crawling on Walls and Ceilings.. Considerably faster than when on the ground... Is this
Intended advantage or oversight ? Either way... The inconsistency is somewhat annoying ::)

5. "Ceiling Kills"... It would seem that all Stealth and Trophy kills are always done on the
ground, is there any possibility in some DLC to give aliens their "trademark" ceiling kill where
aliens reaches down to grab some *thing* and then pull it up to be executed... ??

6. Dragging... What about aliens dragging victims around... ?


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The Replacement on Feb 10, 2010, 11:42:03 AM
Hi there Eric and all other [REB] members.

A couple of questions for you:

Why did you guys decide against the use of Iron sights with the pulse rifle and shotgun? Personally I feel the ability to use iron sights in FPS' is a huge catalyst for immersion into the game. I know at this stage there is no possibility of it being implemented, and don't get me wrong, judging by the demo the game is going to be simply wonderful, but I'd love to know the dev teams reasons for omitting the use of Iron sights.

I noticed on the menu screen for the PS3 that the xray image of the face hugger rotating is not there. But it is there in the 360 version. Have there been many graphical sacrifices Rebellion has had to make on the PS3 version?

I have a feeling these questions are not a huge concern for the general forum population, more, they are personal curiosities. But I'm REALLY curious, so if you can spare the time a short answer would be very much appreciated.
Kind regards.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 10, 2010, 11:42:40 AM
Hi all,

I thought I'd get the ball rolling and answer what appear to be the hot topics of conversation at the moment, to the best of my abilities.

Matchmaking on the PS3 Demo

We are of course, still working on this - I can only echo Dave's comments about how sorry we are that this managed to get through without us seeing it in test before hand.  We are in constant communication with Sony to get this fixed, and I will update you with further news as and when it is available.

Dedicated Servers

These are for the PC only, at this time there are no Dedicated servers planned for PS3/X360 - but it's not impossible for this to change further down the line.

Balance concerns

This is more a general statement, rather than addressing any specific point at this time.  We note the discussion, both here and elsewhere regarding the Alien/Marine/Predator being overpowered, depending on where you go, and who you read.

At this time we will not be adjusting the balance before the release of the game - but please believe that it is always being evaluated, and once some time has gone by post-release we will make adjustments as/if necessary.  We plan on supporting this game post-release, as opposed to launching it and then moving on, and while I cannot promise a patch by <Date> and that it will have <Your Desired Balance Change/Suggestion> I can say that nothing is ruled out.

We recognise that a lack of tutorial for the melee system has resulted in a steeper learning curve than we would have desired, so in that vein I would like to call out a so far (I believe) unrecognised manoeuvre - the "pump fake" as well call it.  (better name suggestions welcome!)

http://spong.com/feature/10110049/Interview-Aliens-vs-Predator-Rebellions-David-Brickley (http://spong.com/feature/10110049/Interview-Aliens-vs-Predator-Rebellions-David-Brickley)
QuoteEqually problematic was the process of performing a heavy attack, which couldn't be interrupted in the older build. Once you pressed the button, you were committed to pulling that move off, but now if the situation changes, you can pull out of it. So you can bluff somebody with that tactic.

If you initiate a heavy attack, and then initiate a block once the animation starts you will "pump fake".  To an opponent it looks like you are initiating a heavy attack and they will try to interrupt (light attack) which ends up landing on your block...  It should provide another alternative starting manoeuvre when staring down an opponent in a 1v1 and you're both melee gods!

Hopefully the news about the "pump fake" provides and provokes some further discussion.  We are watching (and playing)!

Finally, thank you to Tidomann for producing his videos showing the animations for the melee (and anyone else who may have done something similar that I am not aware of).  We hope that over time and with practice, the strengths of the melee system become more apparent.

Cheers,
Eric




Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Corporal Hicks on Feb 10, 2010, 11:46:16 AM
Eric, I merged your new thread with the original as I think some of the those questions have been asked in here.

I'd also like to inform folk that this thread is purely for asking questions and for Eric to answer them. If there is a particular q/a that you wish to further discuss, take it to an existing thread or make a new one.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 10, 2010, 11:48:40 AM
Fair enough, that was quick!  :)

will do what you prefer, with regards to responses - new thread or posting in existing thread.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Corporal Hicks on Feb 10, 2010, 11:50:48 AM
Thanks.  :) We just forsee this thread getting a bit messy and we'd like to keep it as clean as possible for you, for us moderators and for people who would be asking the questions.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xenomorphine on Feb 10, 2010, 11:52:36 AM
Welcome from the moderating team! :)

I'd like to ask a question about the Predator HUD: In one of the earliest adverts, we saw the Predator go through the classic 'snapshot' zooming stages. This was very authentic to the films and was a refreshing change to Rebellion and Monolith's last attempts at portraying it. There were many times, during gameplay of those earlier two titles, when I can remember trying to magnify/demagnify and, because it wasn't instant, it cost me precious seconds when an unexpected enemy came up and started hacking away at me.

But now we've got the demonstration and it seems the old implementation's returned: A slow, scrolling zoom, instead of the snapshot effect shown in the films.

Is this something which will change in the final product and was the original advert a result of experimenting with this feature?

Also, it's been said that Aliens using 'acid spit' will only be faced in single-player, but not multiplayer. Considering the Alien is in need of more attacking variety, why was this decided? Or is it something which is under consideration?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: AJL on Feb 10, 2010, 12:03:13 PM
Quote from: [REB]Trigger on Feb 10, 2010, 11:42:40 AM
If you initiate a heavy attack, and then initiate a block once the animation starts you will "pump fake".  To an opponent it looks like you are initiating a heavy attack and they will try to interrupt (light attack) which ends up landing on your block...  It should provide another alternative starting manoeuvre when staring down an opponent in a 1v1 and you're both melee gods!

Hmm... This sounds Veery Good ::) But... Is the Block the only way out ??

Can you abort your Heavy Attack and go with your Light Attack instead ??
( Aborting your HA by bringing up your Block won't do you much good if
the enemy responded to your HA charging with ranged weapon... )
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Dusk on Feb 10, 2010, 12:20:33 PM
Here comes my re-post in form of a question.  ;)

When a Predator player uses the Smart-Disc, is it possible to re-balance and change it so that when he throws the Disc and gets attacked while he guides it A) He gets stunned so he can't throw the disc immediately again or B) loses the Disc, since he's been interrupted in calling it back.

Right now, Predators have too much of an advantage in melee, because all they have to do is to wait till the Disc returns and then throw it again without taking aim.

Question 2, Counters.

Will the Alien be able to knock the Predator down during a counter in the finished product? We're talking after all about a species that can dent and tear down steel doors. It seems quite strange that an Alien doesn't have the strength to throw down a Predator.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: MadassAlex on Feb 10, 2010, 12:23:21 PM
Can you speak a little about the decision to include so few weapons?

My best guess is that you were working under the concept of economy of design, and didn't want a case of duplicate weapons, where two weapons would fulfill the same role. For instance, there's no point to a rocket launcher when a single pulse rifle grenade neatly puts an end to both an Alien and a Predator.

Am I correct in my guess, or were there other reasons?

EDIT:

Two more:

What's with the Alien growling in multiplayer? I know it goes off when you move at normal pace, but what about when Alien players are stationary or slowly creeping forward? What sort of sound effects give clues as to your position then, if any? I ask because said sound effects often spoil attempts at stealth, especially against Predators.

Finally, what health levels is each species set at? My best guess, based on the Marine's three health bars, is that Aliens have the equivalent of three or four and the Predators have the equivalent of five.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Jobe on Feb 10, 2010, 12:26:16 PM
Hi Rebellion.

I have just one question for you -

1. Is there any chance that a universal TAUNT button/Key can or has been added for all species for MP ?

There's nothing more satisfying than taunting players as an Alien, but would love to do the same as the Marine and Predator.

Thanks

BTW - You guys deserve to do very well with this game once it goes on sale ;)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Deathly_rYaN on Feb 10, 2010, 12:33:05 PM
Hey Rebellion staff,

   Welcome to Avpgalaxy. I love Rebellion games, but for now AvP classic, until the new AvP is released.

I just got 2 questions about surviver

1: As seen in the Survivor trailer, we se a marine with a smartgun and the rest with PR's. How will the weapon system work, will players have to get points and buy them off walls or something or just find them?

2:Will players have to use points to open new areas to extent the Xenomorph Horde?

Hope to see you in AvP for PS3
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: EdFishy on Feb 10, 2010, 12:57:37 PM
Hi there, I think it's amazing that you guys are taking the time out to talk with the fans!  I've actually finally gone from lurker to member thanks to you!

The demo was my first introduction to the AvP franchise, and although I am seeing a tremendous amount of depth (my five siblings and I are going to have a riot on the LAN), I'm also seeing quite a few little grievances (hasn't everyone?).

The game is obviously in its final state at this point, but could you generally give us an indicator of how much the final build has changed compared to the demo? Graphics, movement, weapon balance, on a scale from 1 to 10?

Also, I'm relieved to hear that Rebellion plans to continue their support for the game in the future.  Will the future support simply be weapon balances, or will it include all-new mechanics to smoothen gameplay? A little example would be the ability to adjust the amount of smoothing the camera for the Alien has, or cleaning up the Marine's movement so it's a little less sticky.  A big example would be a kill-cam option, or an auto-tracking(and possibly third-person) ability for the alien.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Hive Tyrant on Feb 10, 2010, 01:32:49 PM
Hello there, fantastic fellows of the fabolous Rebellion development team;

The pump fake, eh? Glad you pointed it out! That will help battling Predators a lot... Pity you won't be balancing a bit before release, but I suppose the balances will become more obvious in the various Team Deathmatch modes. That reminds me; why was Deathmatch picked for the demo? Any particular reasoning for that I(/we) might be unaware of?

One more short question: will there be vents for Aliens to crawl through in any of the multiplayer maps?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Steve C on Feb 10, 2010, 01:38:40 PM
Hi Eric, thanks very much for taking the time to answer our questions.  And to you or any Rebellion staff who read my angry first impression of the demo last week, I was drunk when I played it, so I didn't do very well.  I'm rather fond of it now. ;)

Anyway, on to the questions.

1) Will different sounds be available to the player through DLC?  Specifically I'm referring to the predator's vision mode and weapon sounds (especially the caster), as well as his various roars (looking for stuff from the original movies rather than the AvP movies).  Plus, we can't forget the smartgun sound.

2) The alien has the ability to taunt in this game, but this ability is lacking for both the predator and marine.  Will this be available at any point in the future?

3) I believe this was asked already, but I'll ask anyway.  Are there any plans to add more weapons?  Things like the SADAR, grenade launcher, netgun/speargun, etc.

4) About that whole "persecutor" thing in multiplayer...can we get rid of that?  I hate having a damn skull floating over my head.

Thanks again for your time.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ikarop on Feb 10, 2010, 01:48:15 PM
Welcome Eric, thanks again for joining us :). It's massively appreciated by the staff and our members. I hope you have a good time while you are here, all the best with the questions.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: webley13 on Feb 10, 2010, 02:39:17 PM
will multiplayer scores show death counts, people like to go by K:D ratios to measure their success against those who just mindlessly "E" their way to the top of the score board
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Inferno on Feb 10, 2010, 02:57:10 PM
Hello Rebellion Staff Members,

Thank you for taking the time to do this, hopefully you will gain what you wish to achieve....a triple A game. I hope our constructive criticism help you attain your goal.

I'm unable to run the game properly at this moment (video card coming in today) but watching some game play videos I noticed that the depth perception seems to be a problem. Watching Tidomann's melee videos, the predator did a light attack that seemed to have been out of range. This game's melee system will strive on system performance and ping since this is very intensive action and reaction based.

I also noticed that the alien heavy attack is better than the predator heavy attack with it's ability for the animation to be hard to detect and the range of the tail. I'd like to suggest an audible hiss before the strike, the predator has one, so should the alien. The sound is a MAJOR cue to interrupt the heavy attack if possible. So I say either give both of the species an audible cue or keep them both quiet. If an audible hiss/roar is incorporated I don't think any other code would have to be messed with.

I rather have them kept both quiet so to make the heavy attack more of a weapon and they can growl / roar after the damage is done for killing satisfaction.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Chet on Feb 10, 2010, 03:12:07 PM
Welcome Eric,

at first i have to thank you for taking the time, to answer our questions, at second i have to excuse my bad english, im from germany and my german is much better, i promise you. :D

I work as a merchant in a video games store and we try to give our customers the possibility to order the game from us.

Many of our customers would like to know whether the game includes German subtitles?

If there will be different versions of AvP, it would be nice to know whether all versions support the German language. Or are there different versions and the UK version only supports the English language, the AT version only the German language, etc.

Now a private (non customer) questen.

Was there in the development of the PS3 version of AvP any problems, many developers have difficulties even with the Cell chip and the programmable on the PS3? And are there technical differences between the XB360 version and the PS3 version of AvP?

I can understand if you were not allowed to answer my second question.

Again, thank you that you take the time to answer our questions. You guys at rebellion do a awesome job with AvP, I play the demo now since Thursday and it makes me fun, again and again.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: S.Y.L on Feb 10, 2010, 03:20:42 PM
Quote from: AJL on Feb 10, 2010, 03:10:58 PM
Quote from: S.Y.L on Feb 10, 2010, 02:28:06 PM
Quote from: AJL on Feb 10, 2010, 12:03:13 PM
Can you abort your Heavy Attack and go with your Light Attack instead ??
( Aborting your HA by bringing up your Block won't do you much good if
the enemy responded to your HA charging with ranged weapon... )

so your question is "why can`t we block bullets?"
.... hmmm ;)

No... Read my post... I am sure there are some translators
you can use if you having trouble understanding it...

ok kids, what comes out of ranged weapons??.....
ok, i`ll spoil the surprise - it`s bullets. see? i DID read your post :P

if you decide half way through a HA that you should`ve used a LA then in my view that`s too bad, you made your choice. So far (again, in my view) a lot of your posts are essentially whining that you`re going to have to approach this game differently to others. ultimately, that`s not the games problem, you`re going to win every single time i`m afraid.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Dachande on Feb 10, 2010, 03:47:22 PM
Quote from: S.Y.L on Feb 10, 2010, 03:20:42 PM
ok kids, what comes out of ranged weapons??.....
ok, i`ll spoil the surprise - it`s bullets. see? i DID read your post :P

Or plasma >_>
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xenodog on Feb 10, 2010, 03:51:38 PM
Will the Predator's health be lessened, and his weapon's power changed in the final product?
Plasma Caster = 1 hit kill
Spear = 1 hit kill
Disk = 1 hit kill (At closer ranges.)
Mine = 1 hit kill
Heavy attack = Knock down, so essentially a free kill.

This, by far, statistically makes the Predator the most powerful class, as his health is the highest by quite a bit too. Generally, as an Alien at least, I have no problem with Predators, but friends often complain of them being over-powered and/or the "Noob" class.

Will their 1 hit kill weapons and extensive health be altered in the final product?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tyrokiller on Feb 10, 2010, 03:55:10 PM
First of all hi and second of all it's great to finally see rebellion attempting to contact it's fan-base first hand - still I would always love a forum of your own.  ;)

Still as far as questions go my two would have to be:

1) Will the skins change anything else besides the look of the character - i.e. if a praetorian will there be a new model to represent this and will the alien in question be slower and have more health etc... than the other options?

2) During the game it's possible to run around an enemy (After they have seen you) and perform a stealth kill - is there any plans to do it so that you can't perform a stealth kill if you have been seen by the person in question for a certain time period? If there already is one in place then will you be extending it as the amount of times I have been killed due to this is staggeringly high.

Still as for the fake heavy attack ability thanks for the heads up, should make killing more easier. ;)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 10, 2010, 03:56:57 PM
I don't think that an alien, or anything else, should be able to block anything ranges (I assume this mostly refers to the disk), but I ask that there be no discussion of features here, and only questions.




It is becoming nearly a universal opinion (as far as I can tell) that there needs to be something done to slow down the rate at which the pred can throw the Smart Disk and/or using weapons (Smart Disk and Combi) would leave the pred susceptible to being stunned. When you referred to balance issues earlier, did it include tweaking the predator's Smart Disk (I assume it did)? Should Rebellion wish to do something as described above, how feasible is it to fix something like that?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DoomRulz on Feb 10, 2010, 03:59:26 PM
Hello Eric, thank you so very much for taking the time to chat with us here on the boards! :)

Most of the other questions posted already echo my own thoughts, so really, my only question at the moment is: will the Hunter Edition be released in Canada at all?

I am just so confused with that, because around here, there has been endless discussion surrounding European and American versions, and with it, mixed messages. Can you confirm or deny this?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: PsychoticMarik on Feb 10, 2010, 04:03:59 PM
Well it sure is pleasing to see that Rebellion is interested in their fans feedback.
This is much appreciated.

Interesting about the HA bluff that can be pulled off. I wasn't aware of it.
Perhaps things are a little less in the Predators favor than I first thought.

Alot of questions have been asked, so forgive me if I repeat any.

Flamethrower
This weapon is easily the least used, and I can understand why. I've only ever gotten a single kill with it, and thats because a Predator had just started his stealth kill. Even then it took almost all my ammo to kill it.
The weapon is seriously weak, and I fear it will be neglected entirely if not buffed.

Smart Disk
As others have said it needs some kind of cool down.
I've been able to utterly dominate with it. Just tossing it the second I get it back.
This may also contribute to the feeling of the Predator being OP.

Life Cycle
I know this was answered in a recent interview, so I'll ask it in a different manner.
Was this mode ever seriously considered, and if so...would you be willing to create it if you had the opportunity to create a sequel? I realize you may not be able to answer this question, but its absence disappointments me as it was very fun back in AVP2. So if you can at least comment on this it would be much appreciated.

Stealth kills
Sometimes I can perform these on a enemy that's half way down a hallway. Any plans to reduce the distance needed to perform the move?  Also, I've been stealth killed before by players that I'm actually facing head on. Can anything be done about this?

Predalien
I understand that this was answered also, but I feel its a issue.
If I remember correctly the aliens actually have 1 less skin to use than either the predators or the soldiers.
So I would like to ask why the predaliens model wasn't reworked to fit the role of a regular alien?
I understand its in the story, and I don't know how long it may have taken to adjust the model for MP, but I'm very troubled by its exclusion. Is there any hope that it can be done as DLC?

Once again Thank you for your time. Its always nice to see the devs taking interest in fan feedback and caring about the longevity of their game.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 10, 2010, 04:08:54 PM
Quote from: PsychoticMarik on Feb 10, 2010, 04:03:59 PM
Predalien
I understand that this was answered also, but I feel its a issue.
If I remember correctly the aliens actually have 1 less skin to use than either the predators or the soldiers.
So I would like to ask why the predaliens model wasn't reworked to fit the role of a regular alien?
I understand its in the story, and I don't know how long it may have taken to adjust the model for MP, but I'm very troubled by its exclusion. Is there any hope that it can be done as DLC?

I too, am interested in this question. Would it be possible to include the Predalien as a unlockable skin (just a skin, no attribute differences) via DLC? Would this be something Rebellion is willing to look into?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: S.Y.L on Feb 10, 2010, 04:29:42 PM
Quote from: Dachande on Feb 10, 2010, 03:47:22 PM
Quote from: S.Y.L on Feb 10, 2010, 03:20:42 PM
ok kids, what comes out of ranged weapons??.....
ok, i`ll spoil the surprise - it`s bullets. see? i DID read your post :P

Or plasma >_>

quiet you :P  :D
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: webley13 on Feb 10, 2010, 04:34:53 PM
how many levels can we expect in the single player game for each species?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xhan on Feb 10, 2010, 05:10:59 PM
I'll simply reiterate Eido's concern, of Pred wind up HA stun, effects and range, and the ability to spam the attack by resetting his current state before recovery, and also Yaji's issue with post processing effects being unable to be deselected. The motion blur is hella annoying, and doesn't add to immersion. (unless induced nausea is considered cutting edge immersion)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tidomann on Feb 10, 2010, 05:15:12 PM
Quote from: [REB]Trigger on Feb 10, 2010, 11:42:40 AM
Finally, thank you to Tidomann....

More than honored, glad to be of help :)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JayHy17 on Feb 10, 2010, 05:17:14 PM
One question at a time people! They dont have time to read that many questions.

Welcome Rebellion, we are glad you are here!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: federico8221 on Feb 10, 2010, 05:27:49 PM
LOL guys, Welcome Rebellion!!
Don't worry, is gonna be 2 or 3 days before they can answer all the questions you guys asked..  ;D
Joking! Let the breath tho.. let's wait for the reply before asking other questions..
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: plagiarize on Feb 10, 2010, 05:29:14 PM
yeah, everyone posting balance related questions you already have your answer. let's just stick to discussing what we see as balance issues in the threads about them. they're not changing anything yet, and they're going to watch the game in the weeks after launch to decide what needs changing and how to change them.

one question i do have is similar to the request for death counts, could we have people's species marked on the final scoreboard at the end of the round too instead of just a picture of the species the winner was playing as? i forget who was what :)

thank you for taking the time to answer our questions though. i look forwards to adding the 'pump fake' into my move set.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Drone23 on Feb 10, 2010, 05:41:32 PM
 I along with all of us really do appreciate this Trigger, it's always nice to see a company Truly listening to it's fans and what they have to say, just shows that Rebellion cares about this game just as much as we do.


I don't have any questions being I'm sure any of the major bugs/issues with the game "the few there are" will be fixed accordingly.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: VEF214 on Feb 10, 2010, 05:56:41 PM
I was wondering if Rebellion has any plans to implement simple online statistics? I was thinking around these lines (below). It's would be a nice way to keep track of your progress and get a general overview of your stats.

Alien:

Total Kills: X
Trophy Kills: X
Stealth Kills: X

Light Attack Kills: X
Heavy Attack Kills: X

Predator:

Total Kills: X
Trophy Kills: X
Stealth Kills: X

Light Attack Kills: X
Heavy Attack Kills: X

Wristblade Kills: X
Plasma Caster Kills: X
Combi Stick Kills: X
Proximity Mine Kills: X
Smart Disc Kills: X

Marine:

Total Kills: X
Light Attack Kills: X

VP78 Pistol Kills: X
ZX-76 Shotgun Kills: X
M4A1/2 Pulse Rifle Kills: X
M59/B Smartgun Kills: X
M260B Flamethrower Kills: X
M42C Scoped Rifle Kills: X

I can dream.  :P
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Feb 10, 2010, 05:59:02 PM
I think Tim Jones mentioned it in one of the newer interviews.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The_Silencer on Feb 10, 2010, 06:04:14 PM
kills - melee kills - by weapon - kill streaks - prosecutor - top one - stealth kill - trophy kills ?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ikarop on Feb 10, 2010, 06:08:20 PM
Please try to keep this thread for questions only. Otherwise, it's kinda hard for everyone to keep track of the topic.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: strike on Feb 10, 2010, 06:11:41 PM
The pump fake is nice, but isn't doing jack for the marine since he has no heavy attack.  That throws balance off again for him in face to face melee with Predators and Aliens.  Hope you balance pump fake feature wisely for when it can be initiated during the heavy attack animations and the light attacking immediately following the pump fake action if done outside of countering light attacks off the block so that the game doesn't turn into a pump fake fest for either huge stalemate melee combat or advantageous spamming.  Hope you guys at Rebellion thought about that.

How old is the demo build?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Huol on Feb 10, 2010, 06:12:21 PM
Maybe someone should update the first post with asked questions and their answers.
So we don't get people asking the same ones over and over.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The_Silencer on Feb 10, 2010, 06:16:38 PM
Ikarop. Excuse me, but IMO, I've just formulated a question blended with one positive suggestion which I do essentially consider it as positive feedback.

If it is not then, please, I do honestly apologize for the inconveniences.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ikarop on Feb 10, 2010, 06:18:42 PM
Quote from: The_Silencer on Feb 10, 2010, 06:16:38 PM
Ikarop. Excuse me, but IMO, I've just formulated a question blended with one positive suggestion which I do essentially consider it as positive feedback.

If it is not then, please, I do honestly apologize for the inconveniences.

Sorry I wasn't referring to you, just in general.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The_Silencer on Feb 10, 2010, 06:29:32 PM
Quote from: ikarop on Feb 10, 2010, 06:18:42 PM
Quote from: The_Silencer on Feb 10, 2010, 06:16:38 PM
Ikarop. Excuse me, but IMO, I've just formulated a question blended with one positive suggestion which I do essentially consider it as positive feedback.

If it is not then, please, I do honestly apologize for the inconveniences.

Sorry I wasn't referring to you, just in general.

You're very welcome. I'm sorry for the confusion. :)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Feb 10, 2010, 06:59:28 PM
http://g4tv.com/videos/44031/Aliens-vs-Predator-Predator-Character-Gameplay-Preview/

It was in this one on G4, around 3:18 Jones says that trophy kills are logged as a statistic at the end of the mission, that's for SP. And they announced the leader-boards where everyone's statistic for XP and stuff goes for MP.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: predalien27 on Feb 10, 2010, 07:12:34 PM
I have seen or heard in an interveiw that we could pick what we could do in a Trohy Kill.  Is this true?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: magical_boy on Feb 10, 2010, 07:25:41 PM
similar to his question:
Quote from: EdFishy on Feb 10, 2010, 12:57:37 PM
The game is obviously in its final state at this point, but could you generally give us an indicator of how much the final build has changed compared to the demo? Graphics, movement, weapon balance, on a scale from 1 to 10?

I've enjoyed the demo with my friends despite matchmaking problem. it says at the beginning of the demo that the demo is pre-release build. Is it the E3 demo from last year or a later version?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Drew on Feb 10, 2010, 07:43:31 PM
Hey guys, a long time lurker here. I'm a big fan of the site, especially ikarop and his consistent coverage.

A few suggestions for multiplayer..

- In the multiplayer's final score screen, display the skin used by the winner instead of the same generic black & white rookie/predator/alien.

- To make the flamethrower a little more useful, the flames should interfere with the predator's heat vision making marines hard to see. An alien lit on fire should also be visible in heat vision.

- The option for player elimination should be available for deathmatch modes. There should be a number which you can set how many lives players will have before elimination.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xenodog on Feb 10, 2010, 07:59:29 PM
Quote from: Xenodog on Feb 10, 2010, 03:51:38 PM
Will the Predator's health be lessened, and his weapon's power changed in the final product?
Plasma Caster = 1 hit kill
Spear = 1 hit kill
Disk = 1 hit kill (At closer ranges.)
Mine = 1 hit kill
Heavy attack = Knock down, so essentially a free kill.

This, by far, statistically makes the Predator the most powerful class, as his health is the highest by quite a bit too. Generally, as an Alien at least, I have no problem with Predators, but friends often complain of them being over-powered and/or the "Noob" class.

Will their 1 hit kill weapons and extensive health be altered in the final product?

As well as that^, in online play, how much XP is generally gathered per kill, and will it vary between game-modes and species? And does the XP amount needed to level up increase the higher you get?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: FiveByFive on Feb 10, 2010, 08:10:46 PM
First and foremost, I would like to congratulate you Rebellion for your proactive stance towards your goal of creating a game that is faithful to both alien and predator franchises. By going directly to one of its largest fan base (movies or videogames) you are connecting with the people that matter most. While some gamers will buy and play this game for an indetermined period of time, most of the AVP galaxy members and/or other aliens and predator afficionados will treat it as they've treated the original AVP classic back in 1999 and continue to play it until a next installment comes out. (even if it is after 10 years, as you already know).

Because you've created something fresh and different from any other 1st person shooter that I've seen yet, it is certain that it cannot be perfect on first try, but with constructive criticism and player feedback, you can achieve your goal.

In saying this, my questions have mostly been asked already, so I just want to phrase them as issues so you can more easily set priorities and weigh player feedback and reccuring issues.

Once again, thank you for your time! Following are the issues I felt might have needed a little "tweaking":

-Will melee and stealth kill range be looked at?
-Will alien HA speed be increased or will Predator HA be decreased?
-Will the flamethrower damage be increased?
-Will the sniper rifle hip fire accuracy be decreased?
-Will the smart gun have more ammo? / use the sound from Aliens? / only detect movement?
-Will the stun effect on the alien be decreased?
-Will the smart disk have a cooldown period? / only kill on direct hit, not on second targets hit?

This question is console related: Because of more difficult capacity of aim, are the X360, PS3 and PC Marine weapon damages all equal? I'm asking, because it is easier to aim on PC and harder on PS3 X360, so are there compromises done to facilitate "taking down" enemies while being a marine?

Thank you for your time!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: MrBrokenTusks. on Feb 10, 2010, 08:17:38 PM
I only have one question about the whole game will survivor mode have matchmaking/search feature or is it friends only? I am a bit confused by the contradictions in interviews. Some say 4 friends and some say 4 player co-op.

BTW This is the most fun I've had on a game since time began (not the best but most fun)
Thank you
Oh wait one more thing will flame thrower have a bit more damage its a bit weak at the moment but if its meant to be like that i can live with it.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: InfestedGoat on Feb 10, 2010, 08:29:07 PM
Thank you guys so much for caring about the AvP community and supporting your game. A lot of companies don't do that, and I really appreciate it.

My questions:

1. Will there be a patch for the stealth kills? The instant stealth kill by pushing a button makes for dissappointing melee battles (when your opponent is spam jumping and trying to get behind you for an easy stealth kill), or will there be something along the lines of: having to push down the interact button for 1-2 seconds before a stealth kill is performed

2a. Can we be looking forward to more online skins in the future? I know many people here are dying to see a Giger alien skin :)

2b. Will different skins for the alien have a different hiss sound?


3. Once agian (as many people have said) asking if the predator's melee advantage will be fixed? The stun time and the recovery time of the predators HA attack make him almost impossible to take head on as an alien. When the alien only has melee, so should have a SLIGHT edge in melee
(finally read through the thread, and it has been answered; thank you)

4. Will ranked matches on the PC be available in dedicated servers, or will we be forced to used the match making when wanting to earn XP?

Once agian, I'd really like to thank the people at rebellion for being so considerate :)

Amazing game so far as well!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Avp3 ftw on Feb 10, 2010, 08:45:28 PM
I think questions we all want answered:

FLAMETHROWER: Now this thing sucks all together. I don't think any of us are actually excited to pick this weapon up in the game seeing as how the aliens and predators run right through the thing. Will the damage be upped or are you keeping it the same?

XBOX FORUMS: This is probably a major thing and why hasn't there been one made for this game? It will increase the popularity huge.

DISC: This thing is way to over powered. I think it should be delayed when using it. OR just only be able to throw it once and go pick it up again. Then there would be one differnece between the spear because the spear would return but the disc would not? Is there changes for this?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Inferno on Feb 10, 2010, 09:09:52 PM
Quote from: InfestedGoat on Feb 10, 2010, 08:29:07 PM
Thank you guys so much for caring about the AvP community and supporting your game. A lot of companies don't do that, and I really appreciate it.

My questions:

1. Will there be a patch for the stealth kills? The instant stealth kill by pushing a button makes for dissappointing melee battles (when your opponent is spam jumping and trying to get behind you for an easy stealth kill), or will there be something along the lines of: having to push down the interact button for 1-2 seconds before a stealth kill is performed

2a. Can we be looking forward to more online skins in the future? I know many people here are dying to see a Giger alien skin :)

2b. Will different skins for the alien have a different hiss sound?


3. Once agian (as many people have said) asking if the predator's melee advantage will be fixed? The stun time and the recovery time of the predators HA attack make him almost impossible to take head on as an alien. When the alien only has melee, so should have a SLIGHT edge in melee
(finally read through the thread, and it has been answered; thank you)

4. Will ranked matches on the PC be available in dedicated servers, or will we be forced to used the match making when wanting to earn XP?

Once agian, I'd really like to thank the people at rebellion for being so considerate :)

Amazing game so far as well!

they wont more gameplay variety questions, plus the skin question has been answered forever ago.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: InfestedGoat on Feb 10, 2010, 09:12:50 PM
Hm, I must be out of the loop then. I know that 2b has not been answered, I had a thread about it awhile ago. Also question 1 where its asking about the stealth kills is a gameplay related question.

And the other questions, I suppose, are not gameplay related. So disregard :) Sorry!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Chaotic-Strike on Feb 10, 2010, 09:26:12 PM
What will be changed from the demo to the final version?

How soon can we expect the maps from the hunter edition to be released?

Will the giger alien skin be in the game or in future dlc?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Drewid on Feb 10, 2010, 09:27:44 PM
Quote from: magical_boy on Feb 10, 2010, 07:25:41 PM
similar to his question:
Quote from: EdFishy on Feb 10, 2010, 12:57:37 PM
The game is obviously in its final state at this point, but could you generally give us an indicator of how much the final build has changed compared to the demo? Graphics, movement, weapon balance, on a scale from 1 to 10?

I've enjoyed the demo with my friends despite matchmaking problem. it says at the beginning of the demo that the demo is pre-release build. Is it the E3 demo from last year or a later version?

The second part of that question has previously been answered.  It's not the E3 demo code, it's more recent.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ikarop on Feb 10, 2010, 09:29:01 PM
Quote from: Drew on Feb 10, 2010, 07:43:31 PM
Hey guys, a long time lurker here. I'm a big fan of the site, especially ikarop and his consistent coverage.

Why thank you sir! :D  Just doing my job.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Death+Doom on Feb 10, 2010, 09:29:55 PM
Quote from: predalien27 on Feb 10, 2010, 07:12:34 PM
I have seen or heard in an interveiw that we could pick what we could do in a Trohy Kill.  Is this true?
I don't think so, only because the video in which that was mentioned was the E3 demo, and that was like a lifetime ago....
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kvon17 on Feb 10, 2010, 09:36:54 PM
Not expecting an answer from Rebellion as this isn't gameplay related, but I'd rather not make a thread:

Will the survivor edition be released in stores in the U.S.?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xenodog on Feb 10, 2010, 09:40:22 PM
Quote from: Xenodog on Feb 10, 2010, 07:59:29 PM
Quote from: Xenodog on Feb 10, 2010, 03:51:38 PM
Will the Predator's health be lessened, and his weapon's power changed in the final product?
Plasma Caster = 1 hit kill
Spear = 1 hit kill
Disk = 1 hit kill (At closer ranges.)
Mine = 1 hit kill
Heavy attack = Knock down, so essentially a free kill.

This, by far, statistically makes the Predator the most powerful class, as his health is the highest by quite a bit too. Generally, as an Alien at least, I have no problem with Predators, but friends often complain of them being over-powered and/or the "Noob" class.

Will their 1 hit kill weapons and extensive health be altered in the final product?

As well as that^, in online play, how much XP is generally gathered per kill, and will it vary between game-modes and species? And does the XP amount needed to level up increase the higher you get?

Sorry to keep bothering with my nagging questions, guys, but a quicker one. In MP, when as an Alien, when doing a tail trophy kill, will the silhouette of your tail still be visible through the other player? I hope not.  ;)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: X-SOLDIER on Feb 10, 2010, 09:44:51 PM
Hello and thanks for being here to answer our questions Eric,

I've got 2 questions:

Heavy Attack Speed Question
Is there a difference in speed between the Predator & Alien's Heavy Attacks?

Alien Movement Question
It's a little long, so sorry about that. The Aliens are typically restricted to moving on all fours, but have occasionally been seen transitioning to moving on 2 limbs. I'm curious if this is an intended mechanic (such as a slow walk animation when on the ground) or just a glitch (it's difficult to tell, because it's only been seen on AI controlled Aliens, since the first person Character Model can't be seen while under player control). I've got some examples to show what I'm talking about.

• The first can be seen on the Alien gameplay video linked below from 1:51-1:55
http://g4tv.com/videos/44028/Aliens-vs-Predator-Alien-Gameplay-Preview/

1:50-1:52 You drop down and attack the dude with one of the other Aliens. There's another one in the doorway.
1:53 The second Xenomorph finishes attacking & drops to all fours.
1:54-1:55 The doorway Xeno is still pacing back & forth while standing on 2 legs. (image below). It doesn't appear as though it's constantly attacking to allow it to remain upright.
(https://www.avpgalaxy.net/forum/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv164%2FX-SOLDIER%2FUprightAlien.png&hash=37065bb33358e7740c7d6d0dd5162fb232f96758)


• The second can be seen on the Alien gameplay video that's embedded below from 0:43-0:45

http://www.youtube.com/watch?v=TTKsaEhkVvk

0:40-0:41 An Aliens goings from standing while attacking, to crawling on all fours.
0:42-0:44 The Alien moves from all fours to walking on two legs.
0:43-0:45 The Alien again transitions from the two legged walk, back to crawling on all fours.

Thanks again for coming here to give us some feedback on our questions!


X 8)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Hiryu02 on Feb 10, 2010, 09:54:44 PM
Welcome, Eric.

I have a few comments that will go counter to what most are saying, but I appreciate you taking the time to perhaps address them.

1) I think the combistick is great in its current role as a precision stealth weapon. I personally don't think added melee capability is needed. If you do add it, so long as it's balanced it will be fine. But don't implement a change on the combistick mechanic without extensive testing just to silence some critics.

2) On console, please do not implement the host being able to change/disable weapons and settings. I hate not being able to play a regular game because every server online has some weird  setup. As a compromise if you must implement it, allow us to search for "default" or "modified" gametypes.

3) Lastly, I suggest that you take a look at the Capcom AvP arcade game, and license the arcade version of Dutch Schaefer and release it as a dlc marine skin. All the weapons attach to his arm, but otherwise plays the exact same. It would be very cool. For reference, see below.

http://www.jokerdesigns.com/thehunted/images.php?spgmGal=AvP%20Arcade%20anim%20GIFs&spgmPic=7&spgmFilters=#pic
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ikarop on Feb 10, 2010, 10:01:03 PM
Quote from: kvon17 on Feb 10, 2010, 09:36:54 PM
Not expecting an answer from Rebellion as this isn't gameplay related, but I'd rather not make a thread:

Will the survivor edition be released in stores in the U.S.?

Ops my fault, I totally forgot. I'll get you an answer asap.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kvon17 on Feb 10, 2010, 10:04:31 PM
Quote from: ikarop on Feb 10, 2010, 10:01:03 PM
Quote from: kvon17 on Feb 10, 2010, 09:36:54 PM
Not expecting an answer from Rebellion as this isn't gameplay related, but I'd rather not make a thread:

Will the survivor edition be released in stores in the U.S.?

Ops my fault, I totally forgot. I'll get you an answer asap.
Thanks, Ikarop.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ikarop on Feb 10, 2010, 10:15:58 PM
Quote from: kvon17 on Feb 10, 2010, 10:04:31 PM
Quote from: ikarop on Feb 10, 2010, 10:01:03 PM
Quote from: kvon17 on Feb 10, 2010, 09:36:54 PM
Not expecting an answer from Rebellion as this isn't gameplay related, but I'd rather not make a thread:

Will the survivor edition be released in stores in the U.S.?

Ops my fault, I totally forgot. I'll get you an answer asap.
Thanks, Ikarop.

Just got the answer. The US won't get the Survivor Edition, neither by preorder or in stores.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Le Celticant on Feb 10, 2010, 10:23:45 PM
1) Is there a chance (I guess you probably don't know but I better ask.) to see a "SDK" in the future and which feature will be include in? (Map editor? Model? Skin? Complete Source Code? Engine code?)

2) I don't know what you tried to do with the wallwalk but it's definitely not "easier" than both previous AVP game. The crouch and Crouch toggle commands were just great and so you could land from the top of ceiling and surprise your opponent at every moment. In this game you simply can't. You have to find a shortcut by using wall and then pounce on the ground with a short "jump" distance. It's a bit sick and this "Mouse 3 for transition" annoyed me more than anything else.

3) Are all your Multiplayer maps built on the same "sample"? I mean 2 levels, symmetrical, 2 main room where fight happened both link by one corridor?

4) Is there balance issue in the final release? According to the demo, specie weren't balanced (at least that's what I've experimented with definitely an Over-powered Predator.)

5) I guess the whole concept of "Predator de-cloaking" is about honour but there's a thing I can't get. If a Predator has sense of honour, he probably won't stealth kill someone who's stealth killing someone else from the back. Is there anyway to see this cloak fixed also which doesn't de-cloak everytime you fire?

6) Is there a chance to see the Predator "cloak" fixed? I mean Alien does better cloak in the environment than predator cos of thus "electric distortion".

7) I don't get the "auto aim" during melee fight. The skill of the player is no more about aiming but about tactic right? It sounds too much a console port assistance than a FPS game.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: FearPeteySodes on Feb 10, 2010, 10:55:55 PM
I love all the game modes that are included in the retail release but is there any chance of getting an extraction game type in the future?

It's fantastic you guys are here supporting your work!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Corporal Hicks on Feb 10, 2010, 11:17:59 PM
Stop using the thread for discussions. Go elsewhere or use PMs.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: heady89 on Feb 10, 2010, 11:27:31 PM
Yes the crouch option as mentioned and will the voip bug be fixed in full version?
No ability to mute as it is now.

And why is the auto locking onto targets in the PC version?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Lil Theo on Feb 10, 2010, 11:50:49 PM
Are you guys planning to fix the Flamethrower?

Thanks!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: spychi on Feb 11, 2010, 12:06:43 AM
Welcome and greets from Poland.
First of all I'd like to thank you for making the game since alot of us/fans were waiting for a new game of the AvP franchise year after year.
I have a question about the DLC.
Is there any chance that such mode like EVAC from AvP 2 will be added with the DLC's for Alien Vs Predator?
It would be very nice to see such modes from the old AvP2 in the new game.
I love the demo and I love the Marine, thx for releasing it! I pre-ordered the Hunter's Edition and I know that the game will be more than great.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: psychoanomaly on Feb 11, 2010, 12:21:05 AM
Hello Eric! Glad to see that Rebellion is involved with their followers!

Anyways, I have a few questions, some of which have been asked (making them all the more important).

First, and most importantly, will we be seeing a return of the many weapons that you guys have seemingly dropped from the title (as it stands) in DLC? I'm talking about the iconic speargun, netgun, pred pistol, melee use for the combistick, minigun, and rocketlauncher. Will we be seeing any of these in the future?

Also, and this has also been addressed by several members, the alien attacks seems a lot slower then the previous AVP installments. This slow down of attack, coupled with the aliens relatively weak power (relative to the predator), definitely underpowers it. It seems to me that an increase of the attack speed would easily compensate for the weakness of the claw attack.

One last thing. Survival mode sounds awesome, and I understand that you guys are trying to create a tense and cinematic atmosphere akin to the Alien movies, but I will sorely miss being able to skirmish with wave after wave of Aliens as a Predator. Will this option ever be available?

Oh, and it wouldn't hurt to have a crouch option... but that's a minor concern (albeit a shared one).

Thanks!


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: predpant on Feb 11, 2010, 12:24:41 AM
1 Simple Question really.....

Why is the heart beat in predator thermal vision the sound of a human
in the films its alot faster and well.... scarier really ??????????? thanks ;D ;D
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JediMasterGabe on Feb 11, 2010, 12:28:05 AM
Yea i agree that the Predator is much too powerful compared to the other species, especially in melee combat with the Alien its hardly a fight and not to mention all their one hit kills. So i guess the question would be, do you plan to do anything to better balance the Predator to the Alien and Marine?

And yes the Alien can stealth kill from quite a long distance away I'm hoping that's just a demo problem. 
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Nosugora on Feb 11, 2010, 12:29:01 AM
The new melee system is a great addition to multiplayer, but why the decision to remove so many other things that were in the previous titles? The class system, predalien, life cycle, queen molting, exosuits, corporates, and the marines and predators both have significantly less weapons... was this a budget issue?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: predalien27 on Feb 11, 2010, 12:32:36 AM
Quote from: Nosugora on Feb 11, 2010, 12:29:01 AM
The new melee system is a great addition to multiplayer, but why the decision to remove so many other things that were in the previous titles? The class system, predalien, life cycle, queen molting, exosuits, corporates, and the marines and predators both have significantly less weapons... was this a budget issue?
It was a balance issue.

@Eric: BTW, Are you going to attempt to get rid of this "pump fake".
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sarge51 on Feb 11, 2010, 12:35:21 AM
Is the reason famous movie marines like Hudson, Vasques, and Hicks, are not multiplayer skin choices because of legal issues that have to do with using their likeness? And if that does turn out to be the case, why not have a Bishop skin in there seeing how you worked with Mr. Henriksen himself?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DamianPage on Feb 11, 2010, 12:36:22 AM
I have a problem With Flamethrower!

But most of all I must bring to your attention. That there is severe trouble with the servers in this game!

Ive played the demo an uncomfortable to admit amount of times. And I truly believe that there are issues that need to be fixed before people should purchase.

During full game sessions. 3 people are kicked. I know this becouse I check my score the whole game. If people are not kicked the lag makes the game unplayable. Ive talk amongs my friends and we have all decided that This game could not in any way handle 16 players at once.

Before you jump to conlcusions about my connection understand. That I pay for my connection and know how great it is. Not only is it expensive. and can run WoW on 3 different computers at once. But it also labels me as having a Green connection on xbox live showing 3-4 bars of great conectivity across all games!

Ive asked other players on the demo and they all agreed.
IF you dont beleive me I can start collecting gamertags!

If the servers where fixed if the connecting was fixed this game would be a must buy.

(oh and Melee system rocks!)

there are balance issues. But I believe you are right lets just wait and see.

God bless you for reading our posts!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DamianPage on Feb 11, 2010, 12:37:52 AM
Quote from: Sarge51 on Feb 11, 2010, 12:35:21 AM
Is the reason famous movie marines like Hudson, Vasques, and Hicks, are not multiplayer skin choices because of legal issues that have to do with using their likeness? And if that does turn out to be the case, why not have a Bishop skin in there seeing how you worked with Mr. Henriksen himself?
I must agree. And add that I would Pay $10 to play as Ripley and dutch!
So you put them as DLC later and I promise you I will buy them if they are true to the characters!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: james-cameron fan on Feb 11, 2010, 12:41:35 AM
hi my question is why sega or Rebellion did not hit the original gunfire from the movies ?
the game gunfire is a very boring and annoying sound. and its a shame that the did not use the very powerful gunfire sounds like in the movies (aliens 2) i mean the pulse rifle is a drrr drr drrr drr sound and in the film changes the pitch of heights and deep sound when the shoot with the guns + smart gun does not have any sound like in the movies too thats not a good job and its very said that the changed this powerful epic sound i m a hardcore marine fan and this is a pure shame sorry but this is the only bad thing on this game . SO DID THE USE THE GUNFIRE FROM ALIENS IN THE FINAL GAME ?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: EatWheat on Feb 11, 2010, 12:50:00 AM
Hi Eric I'm glad you keep intouch you fanbase I have a few questions.   First. What Differances are there in the final compared to the demo like the pred heavy attack is faster and stronger than the aliens , will that be changed and also will the flamethrower be more powerfully
becuase it sucks in the demo. Thanks for your time.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: psychoanomaly on Feb 11, 2010, 12:50:26 AM
Quote from: JediMasterGabe on Feb 11, 2010, 12:28:05 AM] So i guess the question would be, do you plan to do anything to better balance the Predator to the Alien and Marine?


I think the balance issue could be fixed by increasing the speed of the Alien's attack. The Predator can still have stronger strikes, but a faster Alien attack would easily compensate for this.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: KnifeEdge on Feb 11, 2010, 12:57:30 AM
Hmm i have 1 simple question for the skins that you unlock as you progress through multiplayer will you have any original cast from aliens? Like Hudson,Vasquez, and Hicks?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Soulsnake on Feb 11, 2010, 12:58:50 AM
1: Is what we see in the multiplayer demo all the weapons/abilities for all species we'll be using in the retail release? will there be anymore or is this the final count of weapons/abilities for all species in MP?


2: As people have mention the pred Heavy attack dominates, especially against an alien, you have no chance if the player you come up against knows how to melee properly. Also same with the flamethrower, needs tweaking when you guys patch it post release. :)

3: Multiplayer skins, will they be different from one another? or will it just be a different mask for the predator (same with aliens & marines) and not the body as an example?

4:  Combi stick, will it have a melee ability or is it a throwing weapon only?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DamianPage on Feb 11, 2010, 01:15:13 AM
Is there a Plan to utilise DLC as a means of giving fans new weopons?
Do you plan to add more abilities from Single player. Like Larger maps that would enable The auto turrents. Or maybe Predators have to hack into buildings by taking other peoples heads.
How about alien using vents? Hell why cant marines learn to utilise the facility. Perhaps closing off doors making it a single intrance. This would completely make up for lack of melee!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Inferno on Feb 11, 2010, 01:19:44 AM
you guys are literally killing me with these questions that are NOT gameplay related. Post somewhere else, most of these questions are about things that have already been talked about. Yes thats the final weapons count and ablities...we have not seen anything different. NO there wont be any skins of original cast members (hicks, vazquez) due to copy right issues. They want constructive criticism of the demo to make tweaks to gameplay, get a grip.

Quote- The question asked was not gameplay related  (i.e. Aesthetics, Story, Audio, etc.)

This was posted by [REB] Trigger for one of the reasons why he won't be answering your questions. Read the first posts before typing.


-Now Rebellion staff members,

I've read the concerns of some of these posters, I feel the balance is pretty near perfect. Most of the complaining is due to inexperiance of the game. The Predator Heavy attack is done well, the audible roar before the attack should serve as a large light bulb to throw a light attack, the pred attack can be defeated. Changing the combistick to a melee weapon will throw the delicate balance off, so I say keep it as a ranged weapon. All ranged attacks make sense, nearly perfect. However the pred disc, I can see why that is overpowering, it does leave the predator open to attack while he is aiming the disc. I'd say give it more time until the flaws of the weapon will be seen. A cool down effect would be a good idea, but players have been unable to figure out that maybe trying to sprint to the side of the predator woudl be a good idea while the disc is in flight.

The balance is amazing because as a pred I can't just run up to a marine and smack him around, I actually HAVE to be stealthy in order to do great for both species. Players go into the mind set and play to movie accuracy, in that regard, you have achieved your goal, aliens actually use the walls and stick to the dark.

About the Alien vs Predator melee, I think that's fine as well, some players dont utilize the aliens movement well, or not try to go on the wall/ceiling to tail the pred, like I said, I'd hold off on these changes.

Only things that can be questionable are:
1. Disc cooldown (I would wait a while on this one, until people start to figure it out)
2. A possible audible hiss for the Alien heavy attack. (sometimes its hard to make out the animation and the range on the tail is quite devastating, it needs to be caught early) a hiss would be great. OR no audible noise from both species, make sure you read the movements, and there could be a noise at the initial strike.
3. Depth perception, seem your out of range with melee attacks, but your not.

-Good Work, I truly wish this game does well because we'd love nothing more than more AvP games.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: richer on Feb 11, 2010, 01:35:30 AM
Quote from: Inferno on Feb 11, 2010, 01:19:44 AM
you guys are literally killing me with these questions that are NOT gameplay related. Post somewhere else, most of these questions are about things that have already been talked about. Yes thats the final weapons count and ablities...we have not seen anything different. NO there wont be any skins of original cast members (hicks, vazquez) due to copy right issues. They want constructive criticism of the demo to make tweaks to gameplay, get a grip.

Agreed!

How are they going to add new weapons etc less than a week before the release? This game has probably been completed and being packaged since christmas so we aren't going to see game changing additions like new modes, weapons or even skins added to the disc.

Now questions.

Will the predalien be in DLC?

Will the hunter edition content be available for download? (im in canada and you didnt give us the hunter edition)

How is the ranking system going to work?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: MikkoM on Feb 11, 2010, 01:48:29 AM
PLEASE do NOT make the marine any more powerful in melee!

If the marine is made equal to the predator and alien in melee, the alien looses any advantage that it has over the marine. (As the alien is a melee only creature, but the marine has long range weapons too.) Not to mention how stupid that kind of a change would look/feel in the game. The alien is supposed to be "the most deadly species in the universe" and yet a simple human marine can beat it in melee combat. Yeah really deadly.

I would personally even remove the marines blocking ability, so that fighting a melee battle with the marine would be as desperate as it should be.

Will the controls feel more responsive in the full PC version? I sometimes find the controls to react somewhat poorly in the PC demo, and this occasionally leaves me feeling a bit frustrated. Especially the alien's tail attack is sometimes a bit strange.

Many ultimate PC fan boys are complaining about the lack of a crouch in the demo. Will crouch be in the PC version of the final game?

Will the aliens have enough speed and intelligence to be challenging opponents in the PC version`s single player marine campaign?

Will there be limited saves in the single player campaign like in the first AVP game? Personally I liked the idea of limited saves, because the atmosphere that they created to the single player game was awesome.

And by the way, the predator is certainly not over powerful.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DoomRulz on Feb 11, 2010, 01:51:46 AM
Guys, enough with the questions about a crouch button. Rebellion has already said, there will not be one.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Malachi on Feb 11, 2010, 02:03:59 AM
Hi there

I have just one question , will the final product be optimized on PC ?
my system are

Win 7 Ulti 64bit
E8500
ATI 4870X2
4GB DDR2 1066

I can run all games on 2560x1600 maxed setting , no AA or AF smooth , but I cant do it on the MP demo  , its a bit choppy

so I was hoping will it be more optimized ?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: AJMARTINecu on Feb 11, 2010, 02:07:14 AM
Hello I loved the demo and here is my question
will the shoulder gonna be fixed cause sometimes It seems like it doesn`t shoot, same with mines..
Is the disc gonna be fixed and will it use energy to make it more balanced? 
=)   I love the game
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: bos45redsox on Feb 11, 2010, 02:08:52 AM
1. Are there any plans to make the flame thrower cause more damage?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: psychoanomaly on Feb 11, 2010, 02:17:10 AM
Quote from: richer on Feb 11, 2010, 01:35:30 AM
Agreed!

How are they going to add new weapons etc less than a week before the release? This game has probably been completed and being packaged since christmas so we aren't going to see game changing additions like new modes, weapons or even skins added to the disc.



Of course they won't be able to add new weapons this soon before release. What I'm asking is whether or not they will include more weapons via DLC. I'm hoping that this prospective DLC will consist primarily of new single player missions coupled with new weapons (or old weapons from the originals).

I simply want Rebellion to hear my voice, and this desire, I believe, is mutual. A lot of fans miss the iconic weapons of the original games. We would love to see some of these in future DLC.

I know a lot of you think that these weapons would destroy the balance of the game... well, did they in the previous installments? And who says that the weapons released in DLC would even be available in multiplayer? Personally, when it comes to the Marine, I think that adding the heavier weapons of the game (minigun, rocketlauncher) would not destroy the balance. With the minigun, you would not be able to move while shooting, and it would be very inaccurate, making you extremely susceptible to melee attacks. As for the rocketlauncher... slow reload times = death. The Predator weapons would be slightly harder to implement, but it would be possible. Perhaps certain weapons, such as the speargun and netgun, would have very low ammo (in multiplayer), or, better yet, can only be used in certain modes (Predator Hunt, duh!). This applies to melee use of the combat stick as well (which we really miss   )

And seriously guys, you can't tell me that you don't miss the shear awesomeness of these weapons! Since when has multiplayer overshadowed the ambience, uniqueness, and fun-factor of the single player experience? The Predator weapons from the first two installments are some of the most exhilarating tools you'll ever find in a game. They belong in the DLC. They would add so much to the single player experience, and would be relatively easy to incorporate into multiplayer (only available in Predator Hunt, and Survival Mode - that is, if Rebellion decides to allow the use of a Predator in this mode)

So, my question stands. Rebellion, have you guys considered adding new weapons and missions via DLC? If not, (and I know my voice means little alone, though I do not think I am alone... not by a long shot) please consider it. I've heard the Alien and Predator campaigns are rather short, so more gameplay and weapons would be an EXCELLENT addition via DLC.

And an option to use the Predator in survival mode wouldn't hurt either...  ;D
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Saberous on Feb 11, 2010, 02:19:35 AM
Hello

Will the smartgun ammo be upped? 100 rounds goes really quick. 300 mag would be a nice size for that gun. considering the pulse has more on spawn

Will the pulse rifle be equipped with a one grenade on spawn?

Will we See like a fall back/evac mode similar to infestation. Where the marines are trying to get to the safe zones. final zone is getting to a apc/dropship something like that

It would be sweet if they had the hive from the movie aliens and the colony Hadley hope as maps. Hopefully rebellion will release mapping tools so we can make them.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Bio Mech Hunter on Feb 11, 2010, 02:28:14 AM
Hi, [REB]Trigger. Welcome to AVPGalaxy.net! Thank you so much (and the rest of Rebellion) for taking the time to interact with the AVP community. It's greatly appreciated and it shows how much you guys care about the fans (I'm loving the demo!).

I have a string of questions and I do realize some of my inquiries have already been asked. I didn't get the chance to read through all the posted comments, but I figure the squeaky wheel gets the grease, right? Anyway, I'm going to list out my inquires as it's the most efficient way for me to do it:

Will the Smartgun & Plasma Caster's sfx be changed to accurately reflect the films (Aliens, Predator 1/2 respectively)?

Will Survivor Mode allow players to tweak the options so they can also play as Aliens or Predators against AI Marines or AI Predators and not just only as Marines against AI Aliens? If not, would it be possible to include it later on as an update or DLC (like a new Skirmish Mode)? As awesome as it was, being limited to only playable Marines or Predators against only AI Aliens in the old Skirmish Mode for the original '99 PC game was quite irksome. Now, it's simply just the Marines as the playable species and I want take on more than just AI Aliens.

Finally being able to throw the Combi Stick is fantastic, but not being able to use it as a basic melee weapon in place of the wrist blades for swiping and stabbing motions is quite bizarre. Will that be addressed?

Will the Marine be updated to include their Infra Red vision from Aliens (not the night vision from previous games)?

It's a bit weird that the Marine cannot ADS with the Pistol, Shotgun, or Pulse Rifle. Will it be included later in an update? Also, its bizarre that (at least the Marine and Predator) cannot crouch. Why won't it be included? 

A lot of us were highly anticipating being able to use the weapons/abilities from the films, particularly with today's tech (such as the Predator's Net Gun or the Alien's acid spit; for a couple examples). Will any of them be included later?

Will the Alien be able to grab an opponent while clinging to the ceiling (or wall, even) and carry them up to gruesomely finish them off like the Stealth/Trophy Kills?

Would it be possible to release SDKs to the community?

Will the ability to forcefully remove a Predator player's bio mask be included? Also, the Predator's trademark natural thermal vision?

Myself and many others were really bummed to hear Monolith's epic Alien Life Cycle Option from AVP2 is not included. Would you consider including it in an update or DLC?

Will the Predator's zoom function be corrected to accurately simulate the "flash zoom" effect from the films?

Will the Predator's distorted hearing (ambient noises, heartbeat, voices, etc.) be corrected so it's more like the films?

Thanks again for getting involved in the AVP community!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: warchant-D on Feb 11, 2010, 02:40:49 AM
Hey Eric, sup man, thanks for your time!!!

couple simple questions about particular gameplay issues I was curious about...

-Why has the grenade launcher for the marine been toned down in terms of distance and accuracy?

   i.e. - in the first two avp games the grenades would travel much further and pretty accurate to where your cursor was aimed even at fairly distant ranges. I noticed in this versions demo, the grenades would merely lob out of the gun. While this isn't exactly a dire concern, it has somewhat hampered the marines disposal of any long range explosives, (being there isn't any rocket launcher, or grenade launcher) as it creates almost impossible situations to shoot any explosives down any long  narrow corriders since the only way to do so is to aim up which in turn causes the grenade to just hit the ceiling far short of intended target.

-what exactly was the reasoning for not having the combistick capable of melee, or will it be in the future?
  -maybe if for future DLC it could simply work similar to the dual wristblades, while in hands, in terms of melee execution...light attack-swipe with spear(same damage as wristblades light attack) / heavy attack- lunge stab-(same damage as heavy WB attack). However where it would stand out would be in terms of stealth execution kills. If wristbaldes are out as they are with any other weapon, a stealth kill can be done, but when the spear is in hands , blades are detracted and instant kills therefore can't be executed, however the player could still execute a finishing kill simply by throwing the spear into the victim, while stunned or not. This would do a good job in setting the benefits of the two melee weapons apart (wristblades:simply hold button to execute, but no distance/ spear:distance, but must hit moving victim and must retrieve)

Thanks for your time!!!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: mum on Feb 11, 2010, 02:46:24 AM
I had to stop lurking for this, what an opportunity! So the two questions that i really want to ask are...

    -If the number of player respawns can be limited in multiplayer. (to 1 for really intense matches)--- Now that the game is out i can see that this is not an option, is there a way that it can be added? I think it would add another dimension to the deathmatch style modes.
     
    -If there will be more multiplayer modes (Evac etc...) for DLC in the future.

   

Thanks for your time!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: BaconBits on Feb 11, 2010, 02:54:11 AM
First off Welcome.
1. Will the flame throwers damage be up-graded? it doesn't seem to do much.
2. Will the Alien be able to do A head-bite without initiating a trophy kill or stealth kill like in the first one?
3. I think the trophy kills are wicked but there really slow?
4. Will there be flares in the full game (in multiplayer) because i think the marines need more light or the Image Intensifier would be nice?
That's all i can think of right now.

Keep doing a good job you guys love the demo.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Inglorious on Feb 11, 2010, 02:55:12 AM
First let me say thanks for posting on this forum. I've been a diehard fan of the Alien and Predator films (not counting Resurrection or the first AVP, the less said the better) and have been around since AVP News and playing AVP Gold endlessly. Let me congratulate you and your fellow team members for more than surpassing Monolith's less-then-balanced sequel, and delivering the game that comes closest to the cinematic experience we have been wanting. Plus for including the Spear and letting us be able to throw it. I remember from day 1 we wanted the Spear, and we wanted to be able to throw it. Thanks.

Gameplay wise I think it's a very balanced experience. My only complaint would be that the Flamethrower feels very underpowered. Other issues could be related to lag in the match making system; such as turning around and facing a guy, and he's still able to pull off a Stealth Kill. Plus sometimes playing as Alien and pointing at a surface you want to jump onto, and it doesn't happen until you've hit jump multiple times.

I would like additional game modes in Multiplayer. I'm sure your team is familiar with Team Fortress 2 and it's many modes of play. I would like to see at least one additional team-based mode. Preferably an Objective-Based Mode that is specific to each species. Such as the Predator's need to pick up fallen weapons, kill a queen, destroy complex. Marines need to seal off complex, retrieve whatever, etc. And Aliens need to do a little bit of both. I think that would inspire a great team-based atmosphere.

PS: Please release Map Making tools. Thank you.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Architect3D on Feb 11, 2010, 03:02:55 AM
Hi Eric, These are suggestions rather then questions. Only vice is it feels clumsy compared to the original :(

ALIEN

1. Wall walk toggle button should be the same as original.

2. Allow for Stealth kills "ABOVE" enemies.
(does not feel like an alien when i have to touch the ground behind an enemy.)

3. Allow for Head bite cross hair.

4. Single hit original AvP Tail Kill.

MARINE

1. Constant Sprint. Must Stop for accurate aim.

2. Guns need more POWER, head shot instant kills?

PREDATOR

1. Haven't played the predator there's a limit???

MENU
Awful menu sound. Disable Audio Auto detection in game rooms or mute.

thanks for reading.. great work with the game, will pick it up as soon as it hits the store.

Please consider a SDK release.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Shardik on Feb 11, 2010, 03:14:23 AM
I am unsure as to whether this question has been asked or not but it is with reference to the stealth kill mechanic. I have seen within the demo that this mechanic can end up pulling people back and forcing them into said mechanic even when they have made their way out of range of the alien or predator preforming the mechanic. This might be them running away from the mechanic or a predator jumping to a entirely other plane and then the mechanic making the predator magically appear in-front of the player performing said mechanic and  having  the stealth kill perform itself. Personally I hope this mechanic will be fixed for team death-match to be good. A timer might be put in to effectivley prevent this and make the mechanic a tad harder to pull off. Shorting the distance that is needed for it to be pulled off would also help
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: EIVEO on Feb 11, 2010, 03:19:32 AM
Probably the only demo I've played numerous times, can't wait for the marine campaign & skirmish mode. In my opinion the pulse rifles shape is a bit off but other than that the game looks spot on.. Does anybody know the official release date for the UK? I've seen both the 19th of February & the 26th... which is it?     
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: spacebug on Feb 11, 2010, 03:22:49 AM
Are there female marine skins for multiplayer?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sylizar on Feb 11, 2010, 03:41:55 AM
Would it be possible to make a DLC gameplay mode similar to VIP, in this case, it would be a team of Marines or Predators vs. a team of Aliens with a player controlled Queen? Of course, the maps would have to be larger, and possibly gametype specific, but it would pretty cool.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: armonster95 on Feb 11, 2010, 03:42:53 AM
2 questions


1. predalien is it a skin or possible dlc soon please if the latter

2. will the hunter edition be available in canada
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: darthmaul1 on Feb 11, 2010, 04:14:18 AM
Will the hunter edition be availible in canada? and will the predator be slowed down slightly so he can't catch a running alien.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Serial on Feb 11, 2010, 04:22:10 AM
Will there be a mute button to turn mic voices off?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xenomorphine on Feb 11, 2010, 04:32:37 AM
Having people thanking a games developer for participating in a forum I help moderate is slightly weird, when they've got the same name as me... :D

Quote from: spacebug on Feb 11, 2010, 03:22:49 AM
Are there female marine skins for multiplayer?

Someone already mentioned they've seen one. Possibly more than one.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Euqrilius on Feb 11, 2010, 04:32:49 AM
Hi, I have a question regarding the multiplayer part of the game and the future DLC. I have heard and looked into your original work for the first games and how you had the modes Evac and Overrun which are not available in the new version.

QUESTION: I was just wondering if you will consider releasing these modes or other multiplayer modes in future DLC?

I know that you used the time to polish what you guys made and I was just wondering if you would use any or your post-dated release time to add these modes or possibly even addition Single Player story?

Thanks for considering my question.
Euqrilius
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Spectre on Feb 11, 2010, 04:40:42 AM
Quote from: Xenomorphine on Feb 11, 2010, 04:32:37 AM
Having people thanking a games developer for participating in a forum I help moderate is slightly weird, when they've got the same name as me... :D

Quote from: spacebug on Feb 11, 2010, 03:22:49 AM
Are there female marine skins for multiplayer?

Someone already mentioned they've seen one. Possibly more than one.

only one female skin is what I heard...
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xenoligiost on Feb 11, 2010, 04:54:23 AM
welcome to avpgalaxy first off.
second, is ther a way to disable the aliens from atoumaticly crawling on walls? im used to the first to games wher eyou hold shift or whatever you set as the hot key, i find it much simplier to decide to crawl on the wall.\ when i want to not when i run next to it and i just pop onto the wall
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ILikePredatorStufflol on Feb 11, 2010, 05:10:44 AM
Hello!
yea i got a question ahh is there gonna be any avatar awards like  a facehugger or plasma caster i think the plasma caster could be sweat if it fired and ur avatar was lyk Wooo! lol and if the smartgun would sound like the Aliens one it would be beterrr one sound atm isnt realy alien like sounding ish
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sexy Poot on Feb 11, 2010, 05:21:09 AM
This is cool. I too would like to know if it is possible to just hold down a button to wall crawl. Having it on AUTO makes things ALOT harder than they have to be. So my question is "Is there any way to turn AUTO wall crawl off" or "is there a possibility that there can be an update o do so?" Thanks.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 11, 2010, 05:39:16 AM
I think like a few people have said, the auto wall crawl is annoying...I saw theres an option to enable auto transition, maybe have an option to turn off auto wall crawl....gives the player a bit more freedom in how much control they want in the game.

Cheers!

Valheru
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: affinity on Feb 11, 2010, 05:41:01 AM
will the full version have NO RESPAWNS option for Deathmatch and Team Deathmatch Multiplayer modes?    And if not can it be added in a future patch?

I pressed triangle at the species select screen and there was a list of options you can tweak (well of course you can't change them in the demo. 

But there doesn't seem to be a No Respawns/survival option for those who want all players to have 1 life in the deathmatch/team deathmatch. )   Is Rebellion already committed to providing that option for hardcore ultimate AVP survival and team survival fans out there?   1 life does encourage more caution, stealth, and teamwork than respawn based matches do.   I know some matches likeInfestation work better with respawns.  But Deathmatch and Team Deathmatch can provide two more modes just by simply having a no respawns option or # of Lives select option.


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: windebieste on Feb 11, 2010, 06:01:32 AM
"SDK/Source Code... I think it was said in some interview looong ago that such things
were not possible but you might think about it again later on... Anything changed ??

Is it... Certain, Propable, Possible, Doubtfull or Extremely unlikely that we get those  ??
" -AJL.

I'm with AJL on this one and while I know this isn't directly related to gameplay, the modding community has been influential on extending the longevity of past 'AvP' titles.  So, will we ever see the release of the the SDK for this game?  ...or should we - as modders - just forget about it and move on?

I know how long it takes to create custom content for a game so I really would like to see the tools  released earlier rather than later.

I'm not the only modder interested in investing significant amounts of time and energy to create custom content for the game but at least some concrete information either 'yay' or 'nay' has to come forth at some time in the near future.

So please, are we gonna get the SDK or not???

Thanks for coming online to answer our questions.  I am sure everybody appreciates your time and effort.

-Windebieste.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: visagepoissons on Feb 11, 2010, 06:07:24 AM
Quote from: Sexy Poot on Feb 11, 2010, 05:21:09 AM
This is cool. I too would like to know if it is possible to just hold down a button to wall crawl. Having it on AUTO makes things ALOT harder than they have to be. So my question is "Is there any way to turn AUTO wall crawl off" or "is there a possibility that there can be an update o do so?" Thanks.
We already have that... Hold down the middle mouse button with auto transition off. Let go to stop wall auto transitioning and tap to drop back down.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: affinity on Feb 11, 2010, 06:34:15 AM
Quote from: Spectre on Feb 11, 2010, 04:40:42 AM


Quote from: spacebug on Feb 11, 2010, 03:22:49 AM
Are there female marine skins for multiplayer?

Someone already mentioned they've seen one. Possibly more than one.

only one female skin is what I heard...
[/quote]

this makes me wonder, why don't they just make all of the Marine skins/models used in the story as playable/chooseable skins in the multiplayer?  What about Tequila, and those guys in the dropship during the Marine story intro?    I'm sure there are more than 8 Marine skins used in the story.  Well I'm not complaining about the 7-8 Marine skins we're getting, I already have the game pre-ordered for the extra 3 skins (Alien, Predator and Marine), just wondering if they might expand the skins through DLC, though I think they all should already be on the disk.   But as for DLC maps, yeah, that's important
cause of course maps are the lifeblood of Multiplayer variety.   But Skins is an awesome feature too.  All games should have that feature,  even if there is no customization like Rainbow Six Vegas,  Skin selection is still a form of cool custom selection.

Timesplitters games offer skins of all models used in the story.   That's the only FPS series I know that does that.    And maybe Perfect Dark, but it's been awhile.   I'm not saying it's easy,

but I would imagine it's perfectly doable applying the story Marine skins into multiplayer, compared to creating new skins from scratch.

which brings me to another question, what has Rebellion done with the other Marine skins?  Are they going to be added to multiplayer in the future?  How many Marines skins are there total used in the story?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: AJL on Feb 11, 2010, 06:53:00 AM
Is there a way to mute mics in the full game ?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Omega1 on Feb 11, 2010, 07:03:40 AM
Welcome and thank you for taking the time to answer some of our questions Eric.

Just a few questions I know myself and a few others would like a bit of clarification on:

1. Crouch
In the demo it wasn't really all important missing, deathmatch being the only gamemode and all, however it is really something I would like have for single player and other additional multiplayer modes for the full game (especially for the Predator who uses mostly stealth which would make sense for him to use crouch quite a bit).

2. Predalien
I know the Predalien is in the game as some sort of boss, however it would really be missed if one couldn't choose it at least as a skin for the aliens in multiplayer. Any chance this could happen in a patch or DLC?

3. Flamethrower
This weapon is surprisingly weak in the demo and it would be nice to know if the devs have put any thought into tweaking the damage ratio for the final release.

Would appreciate if you could shed some light on any of these questions.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Serial on Feb 11, 2010, 07:09:24 AM
Quote from: AJL on Feb 11, 2010, 06:53:00 AM
Is there a way to mute mics in the full game ?

This.

Also, are there plans to make the current preorder skins be available as purchasable DLC later?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: private pyle on Feb 11, 2010, 07:12:19 AM
Eric Id like to take this time to welcome you to the cummunity, and to just say to you and all those at Rebellion, thank you. Thank you for this game and I, for one, reallly love it, and have no huge complaints that keep me  form enjoying the awesume-sauce that you guys have created. Granted Ive only played the demo but im confident this one is going to be a winner for you guys.

Keep up the good work!


...now reward me for my brown-nosing with lots of DLC... just kidding  :P...maybe...
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Space Sweeper on Feb 11, 2010, 07:19:14 AM
Hello guys, welcome to the AvP community!

I have to ask- which aspects of the game were inspired by the first Alien film? Possibly an Alien Giger design skin?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Happy Alien on Feb 11, 2010, 07:19:38 AM
Well, firstly, thank you for taking the time to answer questions. You usually only see iPhone devs doing this sort of thing most of the time.

And while nothing bothers me that much, i do have one or two things to ask about, but none of them are major. Will there be the chance to attack while getting up in the full version?

Apologies if these have already been answered, and while they are minor, i felt i should include them in the same post as thanking you for answering the questions so as not to take up space.

:)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: AMC_Duke on Feb 11, 2010, 08:12:55 AM
Nice to see that the developer care for the community !

I have only 1 question will you buff the Flamethrower in the retail version because it seems like it does nothing in the demo  ???

greetings !
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: swanhawk on Feb 11, 2010, 08:15:49 AM
Hello and thanks for taking the time to answer our questions
I only have one gripe Pulse rifle flash does need to be toned down close range targets can be imposible to track
Otherwise I can't wait to get my hands on the game based on the demo it looks awsome coodows to you guy's
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: mavox1 on Feb 11, 2010, 08:40:19 AM
hello, and welcome to the forum...i have a few small details that i dont like about this game, BUT what it comes down to is that i personally dont have enough controller time to bitch about the gameplay elements

some of the issues could def be addresses with the next installment or DLC imo are..

1) sound fx. MANY of the effects are spot on, but others are just way off or completely vacant. i understand your potentailly catering to fans that span over 5 movies or whatever, but things like the smart gun are just wrong. the pulse rifle is close, but just enough to make it wrong too..lots of others, but whatever. this game still delievers for the most part here

my question concerns DLC:

are their any DLC plans to have a predator survivor team holding off swarms of aliens? that type of team would require MUCH different strategy imo, and could potentially be more difficult considering the pred has no rapid fire range weaponry. i hated the AvP movies, but that scene atop the pyramid with the swarms of xenos was cool..i realize that from a processing stanpoint those type of numbers are impossible, BUT something similar would be cool...even the self destruction timer on the last pred standing could be strategically detonated to render more kills :'(

another idea could be a coop predator mission "terrorist hunt" type objective game were preds compete and/or move through a map to capture kills. the enemy AI spawn could be random like left 4 dead

this mode could prove interesting b/c as a competitive option, the preds could spawn on the opposite side of the map, racking up kills until ultimately crossing a human controlled pred at some point.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: mavox1 on Feb 11, 2010, 08:54:48 AM
guys the flamethrower would be almost impossible to balance in mp, its just it has such a wide range that if it inflicted ultra realisitic damage it would be overpowered. thats the problem when you have a weapon thats doesnt require accuracy, but deals incredible damage-overpowered.

then everyone jumps in this thread "rebellion, tone down the flamethrower!!!"


the only thing i can think of is to restrict its fuel
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: SPECIAL FORCES on Feb 11, 2010, 08:59:01 AM
hi!!!

1...crouching (can hide better behind objects-crates when suddenly you realize a pred has a lock on you and to avoid a headshot and fight back)

2...always walk/run button


thanks!!!!!!!!! :) :) :)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Hive Tyrant on Feb 11, 2010, 09:00:34 AM
THERE WILL BE NO CROUCHING. Rebellion confirmed. Now stop asking about it.

About the flamethrower; if it dealt realistic damage it still wouldn't do much to Aliens, so it'd only work against Predators, which I am perfectly fine with.  :D
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: webley13 on Feb 11, 2010, 09:06:47 AM
why is predators focus mode in "normal vision" not as good for pounce as it is in other visions?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: S.Y.L on Feb 11, 2010, 09:07:18 AM
Quote from: Hive Tyrant on Feb 11, 2010, 09:00:34 AM
THERE WILL BE NO CROUCHING. Rebellion confirmed. Now stop asking about it.

we`ve said about the SDK/tools several thousand times as well but that doesn`t seem to have gone over either ;)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: RubberChickenMan on Feb 11, 2010, 09:09:20 AM
First of all welcome to avpgalaxy

I have just one simple question. (spoilers)

We all know there are some Ripley references in the game when  Karl Bishop Weyland talks about her facing the xenomorphs 3 times.

Will there be some references on dutch or Harrigan from the 2 classic predator movies?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 11, 2010, 09:12:46 AM
A reminder: This thread is for questions for Rebellion regarding gameplay ONLY. If you have a comment regarding someone else's question or regarding Rebellions answers, please discuss them in another, relevant, thread (preferably an existing one).
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kroenen77 on Feb 11, 2010, 09:30:05 AM
I would be happy to see a pic of the facehugger from the hunteredition.Wanna look how big it really is. ;)
And I have a question about the Predatormasks in the MP or SP:
I´ve seen in the combatmovestrailer,that the Wolfbio from AVP2 is still in the game..but whats with the Celtic,Copper and the golden Predator 2 mask?
And a question about the storymodus:How long is the marine,alien and predatorstory really?The Reviewers talked about a very short Alien and Predatorstoryline.Thats right?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: tommacool on Feb 11, 2010, 09:48:40 AM
Will there be dedicated servers for the PC?
The muzzle flash lightning is too big so when I am shooting I cant see anything. Will this be fixed for the PC?
The marine walks too slow, even his run speed is too slow. Will this be fixed for the PC?
Will you release the "code" to the mod community for the PC?
Will there be more graphics options than the demo has for the PC?
Will the single-player aliens A.I spawn randomly like they did in AVP 1999 or will it all be scripted events (like AvP2 had)?
What engine did you use to create AVP?
In single player will you be able to dismember limbs from aliens A.I with pulse rifle like the 1999 version?
Will the facehugger kill you as fast as in 1999?
Will you improve the strenght of the flamethrower? I cant kill anyone with it in multiplayer.

That was all! I loved your 1999 pc game, I am still playing it. I hope this new game of yours will live in a long time
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Noodle on Feb 11, 2010, 09:49:54 AM
Wow, I don't think Eric knew what he was getting himself into when he agreed to answer questions for this site.

As for MY question I was wondering how the survival mode works in terms of:
* Getting guns and ammo, more specifically if there's a point system or how the items will re-spawn etc.
* If there is some sort of ranking with the amount of time that you survive or how many kills you get?
* Will there be a round system or some sort of elapsed time or something to know how long you have survived for?
* What aspects will the A.I. increase in as you get further? Numbers and different types of aliens obviously, but will they increase in things like strength, speed, dexterity and will they evolve their tactics accordingly to how your team plays and how far you get?

If you get around to answering my questions or not I'm glad you are putting in the time to communicate with your fan base to an extent that game developers before you wouldn't even consider.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 11, 2010, 10:22:39 AM
The alien cab see through walls and highlights targets that are within about twenty meters; however when in the same room as enemies, shouldn't the alien be able to see them highlighted across the room (with no wall interference)? To perhaps phrase that better: When there is a wall in the way, the aliens "pheromone" vision is reduced to 20 meters, but when there is no wall in the way, the range be at least increased to about 50 meters?
Would this be something possible to accomplish? If "yes," would it be something Rebellion is willing to look into?

In the Demo, the range of heavy attacks seems to be very large, hitting targets that [should be] well out of range. Is this a hit detection problem as a result of the demo's pre-release code, or is it deliberate?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The Demon on Feb 11, 2010, 11:29:57 AM
I had a question about skins, what can you tell us about the skins?

And is their customizable skins? And if their are, does that work for online and single player? And do the the skins in general works for single player?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: provost on Feb 11, 2010, 12:25:17 PM
Hello,

Devs should do what you do and it should be mandatory, but it's not, and still here you are. I respect that alot and all of us here appreciate the gesture.

Here goes: Rebellion worked on the first AvP, people still plays AvP (gold) despite it being a 10 years old game.
What made you switch from Gold's gameplay an insanely fast paced multiplayer to a more tactical approach? What made you say, " we think this is the right recipe" ?

Thanks!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: OnkelMonty on Feb 11, 2010, 12:50:27 PM
How many diffrentn types of Aliens are in this game?
And,are there other unknown types of monsters?

(excuse my embaressing english ^^)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: grake69 on Feb 11, 2010, 12:58:01 PM
will the alien be able to pounce on marines/preds like the one we saw in the Marine's trailler? I mean to knock them over. That would be awesome. Thank you for answering the questions.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Reaper1994 on Feb 11, 2010, 01:09:55 PM
Will the maps of the hunter edition be available later on a dlc and what will the dlc include?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: BWHuntress on Feb 11, 2010, 01:16:06 PM
Hi there :)  thanks for this Q&A!

My question is about the Predator arsenal - any chance of getting some additions via DC?  The speargun is obviously a fan favorite and I think a lot of people are surprised it wasn't included in a game with such a robust physics engine.  Seems tailor made for things like pinning people to the wall!   :o
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eldritch on Feb 11, 2010, 02:51:54 PM
Quote from: Reaper1994 on Feb 11, 2010, 01:09:55 PM
Will the maps of the hunter edition be available later on a dlc and what will the dlc include?

This has been answered a million times in various interviews. Yes, they will be available later as buyable DLC. The DLC contains the maps of the Hunter Edition, you just answered that yourself  ;D (Machine, Hive, Outpost and Docks; I think the first two are Survivor maps while the other two are "regular" MP maps, but I can be wrong, so do not take my word for it).
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 11, 2010, 03:43:31 PM
This thread is for asking questions regarding AvP gameplay for Rebellion ONLY.

If someone asks a question that has already been answered, respond to them via PM. This thread is not for discussions. We appreciate your help in answering these repeated questions but we ask that from now on you respond to people via PM to inform them.

This thread is for gameplay questions for Rebellion, ONLY.

Thank you.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Rem on Feb 11, 2010, 03:59:11 PM
Hello Eric welcome to AVPGalaxy

My question concerns the Marine,will we be able to turn off the aim assist/auto aim in the final product? It becomes annoying when you're trying to fight 2 people at once.

I.E counter an alien,knock them down,then try to quickly turn around to kill an enemy behind you that tries to go for a stealth kill.

It becomes annoying when the aim assist/auto aim locks on,and it also makes kills a little bit just too easy

Also will the muzzle flash from the Pulse Rifle be toned down? When i fire i can barely see anything,so i end up firing in burst,but by then I'm already dead.

Thank you for your time.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Nicous on Feb 11, 2010, 04:39:33 PM
Hi Eric, my name is nico and i from of Brazil, so sorry for the bad Inglish.


   I really want to say i'm happy about the demo and the gameplay with marine and predator, but the gameplay as an alien is very hard, i mean, its not a easy thing to learn how the thing works with alien. I really want to know if rebellion have intetion to change something about the gameplay as an alien..tutorial in game...etc...


P.S: Sorry again for the bad inglish XD
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 11, 2010, 05:04:27 PM
We are locking this thread for the time being to give Rebellion a chance to go through and answer your questions. The thread will be open for posting again soon after Rebellions next response. Thank you for all your participation, and start thinking of new questions in the meantime!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 11, 2010, 05:09:23 PM
Hi All,

Thank you for taking the time to post your questions, we are pleased to see so many responses in such a short space of time!

The shear volume does however creates its own problem, so for now we will try to answer around a forum page worth of questions per day (starting from the top). 

So, on to the questions!




Quote from: webley13 on Feb 10, 2010, 10:25:02 AMwill there be a class building aspect - i.e. defining your loadouts instead of picking them up old school?

will the ranking system unlock more than just skins?

AVP was designed to operate as you have seen in the demo – with weapon pick ups placed around the environment for the Predator and Marine.  One of the many reasons we did this, was because we felt this allowed us to go further with the balance of the weapons, rather than allowing anyone and everyone to spawn with the smartgun (for example) as a class based system would allow, and consequentially requiring us to tone down the damage.  The ranking system will only unlock skins, but is also there to provide you with bragging rights as your rank is displayed at all times.


Quote from: webley13 on Feb 10, 2010, 10:25:02 AMwill controls be any different on the pc version than they are now in the demo (i.e. preds jumping indicator)

The default controls in the main PC version will be the same as they currently are, and the mechanics are also the same as seen in the Demo, with regards to focus mode.  There is of course the option to re-map your key bindings should you prefer an alternate method of control, and it might even be worth sharing key bindings amongst the community if its felt that there is a better "sweet spot"!


Quote from: webley13 on Feb 10, 2010, 10:25:02 AMwill the dedicated server allow for admins to disable weapons and or classes?

Quote from: Ghost Rider LSOV on Feb 10, 2010, 10:31:17 AMOne of the newest concerns for the PC(I think) is the matchmaking only ranked games.
If people request for dedicated ranked games, can there be a change through a patch?

The Dedicated server final feature set has yet to be determined, rest assured that they are being worked on.

Quote from: webley13 on Feb 10, 2010, 10:25:02 AMwill it be possible to disable motion blur and head bobbing and swaying so its not so hard on the eyes if you play for hours on end?

An option has been added on PC to disable motion blur due to community feedback regarding this feature.  There is currently no option to disable the "head bob", and currently there are no plans to allow this to happen.  As a side note, Rebellion would like to encourage people to look after themselves, and take regular breaks when playing any Computer game.  Please take your health seriously  :).

Quote from: webley13 on Feb 10, 2010, 10:25:02 AMwill multiplayer scores show death counts, people like to go by K:D ratios to measure their success against those who just mindlessly "E" their way to the top of the score board

The main multiplayer leaderboards (which are accessible from the main front end) show stats for players, such as their K/D Ratio.

Quote from: webley13 on Feb 10, 2010, 10:25:02 AMand by the way - brilliant job with the 3d engine - avp2 had a clunky 3d engine and avp1 was good but just outdated

Thank you very much  :).  We would like to point out that contrary to rumour, the Asura engine is not a derivative of ID Tech 4 (or any other engine, ID or otherwise).

Quote from: DeStefano on Feb 10, 2010, 10:36:11 AMIs the game in Gold status?

With the game set to be launched in 5 days, you can assume that it has gone gold  :).

Quote from: DeStefano on Feb 10, 2010, 10:36:11 AMIs there any difference between Aliens skins? You see a Pretorian is bigger than regular Drone.So maybe they are not just skins,maybe different models or ??

All Alien skins in MP are physically the same size, although there is some variation in the dimensions of the head.

Quote from: Elude on Feb 10, 2010, 10:49:07 AMHow much larger will the maps of the full game be in comparison to the demo level? 18 players is quite a size for a tiny map like seen in the demo.

The Refinery map seen in the demo, is of course in the main game as well.  It did however, have tweaked weapon placements in order to allow players easier access to them, as well as being more optimal for 8 player matches.  It is infact, a 12 player map and in the main game has a different weapon layout.  To give a size comparison, our 18 player maps are larger than Refinery, and our 8 player maps are smaller than Refinery.

Quote from: HutzDani on Feb 10, 2010, 10:51:35 AMWill we be able to disable the auto-aim function in the final release ?

We assume this means what is being described on the internet as the "melee auto-aim".  Internally, we refer to this as the "melee impact distance".  To answer your question – no, this cannot be disabled as we feel it is an integral part of the experience.  Other games do melee by having a damage volume extend in front of the attacker at the time of the "strike" and anything within that volume gets "hit".  We wanted a more visceral, "in your face" style to the melee which once we had our prototypes up and running we found to be prohibitively difficult, bordering on the visually ludicrous without such a system.

For example, because of the speed that our characters move at (even a marine – sprinting) you would end up running along behind someone waving your arms at them ineffectually.  Visually, it looked like the ultimate Hunter was a bit of an idiot, not being able to predict where his prey was moving to in the world, and striking there.  Nor did a large damage volume give the visual impact we were aiming to achieve (imagine seeing Predator/Alien/Marine falling over dead from a swipe that didn't connect – indeed would more than likely never visually connect, because objects in 1st person, always seem closer than they are ;) ).  Ultimately we settled on our solution, as well as deciding that the melee combat should be more about executing the right move at the right time/in the right situation.  We believe and hope that with time, initial doubts will be overcome.

Quote from: HutzDani on Feb 10, 2010, 10:51:35 AMWill we be able to have a toggle wall walk option like AVP/AVP2 instead of Auto/ Button press ?

We do not currently have this feature in the main game or demo (as has been observed).   You are able to detach yourself from the wall (i.e. drop to floor) by pressing the transition button, whether you are using "auto transition" or not.  There are currently no plans to have the old system as an option to select.

Quote from: HutzDani on Feb 10, 2010, 10:51:35 AMWill the special MP maps that are included in some pre-orders become DLC at a later date ?

Whilst we believe this is the case, ultimately it is up to SEGA to decide – please feel free to ask them, they enjoy interacting with their customers!

Quote from: HutzDani on Feb 10, 2010, 10:51:35 AMThe issues with the LAMEthrower as i like to call it, will they be adressed ?

The flamethrower was always intended to be more powerful when opponents were travelling in a straight line towards the marine – however after seeing it go live in the demo we have since realised it is not currently working as desired and so are looking at potential fixes.

Quote from: nyce on Feb 10, 2010, 10:54:50 AMDoes Rebellion plan to release Mod-tools for PC, so we can make fresh content or mods?

This is a constantly evaluated business decision, and as such we cannot give you any more information beyond what we have already provided at this time.

Quote from: Shadestep80 on Feb 10, 2010, 03:12:07 PMMany of our customers would like to know whether the game includes German subtitles?

This question is not from the first page we know!  SEGA and Rebellion recognise that there are German speakers throughout the world who do not live in the country called Germany, and we would obviously like them to be able to enjoy our game in their native language regardless of where they live.  We have not sought a USK rating, and the game will not be on sale in Germany – but there should be a German language translation available on any copy of the game bought in the European region, on any platform.




For those individuals who had questions regarding what they perceive as balance issues (for any species) we would like to re-iterate that nothing will be changed until there has been an acceptable settling in period for the game.  Please keep in mind that the balance for each species exists across all game modes, and we would prefer to evaluate the reaction to the game as a whole, rather than just to the Demo, on one map and one mode.  As such, at this time we will not be responding to those questions – but there will be a point where we will.




Finally, as a "Brucey bonus" (sorry, quite an English joke and an old one at that) I have a potential work around for a bug that has been identified, and some information on the player movement statistics for you.  This information will also be added to the PC Readme.

First off, the bug.  As detailed here;

http://forums.steampowered.com/forums/showthread.php?t=1136309 (http://forums.steampowered.com/forums/showthread.php?t=1136309)
http://forums.steampowered.com/forums/showthread.php?t=1136882
http://www.avpgalaxy.net/forum/index.php?topic=28597.msg626888#msg626888

And in a few other threads around the internet, there are people who are not having the appropriate species being highlighted in the various vision modes the predator has on the PC version of the Demo.  We believe this is specific to having forced Anti Aliasing on within the driver settings.

It would be very useful if you could both check if this setting is enabled, and what the effect of disabling it are (if it is enabled) - we believe it should fix the problem.




Secondly, the player movement statistics.  I mentioned above that our players can move fast.  The movement speeds are as follows.

Alien - moves at 14m/s.  can sprint up to 28.47m/s.  In single player it can sprint for 3 seconds with a one second cool down between each use of sprint.  In multi-player it moves at the same speed, however the duration of the sprint is 4 seconds, but the cool down between uses is the same (1 second).

Marine - moves at 8.5m/s and can sprint up to 14m/s.  In single player he can do this for 3.2 seconds and in Multi-player he can do this for 4.2 seconds, both modes require a 1 second cool down between sprints.

Predator - moves at 10m/s and sprint up to 18m/s.  In single player he can do this for 1.4 seconds, and in multi-player he can do this for 2.4 seconds, both modes have a 1.5 second cool down.




Stay frosty  ;)

Cheers,
Eric
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 11, 2010, 05:27:37 PM
Thank you Eric! We all greatly appreciate what you and the Rebellion team are doing here!




To our members:


We remind you that this thread is not for discussion. Please discuss the answers given in another thread (preferably an existing one, if possible). This thread is reserved for questions regarding gameplay only.

We also ask that you do not ask questions that have already been answered (this includes SDK, crouch, aim-down-sight, and questions of the like).
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Shardik on Feb 11, 2010, 05:55:08 PM
Are you working on the obviously broken stealth kill mechanic by possibly having the player hold the button for a said amount of time or anything else to fix the obvious problems that are occurring with it like teleporting players back so it can be preformed?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Hive Tyrant on Feb 11, 2010, 06:02:38 PM
Thanks for the answers! Although... eh... darn. I want to say something about how "absurd" it would be to see an attack connect from a distance;

It happens. All the time. Might be due to lag, but I know I'm not the only one who has been hit by an Alien standing 5 meters away, swinging his tail into thin air and throwing me on my back anyway. I really, really have to say this since I know FOR SURE that Eric reads this thread, and ... well, yeah, would like it to be noticed. *shrugs* I'll turn it into a question: are you aware of this issue, and d'you reckon it is because of lag/high ping/etc? Since it's really killing the immersion for me. Now I really want the full game, just for the dedicated servers...  :P

If any of the moderators want to remove that statement/question from my post, go ahead.  :-\

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: dude63 on Feb 11, 2010, 06:13:48 PM
This isn't a avp related question but rather A rebellion developments question

Is there any word on another Sniper Elite, Rogue Trooper...Rogue Warrior (has sold around 120,000 u.s.). Any new ip's in development? Im sorry to put you on the spot. However, Rebellion usuallys has at least acouple projects coming out each year. So far this year we have avp and Free running (wii) coming out on the same month. I was curious as to what you guys are working on. Will a annoucement be made in a press release soon on the future of the company? 

In avp related questions:

What is your guys reaction to the gi review?

Do you like the reaction the game is getting so far from the gaming community?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: John_Kimble on Feb 11, 2010, 06:21:03 PM
It's great to have a Rebellion rappresentative giving us feedback. It's good to have news about the Pred Vision mode bug. I had the same problem and solved it by degrading my Nvidia drivers to 18.xx from 19.xx, thanks to a member from this forum who adviced me to do so.
Will try to update them again and remove forced Anti Aliasing, however my question is will this problem be fixed in the final release version? I'd much rather not remove the AA everytime i want to play AVP  :)
Thanks in advance!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Zephon on Feb 11, 2010, 06:46:56 PM
Hello! Thanks alot for devoting your time to answering our overwhelming amount of questions!

Has it been noticed by Rebellion that the persecution / revenge and more specificly, seeying the skull above the persons head all the way across the map, ruins the games immersion? Or not? Also, will this system be present in ALL the gametypes?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: X-SOLDIER on Feb 11, 2010, 06:47:23 PM
Thanks much for all the answers so far Eric, especially the race's move & sprint speeds at the end. I'm eagerly/patiently awaiting later responses (hopefully to my own question). It's nice to know that some concerns are seen directly by the team & being looked in to, and know the reasons for other changes.

Thanks!


X 8)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: TheHalfOrc on Feb 11, 2010, 06:57:28 PM
Hi
besides xbox Live and PS3 online will there be any split-screen or system-link in the final game?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: dude63 on Feb 11, 2010, 07:10:15 PM
Quote from: TheHalfOrc on Feb 11, 2010, 06:57:28 PM
Hi
besides xbox Live and PS3 online will there be any split-screen or system-link in the final game?

That would be awesome!!!! However, I believe Ikarop debunked this sometime back. It seems splitscreen is dieing...makes me sad. I don't know how well splitscreen would work for this game..beyond the survivor mode. Now that I think about that..ITS AWESOME!!!! ZOMG!!!!...
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: AL()EN on Feb 11, 2010, 07:38:59 PM
Hey guys! Awesome to see you here at AVP Galaxy! You guys are my idols!

Anyways, here are my questions:

Why does the queen look discolored?

Is there splitscreen?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: FrankO on Feb 11, 2010, 07:45:10 PM
I have two questions.  The first, why did you choose to make the alien have a longer Heavy-Attack charge than that of the Predator, even though the Alien is melee only?  Why have the Predator barely able to be stunned and have the stun effet on the Alien basically condemning.  I was just wondering why you chose this design route?

The second question, will you be looking into the melee hit-detection issues?  I have seen several times where an opponent has run from a battle, only for me to strike him down at fifteen yards away.  Conversely, I have been on the receiving end of this, once having died behind a wall.  If it is of note, my connection so far as I can tell was excellent, and all of the matches I have played in the demo seem to run perfectly smooth save for those melee issues.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Taner on Feb 11, 2010, 07:57:41 PM
Will you distirbute dedicated server software for Linux ?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xenodog on Feb 11, 2010, 08:02:12 PM
Will a trophy or stealth kill gain more XP in online modes?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kewhite on Feb 11, 2010, 08:11:04 PM
Hello,

Alien Wallwalking: Any chance of getting wall walking assigned to one button? (the transition button perhaps?) Its frustrating being automatically locked when walking down ledges.

Alien Jump I know this question wont be asked alot, however I would love to be able to assign jumping to the right stick press (on xbox/ps3) it would make the aliens gameplay much smoother, and currently the button isnt used as far as i know.

Predator Strength is rediculous. Ive read this one several times from others so far. just wanted to add in. His melee is stronger than the aliens. gameplay wise this makes no sense. there needs to be incentive for him to find his weapons. currently there is none, and when a player finally does have his weapons, he then has the strongest melee as well as the stongest weapons in the game. at least tone the melee down please. this isnt Aliens versus xmen: wolverine.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: WinterActual on Feb 11, 2010, 08:32:12 PM
Thanks for the answer of my questions.Another question that I have for you is - Is there XP earning in Survival mode,and if so how its earned? For every kill you earn XP or per wave ?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Jobe on Feb 11, 2010, 08:36:35 PM
Console Control Scheme - Are we able to customize all controls ourselves or are we forced to use pre-configured controls ? 

*please say we can customize ALL buttons*  ;D
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Ripleys Nightmare on Feb 11, 2010, 08:38:12 PM
Quote from: [REB]Trigger on Feb 11, 2010, 05:09:23 PM

The Dedicated server final feature set has yet to be determined, rest assured that they are being worked on.


Thanks for all the information and support Eric.

Does this mean the dedicated server will be included in the box on release day, or at a later date?

A little off topic,  ;)  but related to my dedicated server question, what ports will need to be open for hosting of a dedicated server?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Deathly_rYaN on Feb 11, 2010, 08:44:41 PM
How is the will weapon system work in survivor. Will each player start with different weapons or just the PR? Will players have to find the weapons(ex. Smartgun, Flamethrower, etc) on the ground or use points to buy them(like CoD:WaW)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: BSW624 on Feb 11, 2010, 08:45:09 PM
I only have one question and I apologize if this has been asked a lot, In regards to the Ranking system is it possible to go down in rank or is it more of a Call of duty approach, where you gain xp and level up but cannot decrease in ranking?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Chaos Lord on Feb 11, 2010, 09:16:21 PM
hey has anyone reported the bug when sometimes a marine dies it still fires its gun for about a minute or so
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Baasje92 on Feb 11, 2010, 09:21:04 PM
Will there be a longer cooldown for plasma caster and the disc or something, cause in the demo there are allot of predators spamming these weapons, wich makes the game get unbalanced.

It's unfair if a pred gets the disc he can already throw it when it just returned.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: z0diac on Feb 11, 2010, 09:22:30 PM
When can we expect official word on Dedicated Server Tools and Implementation?!?!?!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The Demon on Feb 11, 2010, 09:24:48 PM
Are the skins only for multi-player?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valthasar on Feb 11, 2010, 09:37:05 PM
Hi there.

Will Survivor Mode be in the matchmaking search list or invite from friends list only?

Thanks in advance.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: dDave on Feb 11, 2010, 09:52:17 PM
Big THX from me too, one of your german Fans :D ...Ive pre-ordered it already!!!




There is something i have to ask for. It was said that the Alien-Skins will be equally high, but what is with their individual abilities.. Ive read that the runner can spit acid and he is faster, is he? Whats with the other Types? Especially the Predalien, will it be playable?!




I hope this questions are ok. Anyway, thank you.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Nicous on Feb 11, 2010, 10:18:46 PM
Oohhh...I have a important question about MP

  The respaw spot can be blocked by another player? If yes, what is the distance ?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kvon17 on Feb 11, 2010, 10:23:20 PM
Quote from: dDave on Feb 11, 2010, 09:52:17 PM
Big THX from me too, one of your german Fans :D ...Ive pre-ordered it already!!!




There is something i have to ask for. It was said that the Alien-Skins will be equally high, but what is with their individual abilities.. Ive read that the runner can spit acid and he is faster, is he? Whats with the other Types? Especially the Predalien, will it be playable?!




I hope this questions are ok. Anyway, thank you.
all skins in multiplayer have the same abilities and statistics. However, it looks like there is a difference in the enemies of the single player campaign.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: TripleZeroFilms on Feb 11, 2010, 10:28:13 PM
Will the 360 have host migration (so that if the host quits the game continues)?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Darklarik on Feb 11, 2010, 10:44:55 PM
The first thing i want to ask is if the predator weopons will have a hit disactivation. for an alien, landing around 5 light attacks to drop a pred is hard, but on top the pred can hit you with a single hit kill weopon even underdamage. At least, will the predator weopons have a disactivation or stun when hit in the final game, because their are a lot of weopon spamming even at close quarters, im talking about the predator that survives because he always throw the disk at point black range when an alien is smacking him in the face.


Also, i have read the names of the skins in the demo, and their is no PREDALIEN! :'(   please! you even have a praetorian skin but not a predalien!? come on, plz!!!!

Also, will their be custom games?


i have noted that sometimes when chossing a species it starts switching uncontrolably. will that be fixed.

are the campaing's leaths longer than the first or second game?

it seems that the alien when hit by a light attack, is temporarily stuned, while the predator when hit by a light attack, the screen shakes a bit but no more. this is a big disadvantage for the alien, will anything be done?

because the game searching take so long, i sometimes stop paying attetion and do something else, i realise when it says "deathmatch". will their be a sound that can be notisable to indicate a lobby has been found?

apart from AI enemies in survivor, can we expect any multiplayer bots like in Gears of War 2, to have somesort of practice when our connection is down?

And finally, i love the models and skins of the game, but when i want to see the eviserated damge ive done to someone the model sinks under the floor. can you extend the duration of the model disaperance so we can enjoy the beutifull detail you put into the species?

Thank you and welcome! ::)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: UltimateBadass on Feb 11, 2010, 10:45:44 PM
Quote from: TripleZeroFilms on Feb 11, 2010, 10:28:13 PM
Will the 360 have host migration (so that if the host quits the game continues)?

This.

But for PS3
?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Dajanksta on Feb 11, 2010, 10:54:51 PM
I was wondering if there would be a pop up when someone is talking or if someone's gamertag will pop when in multiplayer so you can see who you're talking to and see who you are killing. I really feel weird when I'm talking and I can't tell which one of my buddies im talking to.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Elite49 on Feb 11, 2010, 11:13:52 PM
Huge question for us Console Owners. Will you help us and update our games, getting rid of blur and updating weapon strength?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DamianPage on Feb 11, 2010, 11:28:53 PM
Again I must ask:

If you had any intention of fixing the server issues the game is obviously having.

When ever there is a full game of 8 players either 3 of them are kicked over time or It is just unplayable in it current form.

(Once again I run 3-4 bars in multiplayer games meaning great connection across all xbox live games.) This game has problems Me and my friends all agree that 18 Players is just impossible if it cannot handle 8 players.

I have heard others complain about this. I live in Texas. I could start collecting Gamertags is that would help!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: E80LA on Feb 11, 2010, 11:35:41 PM
Quote from: Chaos Lord on Feb 11, 2010, 09:16:21 PM
hey has anyone reported the bug when sometimes a marine dies it still fires its gun for about a minute or so

???I didn't think that was a glitch. It seemed like the marine just clenched the gun when he died and it sprayed bullets everywhere until the clip was empty.

I think it's a cool subtlety. ;)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sifer2 on Feb 11, 2010, 11:43:27 PM
Yay its a shame Rebellion didn't have a forum of their own or ever directly talked until now but perhaps it was an NDA thing. In any case now you opened Pandora's box so i'll throw my own questions in the hat.


Will you consider an Expansion pack for PC? Maybe available as a new release of the game on consoles? Maybe use that Yutani corp idea you guys had. Playable Synthetic Marine plz  ;D

Would you consider revisiting the idea of a class mode making the necessary weapon adjustments? Since IMO it just greatly increases replay value especially for Aliens an you have already done much of the work in terms of skins already.

Will you add energy costs to the Disc/Spear an perhaps a delay before they can be thrown so as to give the Alien a chance to stop it in melee fights? The spam just seems a little ridiculous. Especially given that the Pred is also a beast in melee. I could also see making Plasmacaster not fire up close as well so that if Aliens close the gap Pred's have to fight fair.

Will you give Marines Flares or the Image Intensifier for MP? I can understand darkness being a weakness of Humans but the flashlight is so dim currently I see almost no way to cope except to turn up my brightness. Having a legit way to fight the darkness like Flares or the oh so grainy Image Intensifier would be nice.

Oh an will Server Hosts be able to disable specific weapons?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Huol on Feb 12, 2010, 12:25:15 AM
Quote from: E80LA on Feb 11, 2010, 11:35:41 PM
Quote from: Chaos Lord on Feb 11, 2010, 09:16:21 PM
hey has anyone reported the bug when sometimes a marine dies it still fires its gun for about a minute or so

???I didn't think that was a glitch. It seemed like the marine just clenched the gun when he died and it sprayed bullets everywhere until the clip was empty.

I think it's a cool subtlety. ;)

Agreed, if its a glitch its a good glitch.

I swear i've been injured by it as well.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: XxecutionerxX on Feb 12, 2010, 12:48:01 AM
Hi

As the alien, can you headbite dead corpses in the full game(multiplayer/singleplayer)?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: HANDYCAP MONKEY on Feb 12, 2010, 04:32:47 AM
there gotta be some changes in the servers i mean i know its not just lag coming from
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: HANDYCAP MONKEY on Feb 12, 2010, 04:38:26 AM

REB SERVS  BUT  there is a stong problem in serching for games
but i love your game and keep it up....theres gotta be a custom skin DLC i would buy
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: KaizerDan on Feb 12, 2010, 05:22:11 AM
quick questions here,  Will there ever be a quick head bite move? i keep trying to sneak behind someone well on a wall and i keep wanting to bite their head off... used to do it in the older games and it seems rather silly to leave out in this one... much like all the other classes of aliens and preds and turrents and such...  ;)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kvon17 on Feb 12, 2010, 05:43:49 AM
Quote from: Huol on Feb 12, 2010, 12:25:15 AM
Quote from: E80LA on Feb 11, 2010, 11:35:41 PM
Quote from: Chaos Lord on Feb 11, 2010, 09:16:21 PM
hey has anyone reported the bug when sometimes a marine dies it still fires its gun for about a minute or so

???I didn't think that was a glitch. It seemed like the marine just clenched the gun when he died and it sprayed bullets everywhere until the clip was empty.

I think it's a cool subtlety. ;)

Agreed, if its a glitch its a good glitch.

I swear i've been injured by it as well.

I am a fan of it.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Serial on Feb 12, 2010, 05:50:48 AM
Another question I thought of that I'm concerned about: Does matchmaking take into consideration the player's skill level, so that it automatically matches the player with similar-skilled players? Or is it completely random on who gets assigned to a group?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: dDave on Feb 12, 2010, 06:33:32 AM
Quote from: kvon17 on Feb 11, 2010, 10:23:20 PM
Quote from: dDave on Feb 11, 2010, 09:52:17 PM
Big THX from me too, one of your german Fans :D ...Ive pre-ordered it already!!!




There is something i have to ask for. It was said that the Alien-Skins will be equally high, but what is with their individual abilities.. Ive read that the runner can spit acid and he is faster, is he? Whats with the other Types? Especially the Predalien, will it be playable?!




I hope this questions are ok. Anyway, thank you.
all skins in multiplayer have the same abilities and statistics. However, it looks like there is a difference in the enemies of the single player campaign.

Youre kidding me, right?! This is the first thing I will be angry about, sry Reb.. ;(




Then another Question. Will it be possible to play other alien-types during the SP?
Something like this: when you meet a new Alien-species during one chapter, you can choose it to play for the next; or/the same, when you are able [that should be really difficult] to give a facehugger to a pred [i know its possible for humans, right?!], then you can choose a Predalien the next chapter; or/the same, when you rescued the queen or defend her, then you can play preatorian, something like this. That would be a great System...
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Bio Mech Hunter on Feb 12, 2010, 07:06:01 AM
The Alien's acidic blood doesn't seem to do much against Predators and Marines in the demo. I've seen plenty instances where Marines (myself included) blast an Alien at point blank range (with both barrels of the shotgun even) and they/I don't take much damage, if at all. Likewise, the Predators don't seem to take much damage from severe acid spray. Or worse yet, some of the Trophy Kills where the Acid is gushing out all over the Predator and he takes no damage at all (think AVP:R  :P). Was this a hiccup in the demo and will it be addressed?

Also, was System Link multi-play really debunked for 360 & PS3 players? :'(
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: nyce on Feb 12, 2010, 07:11:04 AM
Almost everyone feels that the Pulse Rifle torchfire is VERY annoying...

Can't you guys tone down it and make lots of fellow marines happy?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: predalien27 on Feb 12, 2010, 07:55:10 AM
Quote from: affinity on Feb 12, 2010, 07:18:34 AM
Quote from: nyce on Feb 12, 2010, 07:11:04 AM
Almost everyone feels that the Pulse Rifle torchfire is VERY annoying...

Can't you guys tone down it and make lots of fellow marines happy?

speak for yourself.  the rest of us Marines love the Pulse Fire torchfire/muzzle flash



I never seen anyone complain about something like that.  it's beautiful!   if they tone down the muzzle flash, the gun would look and feel weak when firing.   Personally, I feel it should be bigger and brighter like in the movie.  But it already looks great and better than AVPG and AVP2 combined.
I agree with affinity, I like the current muzzle flash.  :)

Quote from: dDave on Feb 12, 2010, 07:30:49 AM
Several times, i was already infront of a Pred, only a few cm... then he shoots me with the Plasma Cannon but only i took damage. In AVP2 the Pred was dead, too.

No, I was a pred an when I shot an Alien with my 'caster up close, both of us died.  :-\
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: RidgeTop on Feb 12, 2010, 08:23:20 AM
I'm late to the party but thanks for taking the time to connect with the community and answer our questions.  I just have one:

Will we be able to start a multiplayer match alone with no other players for the sole purpose of exploring the maps?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: out-at-night-mostly on Feb 12, 2010, 08:31:23 AM
First of Thank you very much for making the game, you have no idea how much wank fest us fans have before you guys come along and make it come true!!! ;D

Question: How do the knock down mechanics from the alien and predator's jump attack works. For example marines can be seen being knock down in earlier gameplay preview when the predator simply focus jump at him while i was cannot do the same in Multiplayer. Enlighten me please :)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 12, 2010, 09:18:18 AM
We remind you that this thread is not for discussion. Please discuss the answers given in another thread (preferably an existing one, if possible). This thread is reserved for questions regarding gameplay only.

We also ask that you do not ask questions that have already been answered (this includes SDK, crouch, aim-down-sight, and questions of the like).

Your post will be removed if the staff feels it does not meet this criteria. Thank you.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: InfestedGoat on Feb 12, 2010, 09:24:42 AM
Hello, here is another question.


Do you plan on fixing the problem where you can stealth kill and grab someone running away from you who is like 10 feet away? Also...
I don't know if it is due to lag, but you can grab someone very far away and they just appear in your arms. Also, is this the stealth kill we can expect in the full game? Or will you guys be able to put in an option to hold down interact (like when you are an alien messing with the predator's power nodes) so that there is no more spamming of the stealth kills. People can just run around eachother and get a quick stealth kill instead of being actually stealthy. I was just wondering if this issue has been addressed and might be fixed in the future.

Also, are there any plans to make the Alien a little more quiet? They're always growling and giving away their position!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: demon326 on Feb 12, 2010, 12:50:45 PM
I'm new, but i'm following this site for a few weeks now, and i do have a question for the dev guy ;D

Will you remove the "wallhack" in the retail, or will there be a option to turn it on or off?

by wallhack i mean that you can see the others walking on the floor above you or in the next hallway...
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: D-13 on Feb 12, 2010, 01:56:11 PM
Will there be an option to change "Auto-change weapon on pick-up" ?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kvon17 on Feb 12, 2010, 02:15:37 PM
Quote from: demon326 on Feb 12, 2010, 12:50:45 PM
I'm new, but i'm following this site for a few weeks now, and i do have a question for the dev guy ;D

Will you remove the "wallhack" in the retail, or will there be a option to turn it on or off?

by wallhack i mean that you can see the others walking on the floor above you or in the next hallway...

That is a key feature of the Alien. No.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Elude on Feb 12, 2010, 02:56:03 PM
Quote from: out-at-night-mostly on Feb 12, 2010, 08:31:23 AM
First of Thank you very much for making the game, you have no idea how much wank fest us fans have before you guys come along and make it come true!!! ;D

Question: How do the knock down mechanics from the alien and predator's jump attack works. For example marines can be seen being knock down in earlier gameplay preview when the predator simply focus jump at him while i was cannot do the same in Multiplayer. Enlighten me please :)

Both the predator and alien can knock down players in the demo with there focus jumps, you just have to be at the right distance from the target. As for the alien you have to use the focus attack with your jump button instead of your melee button and also be at a considerable long distance.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xenodog on Feb 12, 2010, 03:57:00 PM
Quote from: Bio Mech Hunter on Feb 12, 2010, 07:06:01 AM
The Alien's acidic blood doesn't seem to do much against Predators and Marines in the demo. I've seen plenty instances where Marines (myself included) blast an Alien at point blank range (with both barrels of the shotgun even) and they/I don't take much damage, if at all. Likewise, the Predators don't seem to take much damage from severe acid spray. Or worse yet, some of the Trophy Kills where the Acid is gushing out all over the Predator and he takes no damage at all (think AVP:R  :P). Was this a hiccup in the demo and will it be addressed?

Also, was System Link multi-play really debunked for 360 & PS3 players? :'(

This.^ The Alien's acid blood is next to non-existent, PLEASE buff it up for the real game.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Fruitcake on Feb 12, 2010, 04:39:43 PM
Hi Eric, nice of you to answer some questions here on the forums,
and getting personally involved with the community :)

Im a really big fan of the Alien and Predator universe in a whole,
and played through the first AvP game several times as well as the second AvP,
so really looking forward to the next one :)

Id like if you could answer some of these questions:

While the Predators Shoulder cannon is VERY iconic from all the movies, (and fun to use), i really think its become underpowered in the new game. I killed one marine in 1 charged shot and 1 fast shot and then i had used half of my energy, while a marine can kill a predator in around 5-20 hits, and have around 400 bullets from the start. Have you thought about reducing the energy cost? And could be cool if the "bolt" moved a bit faster so its easier to hit and you dont waste all your precious energy on shooting blanks.

I do also think that the predator is a bit to easy to spot when stealthed and running towards
his victim, now when he already killed his 2 marines with the shoulder cannon and got nothing
else but to melee, he have to either rush towards his enemy or silently sneak up on them.
Would be nice to see him being a little more cloaked when moving around and charging.
Have you thought about buffing his cloak a bit?

Also the Motion Tracker seems to be able to spot things thats behind you sometimes, which really shouldnt be possible.

Alien trophy kills from the celing or walls could also be pretty cool, like very much seen in
the 3rd Alien movie. Is this something you thought about?

And what happend to the disc? Doesnt act like anything from the movies, where he throws it with speed and precision and in a more or less straight line, and then it returns to the predator. Its spinning around the room, bouncing off of walls like a bouncing ball out of control. Have you thought about changing it to a more "classic" disc?

The spear since its very hard to use and your target really have to be motionless before
your able to hit anything with it, could be cool to at least be able to throw it without losing
your cloak. Like seen in the first AvP movie where the spear uncloaks as the predator does,
while nailing a guy to a wall :) Have you thought about this?

Could be cool to see the speargun or netgun again, or the wrist mounted speargun.
Any thoughts about implementing other weapons later on?

A passive energy regenerating power for the predator could be cool too, kinda like the aliens
health but of course alot less "powerful". Like the predator in the first movie didnt have any
power supplies to recharge from in the jungle, but kept on shooting his shoulder cannon.
Have you thought about this?

Have you thought about balancing the marins weapons? The pulse rifle is the only weapon which seems to do the trick. The smartgun havent got enough ammo to become really useful, havent killed anything with either the shotgun or flamethrower yet, and since its around the year 2200, its kinda odd that the grenade launcher on the pulse rifle only is able to fire in a straigh line for 5m.

Have you thought about buffing the alien with a bit more health, speed and attack speed to make up for the lack of ranged weapons?

If you ask me, the Alien should stay pure melee, without any acid spit, since it only occured
once and very short in the movies.
The aliens strength lies in numbers, speed, stealth and sneak attacks :)
(no real question here, just my personal opinion on the subject)

Thanks / Best Regards
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: xUSMCx on Feb 12, 2010, 05:48:49 PM
Hi,
I was just wondering, how many ranks are there in multiplayer and if they have a name such as private or are just numbered.
Thanks.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 12, 2010, 05:53:15 PM
Hi All,

Well, i'm back with another gigantic post for you!

Before we get on to the goodness though, I would like to re-iterate a few things for you.

If you PM me, I will not answer.  I don't mind if you do, but dont be offended if I don't reply.  Please post your questions in the thread, as it benefits the community at large.

We are not discussing balance at this time - You are of course free to keep asking questions, storing them up for the time where we will discuss this.  I simply want to avoid you feeling frustrated as to why you have not recieved an answer to your question.

It also looks like we are not going to be able to get through the entirity of the questions (simply from looking at the volume of them, not accounting for duplicates or balance questions) by the 16th of Feb.  We will continue to answer post-release, we just wanted to apologise for not being able to get through all of them in time for release.

Now, on to the Q&A




Quote from: AJL on Feb 10, 2010, 11:34:03 AM
2. Crouch/Duck... Why is this "standard" feature missing... ?? Is there some compatibility
problem with other gameplay features like trophy/stealth kills or something or did you simply
consider it to be unnecessary for some reason. (I certainly have found the inability to duck
occasionally quite frustrating...) ??

Ultimately we felt the ability to crouch was primarily only useful versus other ranged (i.e. Marine) combatants, and we chose to spend the time on implementing/polishing other features 

Quote from: AJL on Feb 10, 2010, 11:34:03 AM
3. Alien Jumps... While on the ground alien can Jump without aiming at anything but while
crawling on walls and ceilings, the Jump button simply will not respond unless your aiming at
some "target" you can reach... Which is Very Frustrating!

( Wouldn't it be better to allow aliens to jump any time like when on the ground and IF there
is nothing on reach then simply let the gravity take where it may... ?? )

You can detach from walls by using the Transition button

Quote from: AJL on Feb 10, 2010, 11:34:03 AM
4. "Wall" Tail... Aliens are able to zap at their enemies very quickly/instantly with their Tail
while crawling on Walls and Ceilings.. Considerably faster than when on the ground... Is this
Intended advantage or oversight ? Either way... The inconsistency is somewhat annoying ::)

This is intended as a payoff to the alien for getting into position – you can also head shot opponents when using the tail strike from a wall/ceiling, but it requires you to aim for the head.

Quote from: AJL on Feb 10, 2010, 11:34:03 AM
5. "Ceiling Kills"... It would seem that all Stealth and Trophy kills are always done on the
ground, is there any possibility in some DLC to give aliens their "trademark" ceiling kill where
aliens reaches down to grab some *thing* and then pull it up to be executed... ??

We chose to focus more on rewarding the alien for using the walls and ceilings by making them the place to hide and leap out from the dark at their Prey.  A ceiling trophy kill, whilst viscerally interesting was something we felt simply encourages Aliens to run around on ceilings to get their Trophy kills rather than to truly stalk their Targets.

Quote from: AJL on Feb 10, 2010, 11:34:03 AM
6. Dragging... What about aliens dragging victims around... ?

We liked the idea from a conceptual point of view – certainly fits with the franchise, but felt that it did not fit into our desires for the gameplay

Quote from: The Replacement on Feb 10, 2010, 11:42:03 AM
Why did you guys decide against the use of Iron sights with the pulse rifle and shotgun? Personally I feel the ability to use iron sights in FPS' is a huge catalyst for immersion into the game. I know at this stage there is no possibility of it being implemented, and don't get me wrong, judging by the demo the game is going to be simply wonderful, but I'd love to know the dev teams reasons for omitting the use of Iron sights.

We felt this to be in the same category as crouch really – nice to have, but in the majority of scenarios actually not very useful.  In our tests we found that most people were firing from the hip at the onrushing aliens, and using the scoped rifle for more accurate shots.  So for the same reasons as crouch (other features/polish) we decided to not have iron sights. 

Quote from: The Replacement on Feb 10, 2010, 11:42:03 AM
I noticed on the menu screen for the PS3 that the xray image of the face hugger rotating is not there. But it is there in the 360 version. Have there been many graphical sacrifices Rebellion has had to make on the PS3 version?
Kind regards.

We feel that the Visual Quality of both the PS3 and X360 are very comparable to each other.  We have not made any sacrifices for the sake of one or the other.  The lack of a menu video playing in the background sounds like a bug, and is surprising to us as this is the first place we have seen it mentioned.  The new PS3 demo is up on PSN, I'm looking at it now and it does have the Facehugger movie playing in the background, so why not download it again and see if that solved your problem!  :)

Quote from: Xenomorphine on Feb 10, 2010, 11:52:36 AM
Welcome from the moderating team! :)

I'd like to ask a question about the Predator HUD: In one of the earliest adverts, we saw the Predator go through the classic 'snapshot' zooming stages. This was very authentic to the films and was a refreshing change to Rebellion and Monolith's last attempts at portraying it. There were many times, during gameplay of those earlier two titles, when I can remember trying to magnify/demagnify and, because it wasn't instant, it cost me precious seconds when an unexpected enemy came up and started hacking away at me.

But now we've got the demonstration and it seems the old implementation's returned: A slow, scrolling zoom, instead of the snapshot effect shown in the films.

Is this something which will change in the final product and was the original advert a result of experimenting with this feature?

We found that the snapshot zoom felt too jarring with prolonged use, so made it a bit softer.

Quote from: Xenomorphine on Feb 10, 2010, 11:52:36 AM
Also, it's been said that Aliens using 'acid spit' will only be faced in single-player, but not multiplayer. Considering the Alien is in need of more attacking variety, why was this decided? Or is it something which is under consideration?

We wanted the player alien in MP to feel powerful without the need to resort to introducing a ranged damage attack.  It was always there as a last resort should we need it, but our intention was always to make the Alien capable in a melee fight.  Balance is an ongoing discussion, and we will not be making any comments about it for the moment, but rest assured the intention is there but not at the sake of making the Alien (or any of the other species) into an unstoppable God.  It's a fine line though, and highly subjective.

Quote from: AJL on Feb 10, 2010, 12:03:13 PM
Hmm... This sounds Veery Good ::) But... Is the Block the only way out ??

Can you abort your Heavy Attack and go with your Light Attack instead ??
( Aborting your HA by bringing up your Block won't do you much good if
the enemy responded to your HA charging with ranged weapon... )

You can only interrupt a Heavy attack with a block, but there is nothing stopping you from immediately dropping the block and using a light attack.  i.e. HA > block > LA.  Give it a go  :)

Quote from: Dusk on Feb 10, 2010, 12:20:33 PM
Question 2, Counters.

Will the Alien be able to knock the Predator down during a counter in the finished product? We're talking after all about a species that can dent and tear down steel doors. It seems quite strange that an Alien doesn't have the strength to throw down a Predator.

The current melee counter values for the predator in the Demo, are the same as are in the final product.  Balance changes as stated previously, are not being entertained until post-release.

Quote from: MadassAlex on Feb 10, 2010, 12:23:21 PM
Can you speak a little about the decision to include so few weapons?

My best guess is that you were working under the concept of economy of design, and didn't want a case of duplicate weapons, where two weapons would fulfill the same role. For instance, there's no point to a rocket launcher when a single pulse rifle grenade neatly puts an end to both an Alien and a Predator.

Am I correct in my guess, or were there other reasons?

Our primary goal with AVP was to make each species feel more like a species, rather than 3 different teams with tweaked attributes/weapon sets.  As such we felt that we needed to be able to achieve that primarily, and if we could not achieve it at a "base gameplay" level, then additional weapons or functionality were unlikely to make that any more feasible.  This is perhaps best summed up with the K.I.S.S acronym  :).  Moving forward, we would certainly consider an increased weapon/feature set as something that would bring additional enjoyment to the game/franchise.  If you look at the weapons and feature set as a whole across all 3 species, we feel there is still a considerable and varied amount present.


Quote from: MadassAlex on Feb 10, 2010, 12:23:21 PM
What's with the Alien growling in multiplayer? I know it goes off when you move at normal pace, but what about when Alien players are stationary or slowly creeping forward? What sort of sound effects give clues as to your position then, if any? I ask because said sound effects often spoil attempts at stealth, especially against Predators.

The Alien movement noises (not the "brohiss" ;) ) are actually local to the alien player only – other players don't hear it (i.e. there are different sounds/volumes for 1st person and 3rd person noises, it's louder for you because you are closer to the camera).  What you are hearing in the refinery level are actually background ambient sounds, which include Alien growls.  Keeps the tension up  :)

Quote from: MadassAlex on Feb 10, 2010, 12:23:21 PM
Finally, what health levels is each species set at? My best guess, based on the Marine's three health bars, is that Aliens have the equivalent of three or four and the Predators have the equivalent of five.

Marine – 100
Alien – 130
Predator – 150
Keep in mind that Headshots do more damage.

The length of the bars on each Species HUD, do not directly correlate with each other.


Quote from: Jobe on Feb 10, 2010, 12:26:16 PM
1. Is there any chance that a universal TAUNT button/Key can or has been added for all species for MP ?

There are currently no plans to add taunts to the Marine or Predator.  Sorry!

Quote from: predator25 on Feb 10, 2010, 12:33:05 PM
1: As seen in the Survivor trailer, we se a marine with a smartgun and the rest with PR's. How will the weapon system work, will players have to get points and buy them off walls or something or just find them?

2:Will players have to use points to open new areas to extent the Xenomorph Horde?

In Survivor you will have to pick up weapons as you do in the main game – but no level has all the marine weapons in it.  We didn't feel a point system, both for weapons and unlocking new areas were appropriate and as such do not have that mechanic. 

Quote from: Valthasar on Feb 11, 2010, 09:37:05 PM
Will Survivor Mode be in the matchmaking search list or invite from friends list only?

You can search for Survivor matches via Matchmaking (not ranked, friendly/player match only), browsing for games, or joining a friends game in progress (while at the lobby stage).  Matchmade and create/browse Survivor games played online through the MP system upload scores to the Level Leaderboards, and there is one for each Survivor map.

SP Survivor games do not upload their scores online as this is provided primarily for players with no Internet access.  You can choose to play a 1 person Survivor game by yourself in the Multiplayer environment, and as a result upload a "singleplayer" score.




Finally, I have some further information with regards to the Predator Vision mode bug I talked about yesterday;

Both Nvidia and ATI/AMD drivers allow you to create profiles for games - if you would like to have AA enabled for other games, but not for AVP because of the Predator vision mode issue we suggest you create a profile for AVP that disables it automatically.  There are guides available on the internet specific to both manufactureres that can help you with this.




We hope you have an enjoyable weekend playing the demo on PS3, or the other platforms.  Not long to go!

Cheers,
Eric


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: FrankO on Feb 12, 2010, 06:34:47 PM
Without saying who is overpowered, or what is stronger, or dealing with a balancing concept in any way, I would just like to know why they chose to leave out any ranged attacks for the alien, but (statistically, numbers only) make the pred stronger overall in melee (mainly in the stun and charge-time).

Why go this design route?  i.e.  To stay true to the general canon of the series (Marines are fodder, hordes of Aliens are the protagonists - overwhelming in numbers, and a handful of Predators go back to back and waste everything)?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xenodog on Feb 12, 2010, 07:10:15 PM
Seems sorta' (Sorta' as in massively) unfair that the Predator is best at melee and has the most health, and will do in final game. ("The current melee counter values for the predator in the Demo, are the same as are in the final product.")

And still haven't answered the under-powered Alien blood questions.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Spaghetti on Feb 12, 2010, 07:49:08 PM
I would also like to know the details in the reasoning for not implementing acid spit in multiplayer. Possibly making it a slow charge mid-range weapon that distorts vision/breaks pred lock-on (possibly implement it in future installments?)

Not really a question, but I would like to express my frustration on the the choice to make the predator so obviously superior. Best health, superior advantage in melee, superior ranged vision, and one hit kill weapons?


Quote from: FrankO on Feb 12, 2010, 06:34:47 PM
Why go this design route?  i.e.  To stay true to the general canon of the series (Marines are fodder, hordes of Aliens are the protagonists - overwhelming in numbers, and a handful of Predators go back to back and waste everything)?
:-\ That sounds like bad AVP:/comic canon to me.


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: psychoanomaly on Feb 12, 2010, 09:24:20 PM
Will there be an option to play as a Predator in survival mode? Perhaps in DLC?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Merkicus on Feb 12, 2010, 09:42:40 PM
This may have been brought up before but when can we expect the Flamethrower to be patched?

It's so bad that it seems to be unintentional or an oversight - here's a video to demonstrate what I'm talking about (http://"http://www.youtube.com/watch?v=ILwIiCIXMXc")

Everything else is fine - you guys did a fantastic job balancing the game.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 12, 2010, 09:54:23 PM
In response to Xenomorphine's question regarding acid spit, it seems you're saying that there is a function for it that wasn't implemented, but is sort of in reserves if need be. Am I reading that right?

Also, I noticed that the flamethrower stream is not highlighted by the predators thermal vision. Why is that? Not only would it add some realism, but it would give another benefit to a weapon that (at least presently) is rather ineffectual. Would it be possible to make the Pred's thermal pick up heat from the fire?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 12, 2010, 10:36:56 PM
Forgot to mention in my previous post that the issue described in the forum thread here (http://forums.steampowered.com/forums/showthread.php?t=1134669)

and somewhat more succinctly here (http://forums.steampowered.com/forums/showpost.php?p=13360250&postcount=19) (with excellent screenshots)

has been identified and fixed in the main retail PC release - this may or may not answer questions regarding the Marine muzzle flash.

Cheers,
Eric
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: hardwired on Feb 12, 2010, 10:37:33 PM
Is it possible to change the amount of players on the PC for Speciesdeathmatch for example,
so i can play on the biggest map with just a few players?

Would be a condition for me to finally buy it, besides a fix of the sneakattack.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Hive Tyrant on Feb 12, 2010, 10:38:22 PM
Quote from: [REB]Trigger on Feb 12, 2010, 10:36:56 PM
Forgot to mention in my previous post that the issue described in the forum thread here (http://forums.steampowered.com/forums/showthread.php?t=1134669)

and somewhat more succinctly here (http://forums.steampowered.com/forums/showpost.php?p=13360250&postcount=19) (with excellent screenshots)

has been identified and fixed in the main retail PC release - this may or may not answer questions regarding the Marine muzzle flash.

Cheers,
Eric

Oh, sweet.  ;D
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Saber on Feb 12, 2010, 10:49:29 PM
What's the deal with the glove less Predator hands?  I thought those were more E3-build, but in the more recent screenshots, he clearly has longer nails and leather gloves.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: PredAlien26 on Feb 12, 2010, 10:54:43 PM
Quote from: Eidotemit on Feb 10, 2010, 04:08:54 PM
Quote from: PsychoticMarik on Feb 10, 2010, 04:03:59 PM
Predalien
I understand that this was answered also, but I feel its a issue.
If I remember correctly the aliens actually have 1 less skin to use than either the predators or the soldiers.
So I would like to ask why the predaliens model wasn't reworked to fit the role of a regular alien?
I understand its in the story, and I don't know how long it may have taken to adjust the model for MP, but I'm very troubled by its exclusion. Is there any hope that it can be done as DLC?


Me too, considering even the Praetorian (atleast I think it is) is a skin for the Aliens and in AvP2 it worked alot different from the other aliens by not being able to wall crawl I dont see why the PredAlien wasn't included as a skin. I'll be happy beyond belief if the Predalien is atleast a DLC skin.

I too, am interested in this question. Would it be possible to include the Predalien as a unlockable skin (just a skin, no attribute differences) via DLC? Would this be something Rebellion is willing to look into?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Rem on Feb 12, 2010, 11:23:36 PM
Will the Marine muzzle flash be fixed for the 360 and PS3 as well? I only noticed how the PC version was only fixed
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Bio Mech Hunter on Feb 12, 2010, 11:38:44 PM
Quote from: Spaghetti on Feb 12, 2010, 07:49:08 PM
I would also like to know the details in the reasoning for not implementing acid spit in multiplayer. Possibly making it a slow charge mid-range weapon that distorts vision/breaks pred lock-on (possibly implement it in future installments?)

Not really a question, but I would like to express my frustration on the the choice to make the predator so obviously superior. Best health, superior advantage in melee, superior ranged vision, and one hit kill weapons?
That's precisely the method of use I was thinking for the Alien acid spit. A sparingly used, short to mid-range offensive attack designed to temporarily blind/disorient your opponent with some minor damage.

The Pred's CQC ability does seem quite unrealistically advantageous: easy knock down against the Alien (should go both ways) and faster Heavy Attacks (if anything, it should be vice-versa). I'd like to know why this was done, as well.

[REB]Trigger, would it be possible to add the option to Survivor Mode, as either a patch or DLC down the road, for players to play as a squad of Predators or Aliens and go up against endless waves of AI Marines or Predators? I would LOVE to play as an Alien with a few friends against endless waves of Predators or Marines. ;D

Also, I saw someone mention their will not be system link support or even the ability to host private matches with just your friends in the 360 & PS3 versions? Is that really true?

The Flamethrower should definitely give out a large heat signature (is that technically possible?). It would be a great method to distract/disorient an attacking Predator using thermal vision. Also, will the Smartgun & Pred's Plasma Caster sfx be fixed later on?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: S.Y.L on Feb 13, 2010, 12:25:34 AM
Quote from: Eidotemit on Feb 10, 2010, 04:08:54 PM

Me too, considering even the Praetorian (atleast I think it is) is a skin for the Aliens and in AvP2 it worked alot different from the other aliens by not being able to wall crawl I dont see why the PredAlien wasn't included as a skin. I'll be happy beyond belief if the Predalien is atleast a DLC skin.

I too, am interested in this question. Would it be possible to include the Predalien as a unlockable skin (just a skin, no attribute differences) via DLC? Would this be something Rebellion is willing to look into?

this has been answered.
it`s not as simple as just dropping a new model/texture in.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 13, 2010, 12:43:49 AM
You [half] misquoted me!  :P

I didn't mean to suggest that it was simple or anything, I know it isn't a simple job. I was just wondering if it was a possibility for a DLC skin or something, sometime in the future. Sorry for any misunderstanding.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: S.Y.L on Feb 13, 2010, 01:05:41 AM
ah sorry for the confusion, it`s late ;)

ok, what are you meaning by "skin"?
to me, a skin is a model with a texture on it.. which as i said, it`s not as simple as that. so just wondering what you mean?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 13, 2010, 01:22:49 AM
Yeah, different model textures. I would imagine it isn't a simple thing to do, just wondering if there may be more skins available for DLC in the future (like the Gamestop pre-order ones). Its really a silly question, as I expect the answer at the moment couldn't really be any better than a "maybe." Just curious  :-\
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Inferno on Feb 13, 2010, 01:35:01 AM
Quote from: Spaghetti on Feb 12, 2010, 07:49:08 PM
I would also like to know the details in the reasoning for not implementing acid spit in multiplayer. Possibly making it a slow charge mid-range weapon that distorts vision/breaks pred lock-on (possibly implement it in future installments?)

Not really a question, but I would like to express my frustration on the the choice to make the predator so obviously superior. Best health, superior advantage in melee, superior ranged vision, and one hit kill weapons?


Quote from: FrankO on Feb 12, 2010, 06:34:47 PM
Why go this design route?  i.e.  To stay true to the general canon of the series (Marines are fodder, hordes of Aliens are the protagonists - overwhelming in numbers, and a handful of Predators go back to back and waste everything)?
:-\ That sounds like bad AVP:/comic canon to me.




I can answer that for three simple reasons.
1. Alien Resurrection was AFTER this timeframe. This game is placed BEFORE alien resurrection events. So timeframe goes, alien acid spit won't make sense. Also those aliens should never be used in any game EXCEPT for an alien resurrection game. Those aliens were genetically modified and had human genes which enabled them to have that acid spit attribute.

2.Spike can spit acid but he is a dog alien. Apparently dog aliens can spit acid in singleplayer and im all for that, but aliens should NOT have that ability in multiplayer for that regard. It's also a lot of work, If you expect something to happen in the game, expect a change in parameters. (increased alien speed, increased alien damage, ect.)

3. As for the predator overwhelming talk, I mostly play predator and its not easy being the Pred. The power makes the alien player be more stealthy because we are all tired of how much of a stupid bug it is. In your next melee, try to hit two heavy attacks on him in a row. If the first connects, you got a dead pred. (I know from experiance, that charge time is too short for the alien and I can't defend myself during the initial Heavy attack stun.)
==========================================================
[REB] Staff

I've read the reviews and I hear two points of negativity.
1. Graphics
2. Alien and Pred Singleplayer are nothing compared to Marine Singleplayer.

I've thought of a feature in the pred campaign that when using vocal mimicry, not only can you use "E", but you can use the voice chat button (default V). If the player has a headset, He can record HIS voice and it comes out in-game. (Player voice will be synthesized and distorted with pred recording). I think this will add a great deal more fun when you get to say what you wish to say to make the marine move. (I take a trophy kill and I give that marine a playback of my voice before he goes down) Makes that game more visceral, gruesome, and you will really get into the character.

So my question is, COULD this be added in a future patch or DLC? If not, I hope this idea is thought about for the next AVP. I'd love nothing more than to gurgle "motherf**ker" while I swing on trees.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: MikkoM on Feb 13, 2010, 01:36:17 AM
So the alien`s quite slow, and as such sometimes quite inaccurate, heavy attack (tail attack) on the ground, is some sort of a balancing decision?

Quote from:  link=topic=28981.msg633494#msg633494 date=1265801643
4. "Wall" Tail... Aliens are able to zap at their enemies very quickly/instantly with their Tail
while crawling on Walls and Ceilings.. Considerably faster than when on the ground... Is this
Intended advantage or oversight ? Either way... The inconsistency is somewhat annoying ::)

This is intended as a payoff to the alien for getting into position – you can also head shot opponents when using the tail strike from a wall/ceiling, but it requires you to aim for the head.

A bit of a strange decision for a melee only alien, but at least in the PC demo doesn`t make the alien impossible to play.


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: bronxsta on Feb 13, 2010, 03:07:01 AM
Can you play Survivor mode offline splitscreen?
Are there multiple routes through levels to add replay value?
Can you play any multiplayer modes offline splitscreen?

Thanks for your help.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The Sheriff on Feb 13, 2010, 05:10:16 AM
My one question... Will you be able to play as "Her Majesty" (Queen Alien), in multiplayer? Perhaps after achieving set number killstreak as an alien?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: MadassAlex on Feb 13, 2010, 05:16:10 AM
Quote from: The Sheriff on Feb 13, 2010, 05:10:16 AM
My one question... Will you be able to play as "Her Majesty" (Queen Alien), in multiplayer? Perhaps after achieving set number killstreak as an alien?

No.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: PLEXI on Feb 13, 2010, 05:28:21 AM
QuoteCan you play Survivor mode offline splitscreen?
Can you play any multiplayer modes offline splitscreen?
No Split Screen.  You can play Survivor as offline singleplayer though.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tyranix on Feb 13, 2010, 06:08:43 AM
Eric, first off, I'd like to thank you for all the info you've been giving us. Been passing it on to my friends and it's been a great help to answer questions I am asked by them over and over.

So here is my question, Hopeing it's easy and I almost certain it wont be against any of your rules.

My question is, in the mixed species death match, how will we be able to tell the difference between friend or foe?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: AcidGlow on Feb 13, 2010, 07:25:03 AM
Why does the Focus Light Melee only perform a knockdown effect if you do it at the furthest distance possible? There is no indicator saying you are at the right range so it's a guess, either it does or doesn't.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sbm76 on Feb 13, 2010, 08:57:05 AM
Hi and thanks for coming here to answer all questions.

I have a question about the game engine and DLC. Does the engine allow you to add more single-player content later? Not asking if you will add more single-player content, just if it is possible (since I know you can't be specific when it comes to future DLC).

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: sirdeath66 on Feb 13, 2010, 08:57:45 AM
Hi Eric and fellow avp fans

I have been around since the early days, when gaming all started. This means I am old :)  Ok here goes:

Will there be bots available in all the multiplayer matches, and not only in survivor mode? I for one don't always want to be killed by the 14 yr old, who plays 24/7, thus becomes a master at it, I work for a living :) Before all the boooohoo replies comes pouring in, here me out. Sometimes I too want too feel like a alien or predator god, with bots I can set up the match the way I want to play that particular evening. Thus getting more fun out of the game. This in a way prolongs the singleplayer adventure for me. I do like a mp evening as well, but not all the time. Sometimes after a heavy days work, i just want to kick butt, on my own.

Maybe this is my opinion only, but I really feel you Rebbelion/Sega will create a much bigger lifespan for this game, by adding bots into all multiplayer maps.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: predalien27 on Feb 13, 2010, 09:32:31 AM
Quote from: sirdeath66 on Feb 13, 2010, 08:57:45 AM
Hi Eric and fellow avp fans

I have been around since the early days, when gaming all started. This means I am old :)  Ok here goes:

Will there be bots available in all the multiplayer matches, and not only in survivor mode? I for one don't always want to be killed by the 14 yr old, who plays 24/7, thus becomes a master at it, I work for a living :) Before all the boooohoo replies comes pouring in, here me out. Sometimes I too want too feel like a alien or predator god, with bots I can set up the match the way I want to play that particular evening. Thus getting more fun out of the game. This in a way prolongs the singleplayer adventure for me. I do like a mp evening as well, but not all the time. Sometimes after a heavy days work, i just want to kick butt, on my own.

Maybe this is my opinion only, but I really feel you Rebbelion/Sega will create a much bigger lifespan for this game, by adding bots into all multiplayer maps.
Wow, that's a better reason then some of the other reasons around here.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sso02V on Feb 13, 2010, 09:42:33 AM
It's all kinds of devious fun to smash the lights in multiplayer, but going around to all of them can get a bit tedious, especially when after all of your hard work, nobody even comes into that area. Do any levels have a centralized power generator that can be damaged to temporarily disable all lights (maybe even Predator power stations) simultaneously? If not, is that something that could possibly work in DLC?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Fruitcake on Feb 13, 2010, 01:05:15 PM
Quote from: Sso02V on Feb 13, 2010, 09:42:33 AM
It's all kinds of devious fun to smash the lights in multiplayer, but going around to all of them can get a bit tedious, especially when after all of your hard work, nobody even comes into that area. Do any levels have a centralized power generator that can be damaged to temporarily disable all lights (maybe even Predator power stations) simultaneously? If not, is that something that could possibly work in DLC?

Could be really cool, like in the second movie, Aliens. Especially in species deathmatch. Maybe just for 30sec or something, maybe even less, but would be so fun to chase marines around in total darkness. 30sec of mayhem and bloodshed :) I would probably also do it as predator, if possible hehe. Or maybe it really just should be restricted to alien use only :)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sbm76 on Feb 13, 2010, 01:26:13 PM
Quote from: Sso02V on Feb 13, 2010, 09:42:33 AM
It's all kinds of devious fun to smash the lights in multiplayer, but going around to all of them can get a bit tedious, especially when after all of your hard work, nobody even comes into that area. Do any levels have a centralized power generator that can be damaged to temporarily disable all lights (maybe even Predator power stations) simultaneously? If not, is that something that could possibly work in DLC?

Sounds like a cool idea for DLC, a bit like a variant of domination. Aliens destroy the power generator, and marines have to repair it to get light back.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Chaos Lord on Feb 13, 2010, 01:52:21 PM
Hey i was wondering if the predator could use health shards in multi-player, like it says it does in singleplayer.
I'm sure it would make alot of us Preds happy from always having to recharge because healing uses so much energy like 6 or 7 bars and the shoulder cannon uses like 3 or 4 energy bars. And noone ever uses the shoulder cannon without locking on unless there new to the game and are trying figure out how to use the shoulder cannon properly. And maybe also increase shoulder cannon projectile speed a little bit more, seems kinda slow from a distance.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: FrankO on Feb 13, 2010, 03:25:41 PM
Quote from: Inferno on Feb 13, 2010, 01:35:01 AM


3. As for the predator overwhelming talk, I mostly play predator and its not easy being the Pred. The power makes the alien player be more stealthy because we are all tired of how much of a stupid bug it is.


A stupid bug?  Really?  Sorry, I have asked my question earlier, so I understand that this message may be moderated because it does not add to the topic - But this IS an ALIEN and predator website.  That is a terribly stupid statement.  Whether you agree or disagree with any balancing issues mentioned by anyone, maybe respect the title characters?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Redskins on Feb 13, 2010, 04:31:25 PM
In the demo, you are not allowed to join games in progress (Played on the PC). Why is this? Will you be able to in the full game? If not, then why?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: S.Y.L on Feb 13, 2010, 04:35:36 PM
Quote from: Eidotemit on Feb 13, 2010, 01:22:49 AM
Yeah, different model textures. I would imagine it isn't a simple thing to do, just wondering if there may be more skins available for DLC in the future (like the Gamestop pre-order ones). Its really a silly question, as I expect the answer at the moment couldn't really be any better than a "maybe." Just curious  :-\

i honestly don`t know i`m afraid. i`d guess there will be skins for DLC, it certainly seems like something obvious to offer.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Fruitcake on Feb 13, 2010, 04:35:51 PM
Will you be able to mute players ingame and in the lobby!? Or at least add a button to speak, so people wont hear everything you do or say?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eidotemit on Feb 13, 2010, 04:51:01 PM
Quote from: S.Y.L on Feb 13, 2010, 04:35:36 PM
Quote from: Eidotemit on Feb 13, 2010, 01:22:49 AM
Yeah, different model textures. I would imagine it isn't a simple thing to do, just wondering if there may be more skins available for DLC in the future (like the Gamestop pre-order ones). Its really a silly question, as I expect the answer at the moment couldn't really be any better than a "maybe." Just curious  :-\

i honestly don`t know i`m afraid. i`d guess there will be skins for DLC, it certainly seems like something obvious to offer.

Yeah, like I said, its a silly question to ask really.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JediMasterGabe on Feb 13, 2010, 04:53:20 PM
My questions is will there be host migration in case the host leaves the game?

And also if the game gets ended early will your XP and stats from that game be saved?

Thanks for answering our questions
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Luftkampf on Feb 13, 2010, 05:56:12 PM
Hi ya all.
I generally play only simulations,and i must say that this is the only fps game that im actualy excited about(almost like i was awaiting sh3 or il2).I think that this is going to be one of the better releases in a last few years.That being said i have few minor objections(well one actualy).I just think that the hud is a little overcrowded with objetive marker on the screen all the time in a single player.Generaly i think less hud equals more immersion.Same goes for crouching,aiming down the sight,or alien hissing;they dont do anything exept immerse u even more in to the game.
Just my two cents
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Bio Mech Hunter on Feb 13, 2010, 06:41:20 PM
Quote from: Sbm76 on Feb 13, 2010, 01:26:13 PM
Quote from: Sso02V on Feb 13, 2010, 09:42:33 AM
It's all kinds of devious fun to smash the lights in multiplayer, but going around to all of them can get a bit tedious, especially when after all of your hard work, nobody even comes into that area. Do any levels have a centralized power generator that can be damaged to temporarily disable all lights (maybe even Predator power stations) simultaneously? If not, is that something that could possibly work in DLC?

Sounds like a cool idea for DLC, a bit like a variant of domination. Aliens destroy the power generator, and marines have to repair it to get light back.
Yeah, and the Marines would need the power back on so they can EVAC. That'd be an epic experience! EVAC mode should be brought back with today's technological goodness. lol Also, the Alien Life Cycle option (with a few tweaks). ;)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tyranix on Feb 13, 2010, 06:47:52 PM
I just thought of another question:

For the different team based modes, will the voice chat still be map wide where everyone can here, or will the team be able to have their private channel so they can suggest tactics or call out positions of not so visible targets
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Dusk on Feb 13, 2010, 06:48:42 PM
Another question.

Why did you decide to give the Predators two pairs of wristblades, instead of the classic setup of carrying one pair of wristblades on one arm?

And what are the chances of ever seeing the single pair of Wristblades return, be it DLC or sequel from you?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The Demon on Feb 13, 2010, 07:39:29 PM
How do you unlock skins?
(since it was so hard to answer my original question)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Ghost Rider LSOV on Feb 13, 2010, 07:42:06 PM
Quote from: The Demon on Feb 13, 2010, 07:39:29 PM
How do you unlock skins?
(since it was so hard to answer my original question)

By gaining XP points. :)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: S.Y.L on Feb 13, 2010, 07:44:04 PM
Quote from: The Demon on Feb 13, 2010, 07:39:29 PM
How do you unlock skins?

use the wristblades ;)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The Demon on Feb 13, 2010, 07:44:50 PM
Quote from: Ghost Rider LSOV on Feb 13, 2010, 07:42:06 PM
Quote from: The Demon on Feb 13, 2010, 07:39:29 PM
How do you unlock skins?
(since it was so hard to answer my original question)

By gaining XP points. :)

Thank you. Now is that by single player or both?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: l3awl3ag on Feb 13, 2010, 08:27:06 PM
That's on multiplayer. As far as I know there are no selectable skins in the singleplayer campaigns. Correct me if I'm wrong in thinking that.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: bigdaddyhinkles on Feb 13, 2010, 08:37:00 PM
I had a general question about achievement points...can you give an estimate on  how many achievement points this game will offer?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kaijunexus on Feb 13, 2010, 08:54:50 PM
Splitscreen

Why was it decided not to include the ability to play offline or online via splitscreen.  Sometimes I like to play games with other people in the house, and the lack of splitscreen makes this impossible without buying another XBox...

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Spaghetti on Feb 13, 2010, 09:43:41 PM
Quote from: Inferno on Feb 13, 2010, 01:35:01 AM
I can answer that for three simple reasons.
1. Alien Resurrection was AFTER this timeframe. This game is placed BEFORE alien resurrection events. So timeframe goes, alien acid spit won't make sense. Also those aliens should never be used in any game EXCEPT for an alien resurrection game. Those aliens were genetically modified and had human genes which enabled them to have that acid spit attribute.

I don't see how AR coming after this game in timeframe has anything to do with this. There is absolutely no evidence that human genes/DNA/whatever are responsible for giving aliens the ability to acid spit. Since the runner was able to do it in alien3 and he was a "pure" alien.

Quote2.Spike can spit acid but he is a dog alien. Apparently dog aliens can spit acid in singleplayer and im all for that, but aliens should NOT have that ability in multiplayer for that regard. It's also a lot of work, If you expect something to happen in the game, expect a change in parameters. (increased alien speed, increased alien damage, ect.)

Again, there is no evidence to prove that the runner, being born form a dog/ox in any way, shape or form is responsible for its spitting ability. The Runner probably spit acid as more of a defense since it looked to be molting in that specific scene and was probably vulnerable. This still does not rule out that all adult aliens can most likely spit acid, we just haven't seen it used often.


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Inglorious on Feb 13, 2010, 09:49:24 PM
Here's a good question that I hope hasn't been asked.


Can we expect a Co-Op mode? I think if you guys included some Co-Op specific Marine Campaigns (DLC?), it would go over really well. It would give us the chance to truly live out the experience of the movies, with scripted Chest Bursting, Queen encounters, and all.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ConsoleKiller100 on Feb 13, 2010, 10:46:18 PM
I have a question from playing the demo, and this kind of frustrated me, but in the final version of the game, will you be able to join a match that has already started? 
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: private pyle on Feb 13, 2010, 11:12:49 PM
I couldnt see if this was asked but this question has been really bugging me:

On the pred skins, are the faces done differently from each other? i.e. does Wolf have his "Wolf" face, not just the mask? Or do they all have the same pred face shown in the demo?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Dachande on Feb 14, 2010, 12:07:37 AM
Quote from: bigdaddyhinkles on Feb 13, 2010, 08:37:00 PM
I had a general question about achievement points...can you give an estimate on  how many achievement points this game will offer?

1000, like all retail games
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Suicide767 on Feb 14, 2010, 12:15:12 AM
Ok I have a question as to which i dont think it has been answered and I and lots of other members of the community have been wanting it answered and left bewildered as to why its not included.

AVP Became very popular with its lifecycle options the ability to play as a facehugger and facehug your friends and become a chestburster, why was this not concidered and added into possibly the best game of its time Concidering Lifecycle/Facehuggers scared the bajesus out of thousands of people when it was enabled in AVP2, why remove the option to enable/disable lifecycle?

Sui
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Lil Theo on Feb 14, 2010, 01:10:22 AM

Hi,

I had a question.

Do you feel that the Disc is at all overpowered, or do you think it is relatively balanced, as in, a non-energy using item?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DoomRulz on Feb 14, 2010, 01:28:22 AM
I do have one question, Eric.

I notice in the demo, if the Predator sets a mine, they disappear if that player dies. I find this extremely irritating especially when I've set up over 5. Will this be changed at tall?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: predalien27 on Feb 14, 2010, 01:43:20 AM
Quote from: DoomRulz on Feb 14, 2010, 01:28:22 AM
I do have one question, Eric.

I notice in the demo, if the Predator sets a mine, they disappear if that player dies. I find this extremely irritating especially when I've set up over 5. Will this be changed at tall?
This question reminede me of another question;
Eric, or anyone else that can answer this;
What is the max # of mines I can lay down in multiplayer?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: 3volved on Feb 14, 2010, 03:31:48 AM
Quote from: predalien27 on Feb 14, 2010, 01:43:20 AM
Quote from: DoomRulz on Feb 14, 2010, 01:28:22 AM
I do have one question, Eric.

I notice in the demo, if the Predator sets a mine, they disappear if that player dies. I find this extremely irritating especially when I've set up over 5. Will this be changed at tall?
This question reminede me of another question;
Eric, or anyone else that can answer this;
What is the max # of mines I can lay down in multiplayer?

Im almost 100 percent sure u can only place 4 dude.. the first one you placed blows up after that
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 14, 2010, 04:29:51 AM
Quote from: Sbm76 on Feb 13, 2010, 01:26:13 PM
Quote from: Sso02V on Feb 13, 2010, 09:42:33 AM
It's all kinds of devious fun to smash the lights in multiplayer, but going around to all of them can get a bit tedious, especially when after all of your hard work, nobody even comes into that area. Do any levels have a centralized power generator that can be damaged to temporarily disable all lights (maybe even Predator power stations) simultaneously? If not, is that something that could possibly work in DLC?

Sounds like a cool idea for DLC, a bit like a variant of domination. Aliens destroy the power generator, and marines have to repair it to get light back.

I think this is a great idea for another MP game type, I would like to hear Rebellion/Trigger's thoughts on this  :)

Quote from: sirdeath66 on Feb 13, 2010, 08:57:45 AM
Hi Eric and fellow avp fans

I have been around since the early days, when gaming all started. This means I am old :)  Ok here goes:

Will there be bots available in all the multiplayer matches, and not only in survivor mode? I for one don't always want to be killed by the 14 yr old, who plays 24/7, thus becomes a master at it, I work for a living :) Before all the boooohoo replies comes pouring in, here me out. Sometimes I too want too feel like a alien or predator god, with bots I can set up the match the way I want to play that particular evening. Thus getting more fun out of the game. This in a way prolongs the singleplayer adventure for me. I do like a mp evening as well, but not all the time. Sometimes after a heavy days work, i just want to kick butt, on my own.

Maybe this is my opinion only, but I really feel you Rebbelion/Sega will create a much bigger lifespan for this game, by adding bots into all multiplayer maps.

I also agree here, it would also be great for people that either have a slow connection or no internet at all as not everyone has access to the web...it could also add another element to LAN matches, group of you team up and play against the bots. It would really extend the lifespan of the game for a lot of people.

I'd say it's far to late with the game coming out in four more days but would it be a possibility for a patch in the future Rebellion/Trigger?

Cheers!

Valheru
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DamianPage on Feb 14, 2010, 08:39:23 AM
I pulled an all nighter last night with the demo!

It is unplayable in a full game. And most of the time kicks people.

Servers are lame. Need a lot of work. I dont believe this game is capable of playing more than 8 players at all to be honest!

What are you guys doing to fix this. Ive asked this question 3 times already.

IF you dont believe there is an issue I could start collecting gamertags of people who believe differently.

On a lighter note I played the demo all night becouse I love it!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Dajanksta on Feb 14, 2010, 11:26:45 AM
Quote from: DamianPage on Feb 14, 2010, 08:39:23 AM
I pulled an all nighter last night with the demo!

It is unplayable in a full game. And most of the time kicks people.

Servers are lame. Need a lot of work. I dont believe this game is capable of playing more than 8 players at all to be honest!

What are you guys doing to fix this. Ive asked this question 3 times already.

IF you dont believe there is an issue I could start collecting gamertags of people who believe differently.

On a lighter note I played the demo all night becouse I love it!

weird I played all night and didn't get kicked from one game... ???
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Dajanksta on Feb 14, 2010, 11:36:36 AM
Is mulitplayer going to have a  display for who is talking when you're in the middle of a match? I would really like to be able to see who I'm talking to. Also is there going to be a pop up of a players gamertag while playing? I would also like to know who I am seeing. It's alot harder to strategize and work as a team when I don't know who the hell I'm hunting or talking to.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: skull-splitter on Feb 14, 2010, 01:22:33 PM
Quote from: Dajanksta on Feb 14, 2010, 11:26:45 AM
Quote from: DamianPage on Feb 14, 2010, 08:39:23 AM
I pulled an all nighter last night with the demo!

It is unplayable in a full game. And most of the time kicks people.

Servers are lame. Need a lot of work. I dont believe this game is capable of playing more than 8 players at all to be honest!

What are you guys doing to fix this. Ive asked this question 3 times already.

IF you dont believe there is an issue I could start collecting gamertags of people who believe differently.

On a lighter note I played the demo all night becouse I love it!

weird I played all night and didn't get kicked from one game... ???

It all depends on the host-player: if he stays, the game survives, if he leaves, the lobby is being migrated, resulting in a disconnection about 90% of the time.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Darklarik on Feb 14, 2010, 02:28:11 PM
Are you considereing a predalien skin in future DLC?

Will the issue of who is talking be solved by showing us his tag?

It seems at times, that without a perfect connection, the block counter dosent work, i sometimes block and still get hit, or sometimes i block, the inmideatly counter with a LA and the enemy isnt stunned while he continues to spam the LA attack.

will the option of letting some player start of with certain weopons be abaileble in a custom game feature?

will the lame Thrower be fixed?

i have a problem that when i do a melle attack it goes into focus mode, and leads to some unessesary focus jump attack. this is troublesome when im like 5 feet away from a player, and what to do a LA instead i do that slow jump attack.

People seem to using the sniper a a carine instead of a sniper, will the reticule be enlagared so that people dont succesfully get a sniper kill at POINT BLANK RANGE?

thats all i can think of now.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Glowing_Amraam on Feb 14, 2010, 02:53:22 PM
Regarding the chat in-game (pc version obviously):

As it stands now, it's not really easy to "take notice" when someone is typing to you, as there is no sound played when someone says something, and it dissapears rather quickly. Plus its in the bottom left corner.

Will the "chat system" be improved upon release, or at a later date?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: bronxsta on Feb 14, 2010, 04:42:27 PM
Me again

Three questions:
1. Will there be host migration in the game (like MW 2)? It's gets really annoying when the game just ends because the host leaves.
2. If you stay still (like if Im an alien and want to set up an ambush), do you show up on the motion tracker?
3.When you're an Alien, is there a way to drop straight from the ceiling to the floor?

By the way, I'm playing on the PS3
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: spychi on Feb 14, 2010, 04:56:29 PM
Quote from: bronxsta on Feb 14, 2010, 04:42:27 PM

3.When you're an Alien, is there a way to drop straight from the ceiling to the floor?
Space button or 3rd mouse button


Will the maps exclusive in the Collector's Edition will be included in the DLC's for the game?
cause I am not sure which hunter edition I should buy, the one at gram.pl (t-shirt, facehugger, 3 multiplayer skins, normal box? ) or the one at hmv.com (facehugger, hardned box, 3d card, weyland-yutani logo, 4 maps) but with much much longer shipment
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Jekku on Feb 14, 2010, 05:57:05 PM
Does Rebellion/Sega plan to support all three versions (360, PS3, PC) with DLC and patch updates after the release of the game?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: nyce on Feb 14, 2010, 06:28:19 PM
Quote from: bronxsta on Feb 14, 2010, 04:42:27 PM
Me again

Three questions:
1. Will there be host migration in the game (like MW 2)? It's gets really annoying when the game just ends because the host leaves.
2. If you stay still (like if Im an alien and want to set up an ambush), do you show up on the motion tracker?
3.When you're an Alien, is there a way to drop straight from the ceiling to the floor?

By the way, I'm playing on the PS3

It's called MOTION tracker for a reason... it tracks MOTIONS.

Question:  Any news about dedicated servers? Even the people from gameserver hosting companies does not receive word on the official SEGA forums. This starts to stink...
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: firefly101 on Feb 14, 2010, 08:24:42 PM
Thanks for making an updated Game.

Only 2 things I would love to see for us SP guys that cannot play online is

1. AI bots for Marine players so we have buddies to play with us and AI bot addition in general for playing MP by ourselves without killing Internet connections to play online.

2. Give Modding Tools ASAP and allow us to mod what we can to increase life of this game.

If DLC is needed for Bots I am all for it.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DoomRulz on Feb 14, 2010, 11:54:41 PM
Quote from: predalien27 on Feb 14, 2010, 01:43:20 AM
Quote from: DoomRulz on Feb 14, 2010, 01:28:22 AM
I do have one question, Eric.

I notice in the demo, if the Predator sets a mine, they disappear if that player dies. I find this extremely irritating especially when I've set up over 5. Will this be changed at tall?
This question reminede me of another question;
Eric, or anyone else that can answer this;
What is the max # of mines I can lay down in multiplayer?

I think that's unlimited. I lay down up to 6 at a time.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: VEF214 on Feb 15, 2010, 12:28:57 AM
Quote from: DoomRulz on Feb 14, 2010, 11:54:41 PM
Quote from: predalien27 on Feb 14, 2010, 01:43:20 AM
Quote from: DoomRulz on Feb 14, 2010, 01:28:22 AM
I do have one question, Eric.

I notice in the demo, if the Predator sets a mine, they disappear if that player dies. I find this extremely irritating especially when I've set up over 5. Will this be changed at tall?
This question reminede me of another question;
Eric, or anyone else that can answer this;
What is the max # of mines I can lay down in multiplayer?

I think that's unlimited. I lay down up to 6 at a time.

In the 360 version, you can only lay down 5 before they start exploding on their own. Laying down five mines completely depletes your energy if it's full as well, since you have 15 energy bars (correct me if I'm wrong).
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DoomRulz on Feb 15, 2010, 03:31:25 AM
It does deplete your energy, but you can recharge and set more.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DamianPage on Feb 15, 2010, 04:06:45 AM
Oh Im aware of host migration resulting in a kick. Im also awar of other issues. The issue Im talking about is on the xbox 360 of the game. And every time I get a full game either 3 people are kicked or the lag Is Unplayable!


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: draken161 on Feb 15, 2010, 08:24:54 AM
Will you guys be using the pre-load feature provided by steam for your game?

Just wondering.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: VEF214 on Feb 15, 2010, 12:39:55 PM
Quote from: DoomRulz on Feb 15, 2010, 03:31:25 AM
It does deplete your energy, but you can recharge and set more.

Kinda pointless seeing as you only can have a max of five, if you set your sixth one, your first explodes on its own and so on. Unless you just want to change the position of the mine you could do that I guess.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: VEF214 on Feb 15, 2010, 01:04:50 PM
I have another question. In Predator Hunt, when you are a Marine and you have just killed the Predator, do you transform right where you are into the Predator, or do you disappear and spawn somewhere else?

Watch this (http://www.youtube.com/watch?v=W5UbuUZRDkA) video at 0:42 -- 0:45.

Answer? In the video it seems like you transform on the spot, do you have invincibility or something so Marines don't just blast you right away when you transform? If you do have invincibility, how long does it last and why did you come to the decision to let the Predator get free kills? I really want this answered!  :D

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Drewid on Feb 15, 2010, 01:30:54 PM
Quote from: VEF214 on Feb 15, 2010, 01:04:50 PM
I have another question. In Predator Hunt, when you are a Marine and you have just killed the Predator, do you transform right where you are into the Predator, or do you disappear and spawn somewhere else?

Watch this (http://www.youtube.com/watch?v=W5UbuUZRDkA) video at 0:42 -- 0:45.

Answer? In the video it seems like you transform on the spot, do you have invincibility or something so Marines don't just blast you right away when you transform? If you do have invincibility, how long does it last and why did you come to the decision to let the Predator get free kills? I really want this answered!  :D

You instantly respawn somewhere else.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: MrBrokenTusks. on Feb 15, 2010, 02:06:45 PM
In sp is healing your self use energy in sp videos there are three tab things above the health bar ? And in mp its not there. I think i have seen a  hint (sometimes) when you start a game saying in multiplayer you use energy to heal not health shards ? just a bit curious.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Inferno on Feb 15, 2010, 04:41:19 PM
Quote from: Predator:o:95 on Feb 15, 2010, 02:06:45 PM
In sp is healing your self use energy in sp videos there are three tab things above the health bar ? And in mp its not there. I think i have seen a  hint (sometimes) when you start a game saying in multiplayer you use energy to heal not health shards ? just a bit curious.
Health shards (pickups) = SP
Energy Depletion = MP
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Dachande on Feb 15, 2010, 05:24:00 PM
Quote from: DoomRulz on Feb 14, 2010, 01:28:22 AM
I do have one question, Eric.

I notice in the demo, if the Predator sets a mine, they disappear if that player dies. I find this extremely irritating especially when I've set up over 5. Will this be changed at tall?

I don't think that would be a good idea. Otherwise you'll end up with preds grabbing the mines, laying them down, dying, getting more mines, laying them down, and so on, and eventually the place would be covered with mines, making for a very unfair battleground, so i think removing them once you die makes sense, although to balance i suppose all the mines could explode upon death, as it seems they are tied into the preds wrist comp.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: VEF214 on Feb 15, 2010, 05:29:32 PM
Yeah, they should explode not just disappear. The explosion would cause damage of course.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 15, 2010, 06:18:32 PM
Hi All,

Hope you had an enjoyable weekend with the Demo!

Straight to the questions, since I doubt you want to read my ramblings...




Quote from: EdFishy on Feb 10, 2010, 12:57:37 PM
The game is obviously in its final state at this point, but could you generally give us an indicator of how much the final build has changed compared to the demo? Graphics, movement, weapon balance, on a scale from 1 to 10?

We can't actually answer this in a simple 1-10 type scale, sorry!  Suffice to say, that the final build is further along than the demo, but that the balance is mostly if not exactly the same.

Quote from: EdFishy on Feb 10, 2010, 12:57:37 PM
Also, I'm relieved to hear that Rebellion plans to continue their support for the game in the future.  Will the future support simply be weapon balances, or will it include all-new mechanics to smoothen gameplay? A little example would be the ability to adjust the amount of smoothing the camera for the Alien has, or cleaning up the Marine's movement so it's a little less sticky.  A big example would be a kill-cam option, or an auto-tracking(and possibly third-person) ability for the alien.

Without knowing what issues, if any, we would like to change it's hard to say at this point what we will or will not do.  As we don't want to be in the position where we say "we will do X" and then not deliver for one reason or another, we cannot comment any further on questions like this at this time.

Quote from: Hive Tyrant on Feb 10, 2010, 01:32:49 PM
That reminds me; why was Deathmatch picked for the demo? Any particular reasoning for that I(/we) might be unaware of?

The press release for the updated PS3 demo, has an explanation from Jason.

"There has been some confusion online as to why we chose to release a Deathmatch multiplayer demo. We chose Deathmatch as the mode for the demo as it's very familiar to all FPS gamers and we wanted players to focus on getting to grips with the controls of the three playable species, without having to learn a new multiplayer mode at the same time," said Jason Kingsley, CEO and co-founder of Rebellion. "We have plenty of new modes in the game and players only have to wait a matter of days before they can play them when the game launches."

Quote from: Hive Tyrant on Feb 10, 2010, 01:32:49 PM
One more short question: will there be vents for Aliens to crawl through in any of the multiplayer maps?

No, none of our MP maps have vents for the Alien.  This decision was made because we wanted the Alien to be powerful enough to be able to live and succeed outside of vents – if we had them in, there would consequentially need to be an adjustment of the Alien balance.  Nor did we want to effectively say to the Alien players "camp a vent, that's pretty much all you can do"

Quote from: Steve C on Feb 10, 2010, 01:38:40 PM
Hi Eric, thanks very much for taking the time to answer our questions.  And to you or any Rebellion staff who read my angry first impression of the demo last week, I was drunk when I played it, so I didn't do very well.  I'm rather fond of it now. ;)

Drunk, sober, good or bad – you're free to express yourself within the established rules of this forum  ;).  We're glad you're liking it now though!

Quote from: Steve C on Feb 10, 2010, 01:38:40 PM

4) About that whole "persecutor" thing in multiplayer...can we get rid of that?  I hate having a damn skull floating over my head.

Well, first some congratulations are in order if you are consistently persecuting other players!  There are currently no options to have a match without the persecutor mechanic.  Our feeling is that it adds to the gameplay, if not the "roleplaying" and as such have no plans to add this ability at this time.  Personally, I've lost matches round the office, because I've been so focused on trying to kill my persecutor that I end up doing worse – so it can go both ways!

Quote from: Shadestep80 on Feb 10, 2010, 03:12:07 PM
Was there in the development of the PS3 version of AvP any problems, many developers have difficulties even with the Cell chip and the programmable on the PS3? And are there technical differences between the XB360 version and the PS3 version of AvP?

There are always technical differences between any platform, but in terms of feature set, both gameplay and rendering, the X360 and PS3 versions are identical.  How they are implemented may be different on both platforms but that is more of an "under the hood" type change and not something visible to the user.  All platforms have their challenges, and the PS3 is no different in that respect.  It was no more challenging to develop the game for the PS3, than it was for the X360.

Quote from: Tyrokiller on Feb 10, 2010, 03:55:10 PM
1) Will the skins change anything else besides the look of the character - i.e. if a praetorian will there be a new model to represent this and will the alien in question be slower and have more health etc... than the other options?

No, the skins in MP only affect the look – they do no alter gameplay in any way.

Quote from: Eidotemit on Feb 10, 2010, 03:56:57 PM
Should Rebellion wish to do something as described above, how feasible is it to fix something like that?

It needs to be looked at on a case by case basis.  When/If we look at any balance tweaks, it will of course be determined primarily by the question of "can it be done".  We cannot comment on the feasibility of a balance tweak without knowing what we want to do, and to avoid a flood of "can you change this then Rebellion?" type questions, will not comment on the feasibility of your requested tweak.  Sorry!

Quote from: DoomRulz on Feb 10, 2010, 03:59:26 PM
Most of the other questions posted already echo my own thoughts, so really, my only question at the moment is: will the Hunter Edition be released in Canada at all?

I am just so confused with that, because around here, there has been endless discussion surrounding European and American versions, and with it, mixed messages. Can you confirm or deny this?

I'm afraid we do not set the price, edition type, or where the game/editions are sold.  This needs to be directed at SEGA I'm afraid.

Quote from: PsychoticMarik on Feb 10, 2010, 04:03:59 PM
Life Cycle
I know this was answered in a recent interview, so I'll ask it in a different manner.
Was this mode ever seriously considered, and if so...would you be willing to create it if you had the opportunity to create a sequel? I realize you may not be able to answer this question, but its absence disappointments me as it was very fun back in AVP2. So if you can at least comment on this it would be much appreciated.

It's one of those features that end up being on the wishlist.  To do this properly (and it would have to be done properly for it to feel good) is almost like adding a 4th campaign to the game – something that requires that much effort, is wasted on just one level.  Conversely, doing something small simply ends up feeling tacked on and cheap.  The short answer is that we didn't have the time, sorry!

Quote from: PsychoticMarik on Feb 10, 2010, 04:03:59 PM
Stealth kills
Sometimes I can perform these on a enemy that's half way down a hallway. Any plans to reduce the distance needed to perform the move?  Also, I've been stealth killed before by players that I'm actually facing head on. Can anything be done about this?

The part of your question that is related to balance, will not receive an answer at this time.  Regarding the other parts, it's not setup to work like that, we can only assume that there was some Latency in the match(es) you we're playing where you saw this.

Quote from: PsychoticMarik on Feb 10, 2010, 04:03:59 PM
Predalien
I understand that this was answered also, but I feel its a issue.
If I remember correctly the aliens actually have 1 less skin to use than either the predators or the soldiers.
So I would like to ask why the predaliens model wasn't reworked to fit the role of a regular alien?
I understand its in the story, and I don't know how long it may have taken to adjust the model for MP, but I'm very troubled by its exclusion. Is there any hope that it can be done as DLC?

The model used in the SP game is considerably larger in dimension than the MP model, and as such we would have had to scale the Predalien down.  That's obviously not impossible to do, but we felt that it wouldn't look as visceral had we done it.

Quote from: webley13 on Feb 10, 2010, 04:34:53 PM
how many levels can we expect in the single player game for each species?

Marine: 6
Predator: 5
Alien: 5

Quote from: plagiarize on Feb 10, 2010, 05:29:14 PM
one question i do have is similar to the request for death counts, could we have people's species marked on the final scoreboard at the end of the round too instead of just a picture of the species the winner was playing as? i forget who was what :)

It's something we could look in to – but no promises can be given at this time

Quote from: VEF214 on Feb 10, 2010, 05:56:41 PM
I was wondering if Rebellion has any plans to implement simple online statistics? I was thinking around these lines (below). It's would be a nice way to keep track of your progress and get a general overview of your stats.

We do have an online leaderboard (accessible within game only) where statistics are tracked.

Quote from: strike on Feb 10, 2010, 06:11:41 PM
How old is the demo build?

It is approximately 6 weeks older than the main game.




Cheers,
Eric


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The Demon on Feb 15, 2010, 06:31:35 PM
This probably won't be answered but I was wondering if there is or could be another way to unlock skins. Because I'm not a big multi player person but I do enjoy using different skins and who like to for the campaign mode.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xenodog on Feb 15, 2010, 08:33:25 PM
Hmmmm...is there individual online ranks for each species?
Or not?So, if I play constantly as a marine, I unlock ALL the skins, including Alien and Pred?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: XenoVC on Feb 16, 2010, 12:26:38 AM
Were any of the sounds for the Aliens taken from the AVPR PSP game Rebellion worked on?

I just noticed if so.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 16, 2010, 02:34:56 AM
I know this is most likely a gameplay issue and so won't be responded to but after just playing the marine then, I was quite annoyed after collecting 4 grenades for my pulse rifle, I then dropped it and picked up the smart gun...stayed in the immediate area and expended the SG ammo and went to pick my PR back up with 4 nades, lo and behold its gone!!

I really hope that this doesn't happen in the full version as it's part of tactical gameplay to me. Im guessing it may have been implemented to stop weapon hording but you can still only hold 2 primary weapons, one with SG and you could always have the dropped weapons dissapear once the player moves a certain distance away to stop them going and getting more weapons to stock pile in that spot.

I mean it would really add to the realism of the marine game in MP as in real life your quite capable of dropping you current gun and using another you come across then picking up your original gun again and this happens in the movies too...so why is this not followed through in the game?

Cheers!

Valheru
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: StevieJayMac on Feb 16, 2010, 07:20:48 AM
This is going to be a highly debatable question (and I understand if you don't answer), but I would like to know your thoughts on the reviews from sites that seem to have "smeared" AvP, ie. Game Informer and Gamespot. These seem to be the two most controversial reviews of a game (possibly ever?). After reading GI's review I completely disregarded it as it was very poorly written, and Gamespot's review, while being a bit more descriptive, I also have written off as not applicable in my opinion. A lot of people seem to base their opinion on the fact that you're company has developed some other "sub-par" games (which I have not played nor will judge). I've played the demo extensively and I must say I really enjoy it and plan on picking up the game tomorrow. I would like to know your thoughts about these negative reviews and how you plan to improve in the future.

Much respect,
Steve Jaymac
(StevieJayMac@hotmail.com)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Gladius_ on Feb 16, 2010, 08:06:02 AM
It's probably going to take an extremely long time for the devs to get this far but I have a question as well. If one of the consoles or pc version suffer in sales, what do you have to increase it's life expectancy? I know that certain games have cross linked systems. 360 with PC etc. Would you consider such an option?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Suicide767 on Feb 16, 2010, 03:04:08 PM
My question wasnt answered on page 19 so I shall place in bold for it to stand out.

Ok I have a question as to which i dont think it has been answered and I and lots of other members of the community have been wanting it answered and left bewildered as to why its not included.

AVP Became very popular with its lifecycle options the ability to play as a facehugger and facehug your friends and become a chestburster, why was this not concidered and added into possibly the best game of its time Concidering Lifecycle/Facehuggers scared the bajesus out of thousands of people when it was enabled in AVP2, why remove the option to enable/disable lifecycle?


And please dont reply with balance, AVP2 Kicked arse with its lifecycle and IMO was perfectly balanced both when lifecycle was enabled and disabled. other than the plasma caster spam :P.

Sui
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Drewid on Feb 16, 2010, 03:05:19 PM
Quote from: Suicide767 on Feb 16, 2010, 03:04:08 PM
My question wasnt answered on page 19 so I shall place in bold for it to stand out.

Ok I have a question as to which i dont think it has been answered and I and lots of other members of the community have been wanting it answered and left bewildered as to why its not included.

AVP Became very popular with its lifecycle options the ability to play as a facehugger and facehug your friends and become a chestburster, why was this not concidered and added into possibly the best game of its time Concidering Lifecycle/Facehuggers scared the bajesus out of thousands of people when it was enabled in AVP2, why remove the option to enable/disable lifecycle?


Sui

I think this has already been answered.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Suicide767 on Feb 16, 2010, 03:06:12 PM
no it hasnt, i checked.

Sui
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Insomniac on Feb 16, 2010, 03:14:31 PM
Quote from: Suicide767 on Feb 16, 2010, 03:06:12 PM
no it hasnt, i checked.

Sui

Yes it was:

Quote

Quote from: PsychoticMarik
    Life Cycle
    I know this was answered in a recent interview, so I'll ask it in a different manner.
    Was this mode ever seriously considered, and if so...would you be willing to create it if you had the opportunity to create a sequel? I realize you may not be able to answer this question, but its absence disappointments me as it was very fun back in AVP2. So if you can at least comment on this it would be much appreciated.


It's one of those features that end up being on the wishlist.  To do this properly (and it would have to be done properly for it to feel good) is almost like adding a 4th campaign to the game – something that requires that much effort, is wasted on just one level.  Conversely, doing something small simply ends up feeling tacked on and cheap.  The short answer is that we didn't have the time, sorry!

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 16, 2010, 04:52:39 PM
Hi All,

Some more questions answered - but first some housekeeping statements;

For those of you who are further down the list - a reminder.  I am going through and answering in order of posting.  If you are on page 19 (for example) please be patient.  Your answer is coming, or may have already arrived if someone else has asked.  :)

For those of you who think that PM'ing me will get you an answer, we remind you to post your questions on the forum for the benefit of all - I would like to point out that technical support will not be provided here, and that if you are experiencing problems please go to the SEGA website and click on the "Support" button.  Please don't be offended when you're PM goes unanswered.




Quote from: predalien27 on Feb 10, 2010, 07:12:34 PM
I have seen or heard in an interveiw that we could pick what we could do in a Trohy Kill.  Is this true?

No, Trophy kills are picked on a random basis when initiated.  The animation you get will vary depending on whether it is initiated from the front or rear (stealth kill)

Quote from: Xenodog on Feb 10, 2010, 07:59:29 PM
As well as that^, in online play, how much XP is generally gathered per kill, and will it vary between game-modes and species? And does the XP amount needed to level up increase the higher you get?

The higher the rank, the more XP is required to earn it





















ActionTimeXP Reward
Kill Marine  -      2
Kill Alien  -      2
Kill Predator  -      2
Inflict 100 points of damage  -      2
Counter melee attack  -      1
Capture Control Point(CP)  -      2
Defended CP (rewarded only after a kill near teams CP)  20 secs       1
Attack CP (rewarded only after a kill near enemy CP)  20 secs      1
Assist in a Kill  -      1
Trophy Kill Marine  -      3
Trophy Kill Alien  -      3
Trophy Kill Predator  -      5
Melee Kill as Marine  -      6
Assist in a Kill  -      1
Get a kill streak of 5 or more with out dying  -      5
Kill Persecutor  -      4
Win a round of Infestation  -      5
Survive to the end of a round of Infestation as a Marine and get the Bonus  -      10

Quote from: FiveByFive on Feb 10, 2010, 08:10:46 PM
This question is console related: Because of more difficult capacity of aim, are the X360, PS3 and PC Marine weapon damages all equal? I'm asking, because it is easier to aim on PC and harder on PS3 X360, so are there compromises done to facilitate "taking down" enemies while being a marine?


The damage/health values for all species are consistent across all platforms – there have been no compromises.

Quote from: InfestedGoat on Feb 10, 2010, 08:29:07 PM
2b. Will different skins for the alien have a different hiss sound?

I'm afraid not, sorry!

Quote from: Avp3 ftw on Feb 10, 2010, 08:45:28 PM

XBOX FORUMS: This is probably a major thing and why hasn't there been one made for this game? It will increase the popularity huge.


This isn't something we have any control over – if you would like to see this happen please voice your concerns to Microsoft and/or SEGA

Quote from: X-SOLDIER on Feb 10, 2010, 09:44:51 PM
Alien Movement Question
It's a little long, so sorry about that. The Aliens are typically restricted to moving on all fours, but have occasionally been seen transitioning to moving on 2 limbs. I'm curious if this is an intended mechanic (such as a slow walk animation when on the ground) or just a glitch (it's difficult to tell, because it's only been seen on AI controlled Aliens, since the first person Character Model can't be seen while under player control). I've got some examples to show what I'm talking about.

The MP movement anims are all "crouch" based, while in SP some of them have the (AI only) aliens standing on their legs.

Quote from: Le Celticant on Feb 10, 2010, 10:23:45 PM
3) Are all your Multiplayer maps built on the same "sample"? I mean 2 levels, symmetrical, 2 main room where fight happened both link by one corridor?

No, our other maps may have the same design elements, but are not simply clones of Refinery with different textures.

Quote from: Le Celticant on Feb 10, 2010, 10:23:45 PM
5) I guess the whole concept of "Predator de-cloaking" is about honour but there's a thing I can't get. If a Predator has sense of honour, he probably won't stealth kill someone who's stealth killing someone else from the back. Is there anyway to see this cloak fixed also which doesn't de-cloak everytime you fire?

We will not be changing the predator de-cloaking, as we see this as fundamental to the balance of the game.  Honorable predators in MP, rely on honourable players controlling them!

Quote from: Le Celticant on Feb 10, 2010, 10:23:45 PM
6) Is there a chance to see the Predator "cloak" fixed? I mean Alien does better cloak in the environment than predator cos of thus "electric distortion".

The distortion only shows up when you are moving, or have been hit.  If you are standing still, you should be far less visible than an Alien.  However, a Predator who is standing still can easily fall prey to roving Aliens.

Quote from: heady89 on Feb 10, 2010, 11:27:31 PM
will the voip bug be fixed in full version?
No ability to mute as it is now.

The main game has a PTT button at the lobby, as well as a mute function.




Cheers,
Eric


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: rufuzmitchell on Feb 16, 2010, 06:01:21 PM
Quote from: [REB]Trigger on Feb 10, 2010, 10:18:19 AM
Hi All,

I'll follow on from Alex and give a small intro about me, and what I do;

My name is Eric Miller, I work for Rebellion Oxford as an Assistant Producer on AVP for Multiplayer and Animation.  Alongside our Multiplayer designers Phil Gresley (Lead) and Stephen Elkins and our Code team, we have been working very hard to bring you the best possible experience we can when it comes to lovingly ripping other players in half online.

We recognise that there has been a lot of confusion lately since the release of the Demo, and as such would like to engage in a dialogue with the community about issues or questions that people have - to that end, we have decided to directly engage with you through the magic of the internet ;) in order to provide feedback where possible to the questions that have come up.

To that end, I will be posting statements on this board in an attempt to answer questions about the game that occur in broad categories.  I will not be responding to private messages, and I will not be engaging in forum thread discussions.  This is not because I or Rebellion do not care, but simply because I do not have the time (in the case of private messages) nor do we want to influence the discussions that have occured to date without our invovlement.  Discussions have the ability to be derailed or ended simply because a "dev said X" and while answering your questions will to some degree have that effect anyway, we want the community to be able to discuss their desires and opinions without an official Rebellion response coming along to end such a discussion prematurely.  You've managed quite well without us before now, and we don't want to change that through our involvement.

I aim to post such "round up responses" on a regular basis, but of course this depends on the volume of questions that are asked.  If I don't post a response to your question, it could be for a number of reasons;

- I didn't see it
- Only one person asked, and as a result it was deemed to be a low priority question to respond to
- An answer is not currently available at this time (I will endeavour to point this out)
- The question asked was not gameplay related  (i.e. Aesthetics, Story, Audio, etc.)

Please try to not read too much into any lack of response to a question - you are of course free to speculate, but it's more than likely not the end of the world if a question does not get a response immediately.

Why here, and why now?  Well, we've been lurking on this and other boards for over 3 years now (3 years ago, there were less AVP dedicated sites to go to) - some of us have posted privately before, others simply watched ;).  With the release of the game imminent, we felt that this was a good time to get involved - and yes, the issues with the Demo made it more desirable as well.

Finally (sorry for the wall of text!) I'd like to thank you for reading this, Rebellion as a whole would like to thank you for your support of the game so far, and we look forward to the release of the game in 6 more days (USA).

If you see someone in a game who has a [REB] Tag, it's possible they're a rebellionite, especially if they're a member of our steam group :). 

Cheers,
Eric

Hi Eric,

I know this thread is mainly about MP but are the people from Rebellion aware of the problems with the Predator Campaign on PS3? The Marine and Alien Campaigns are fine but the Predator campaign is prone to random freezing. (the disc is clean and my ps3 isn't faulty)

Anyway, i am a bit short on time tonight so i'll just copy and paste my topic about this problem that i posted elsewhere on this board:

'' Hi folks,

I registered here to ask if anyone else has encountered random freezes on the Predator campaign.

I finished the Marines and the Aliens campaigns with no problems at all. But everytime i play the Predator my system randomly locks up.

I already asked this on another forum and there are more people who have the same problem.(aliens and marine are fine: problems with the pred!)

So, anyone here who has the ps3 version and has the same problems?
Also, is there a way to let Rebellion know so they might eventually patch it?

Thanks in advance!''


I hope you will take the time to read this and hopefully there will be a solution to this prolem shortly.

Thank you.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Xenodog on Feb 16, 2010, 06:08:04 PM
Ahhh, thanks guys.  ;)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JayHy17 on Feb 16, 2010, 06:51:23 PM
Question to Rebellion, Will you ever release the pre-order multiplayer skins via DLC?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sharkey1337 on Feb 16, 2010, 10:38:26 PM
Hi Eric! Thanks for taking the time to answer our questions! My question relates with game balancing (and I know you wrote a general response to this) but I'm really curious in the dev's team's decision on the Smart Disc mechanics, such as why it doesn't require any energy and the ease of 'spamming' the disc by players as the disc doesn't have a 'cool down' much like the Spear does. I'm sure you guys will be balancing the disc down the road, soon I hope, but can we at least get a confirmation from you guys that the disc has behaved differently than intended in the demo, much like the flamethrower? Thanks again!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: yaji on Feb 16, 2010, 10:50:14 PM
I have question about the muzzle flares:

(https://www.avpgalaxy.net/forum/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F4830%2Favpexe0113833.th.jpg&hash=bb97befbad2ed2b772615fcdf06bdc7bc41ce3b4) (http://img517.imageshack.us/i/avpexe0113833.jpg/)

Why they have to be so big ? I can't see anything though it.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Feb 16, 2010, 11:04:48 PM
Quote from: yaji on Feb 16, 2010, 10:50:14 PM
I have question about the muzzle flares:

(https://www.avpgalaxy.net/forum/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F4830%2Favpexe0113833.th.jpg&hash=bb97befbad2ed2b772615fcdf06bdc7bc41ce3b4) (http://img517.imageshack.us/i/avpexe0113833.jpg/)

Why they have to be so big ? I can't see anything though it.

2nd, very annoying.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Insomniac on Feb 16, 2010, 11:05:13 PM
Quote from: yaji on Feb 16, 2010, 10:50:14 PM
I have question about the muzzle flares:

(https://www.avpgalaxy.net/forum/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F4830%2Favpexe0113833.th.jpg&hash=bb97befbad2ed2b772615fcdf06bdc7bc41ce3b4) (http://img517.imageshack.us/i/avpexe0113833.jpg/)

Why they have to be so big ? I can't see anything though it.

You sure thats all muzzle flare? looks like your standing on a light...
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 16, 2010, 11:51:47 PM
Quote from: [REB]Trigger on Feb 16, 2010, 04:52:39 PM
Quote from: Le Celticant on Feb 10, 2010, 10:23:45 PM
6) Is there a chance to see the Predator "cloak" fixed? I mean Alien does better cloak in the environment than predator cos of thus "electric distortion".

The distortion only shows up when you are moving, or have been hit.  If you are standing still, you should be far less visible than an Alien.  However, a Predator who is standing still can easily fall prey to roving Aliens.

Hi Eric,

Thanks for all the great, timely responses to people's questions...I have one of my own though regarding your response above.

Can you please explain the theory behind this electronic distortion when the predator moves? I can understand it when he gets hit by an explosion blast such as splash damage from a RPG or Plasma bolt or when he moves through water, but it doesn't make any sense when he simply moves.

My reasoning behind asking this, is that at times playing against marines I am anywhere between 2 and 20 meters away and they can pin point me with deadly accuracy every time! Couple that with the smart gun, the scope on the sniper rifle, the motion tracker, the fact that the predator uncloaks with every attack and every weapon except the spear gives away your position (5 marine advantages against the 1 advantage cloaking gives the predator!) and the predator's cloak is almost useless except when standing still and even then if the marine is close he can still find you from the shimmer...so really what is the point of the cloak? I find I am having to play like a marine to have any chance at killing them in a lot of games...have a spear ready, dodge out and throw it and dodge back in before I get owned by the PR...theyll be camping up where the SG is and no matter which doorway ill try to come out off or up the ramps they instantly nail me...thats before they get the SG!

I've been playing the demo for a while now and consider myself an OK predator (so not saying im leet or anything :P) and against inexperienced marines I absolutely nail them...ones that know what to look for, well I might as well not bother with the cloak as it does me no good and in my opinion is a serious balance issue on the predator's side, the electronic distortion from moving is a big disadvantage.

And most of all this doesn't represent or follow through on any cloaking example from any of the Predator or AVP movies where moving does not induce this electronic distortion. I'm not sure why you introduced it as an obvious balance to the cloak when the marines already have so many things to balance it out. I hope this gets looked into further down the track once the full version is out.

I mean, without an effective cloak the predator simply becomes another marine class with claws and futuristic weapons.

Cheers!

Valheru
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: l3awl3ag on Feb 17, 2010, 01:38:24 AM
Valheru, the cloak only does that when you're sprinting or focus jumping. If you're moving around normally you're almoast invisible to marines, and you are completely invisible in the dark.

Chances are when you're being killed as you describe, the marine player has just seen you on the motion tracker and thought "hmm.. nothing there.. but f**k it, I'll fire anyway just incase". As the marine, that's how the majority of my predator kills start out. It's easily done, you just need to line yourself up with the blip on the motion tracker, and spray.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 17, 2010, 02:07:19 AM
Quote from: l3awl3ag on Feb 17, 2010, 01:38:24 AM
Valheru, the cloak only does that when you're sprinting or focus jumping. If you're moving around normally you're almoast invisible to marines, and you are completely invisible in the dark.

Chances are when you're being killed as you describe, the marine player has just seen you on the motion tracker and thought "hmm.. nothing there.. but f**k it, I'll fire anyway just incase". As the marine, that's how the majority of my predator kills start out. It's easily done, you just need to line yourself up with the blip on the motion tracker, and spray.

No you get it when moving around at normal speed as well, I've witnessed it myself many a time and also when helping out a newbie predator.

And it's happened far to often for it to be simple spray and pray...literally you can see them turn towards you and track your movement and the second they fire it hits you straight away and pretty much die instantly. Almost as if the cloak wasn't even on, that's how useless it feels sometimes when fighting marines. When it happens time and time again you see a pattern emerge that tells you they can clearly see me while in cloak.

I'm posting this up as an observed fault in trying to balance the predators cloak out and going too far, to the point where it's almost useless against a marine with half a clue, not just because it has frustrated me in the past.

Cheers!

Valheru
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Insomniac on Feb 17, 2010, 02:27:08 AM
Quote from: Valheru on Feb 17, 2010, 02:07:19 AM
Quote from: l3awl3ag on Feb 17, 2010, 01:38:24 AM
Valheru, the cloak only does that when you're sprinting or focus jumping. If you're moving around normally you're almoast invisible to marines, and you are completely invisible in the dark.

Chances are when you're being killed as you describe, the marine player has just seen you on the motion tracker and thought "hmm.. nothing there.. but f**k it, I'll fire anyway just incase". As the marine, that's how the majority of my predator kills start out. It's easily done, you just need to line yourself up with the blip on the motion tracker, and spray.

No you get it when moving around at normal speed as well, I've witnessed it myself many a time and also when helping out a newbie predator.

And it's happened far to often for it to be simple spray and pray...literally you can see them turn towards you and track your movement and the second they fire it hits you straight away and pretty much die instantly. Almost as if the cloak wasn't even on, that's how useless it feels sometimes when fighting marines. When it happens time and time again you see a pattern emerge that tells you they can clearly see me while in cloak.

I'm posting this up as an observed fault in trying to balance the predators cloak out and going too far, to the point where it's almost useless against a marine with half a clue, not just because it has frustrated me in the past.

Cheers!

Valheru

The cloak does not shimmer when doing a normal walk, only while sprinting or focus jumping.
It's easy enough to tell, because you can see it on your own claws when it's happening.
If you have been shot while walking its purely because they spotted you, being cloaked isnt full invisibility, if you know what to look for you will spot it in some areas. The top of the ramps are a dangerous place to be as a pred.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 17, 2010, 03:08:11 AM
Im not talking about the shimmer but the electronic distortion you get while moving. And I did say from any doorway, not just the ramps...basically the second I popped my head out of any opening into the main refinery area it would get blown off.

I know the cloak isn't invisibility but it seems almost useless as a stealth mechanism when the marines can pick me out that easily...I'll see if I can find you some footage or an image of what I see when another cloaked predator walks around.

Cheers!

Valheru

Edit...Here ya go...at the 35-36sec mark you can see a cloaked predator sprinting which causes the ED (electrical distortion), later on at 3:45-47 you can see the same distortion as a predator WALKS up and THEN lets loose a light attack, bringing him out of cloak.



Here's a pic of the moment he's walking before he attacks and you can clearly see the ED on the left just above the motion tracker...and this is from the small youtube video screen, you can imagine how clear and easy it would be to spot on a 19/21" monitor running at full res. and detail.

(https://www.avpgalaxy.net/forum/proxy.php?request=http%3A%2F%2Fi10.photobucket.com%2Falbums%2Fa145%2FValheru007%2FED.jpg&hash=21feb0ab5be2f2ce0ee204b16d8beec0d70b78fd)

PS....while I was commenting about this in a game another player mentioned that my eyes glowed and was how he saw me....is this true, that randomly or after some action that your eyes glow while in cloak?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sharkey1337 on Feb 17, 2010, 03:31:49 AM
Valheru, you just have to learn how to use the Predator better. Seriously, the cloak is perfect the way it is, and BALANCED. You shouldn't be able to run around the place in perfect cloak, the predator is already powerful enough as it is. If you're rushing at a marine who's facing you then you damn well deserve to be shot dead! Here's a tip from a game winning Predator: if you spot a marine after coming around a corner, STOP dead in your tracks. Usually the marine won't notice you as they may have just seen a blip on their detector, but might be thinking it could be a level above/below them as they won't see anything with you standing still. When they turn their attention away from you then use your pounce attack or run up and get a stealth kill on them. If they have noticed you just run back around the corner and flank them from the other side. Better yet try and carry the spear around with you, it's moments like these that can guarantee you a victory against a marine with a well thrown spear, which is an excellent sneak attack weapon when cloaked.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tyranix on Feb 17, 2010, 03:46:52 AM
Ok, I think I have a simple enough question.

Where can concerns, queries, complaints and suggestions be filed? I am not very amused with how the ranked system works, nor how I really have little to no control on which race I am in most of the game modes unless I play unranked. Here are the issues I find in detail.

1. Match Making Time. I find it extremely frustrating that the match maker will end up finding 4 people, and just start the match and go ahead. If the system would sit in the lobby and wait more than 20 seconds before starting, the games could get bigger in size. I've played far too many 4 player matches today

2. Race Balancing. I completely understand how you want to make sure one team isn't out numbered by the other. But hardly makes sense that I've been in a few matches, forced to be a human, when I want to be an alien, and the alien players want to be human, yet there is no "switching" unless you're on the only team that has the man advantage. What's worse, is that when people don't get the race they want, they end up dropping the match, making it even more unbalanced and sometimes even vacant. I say, let us swap at the very least if someone wants to swap with you. Or let there be no faction balancing in a match under 8 in size.

3. Possibly allow joining mid-match or allow changing races mid-match, with balancing teams still applied. I understand you don't want someone with a huge score jumping to the other team to toss off the scoring or to get the 'winning' multiplyer (if there is one). But if you kept balancing on, if they do switch teams it wont be any harm if they join a team that could use one more player. Am I wrong?

Also, I've noticed a glitch that followed us from the Demo on the PS3 version. It seems once in awhile, out of complete random we can't hear others or others can't hear us on the mic even when just sitting in the lobby. Hopeing this is dealt with, hate playing with pals and being unable to talk to them without rejoining the group to fix the problem

Anyway, thanks for hearing me out, hope the suggestions are taken to heart, if not, really would like to know where I could send them. Thanks
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: z0diac on Feb 17, 2010, 03:53:33 AM
Why do I get the feeling Rebellion is testing this "matchmaking" system to see how many people will put up with it, and after while, announces they are scrapping dedicated servers (probably due to extra resources, both manpower and money)... :'(
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 17, 2010, 03:54:58 AM
Quote from: Sharkey1337 on Feb 17, 2010, 03:31:49 AM
Valheru, you just have to learn how to use the Predator better. Seriously, the cloak is perfect the way it is, and BALANCED. You shouldn't be able to run around the place in perfect cloak, the predator is already powerful enough as it is. If you're rushing at a marine who's facing you then you damn well deserve to be shot dead! Here's a tip from a game winning Predator: if you spot a marine after coming around a corner, STOP dead in your tracks. Usually the marine won't notice you as they may have just seen a blip on their detector, but might be thinking it could be a level above/below them as they won't see anything with you standing still. When they turn their attention away from you then use your pounce attack or run up and get a stealth kill on them. If they have noticed you just run back around the corner and flank them from the other side. Better yet try and carry the spear around with you, it's moments like these that can guarantee you a victory against a marine with a well thrown spear, which is an excellent sneak attack weapon when cloaked.

And you need to learn to read my posts better...take into account everything and specifically what I have said (go read them all again properly).

In response to your post:
- I am not RUNNING...I am WALKING.
- The marine is hell powerful enough, that's why I die almost instantly the second they spot me, the predator really needs his cloak to work effectively to balance against the marines superior firepower.
- I am not asking for a perfect cloak but one that works until you do something to give yourself away or are close enough for the shimmer to be seen. All my instances I am talking about are from a medium distance away, good example is the back wall where the SG is and I walk out of any door on the other side of the room and they instantly turn and shoot me, obviously the motion tracker gives them a bearing and then they see the ED. And don't say it's because they have the SG, 4 out of 5 times it was the PR that killed me.
- I am not rushing them, I constantly try to flank them and be random in my direction of attack but they always seem to see me somehow!
- Spear is one of my main weapons of choice and is what I've had to use most since with a less than effective cloak, any other weapon only makes it so much easier again for them to spot me...basically as I said in my first post I have to do a 'spear ready, dodge out, throw and dodge back in' to have any chance of killing them and staying alive.

As I said, I know Im no uber leet predator player but I also know Im not a noob either, been playing FPS for a long time now and do take a fair few marine and alien kills but basically any experienced marines I come across it's just an outright fire fight instead of a stealthy stalk of the prey as they just watch for the ED cue....Im cool with it doing it for sprinting or jumping even though it doesnt make sense but for it to do it while walking is way to disadvantageous on what is the predators only real edge over the marines as in a straight fire fight the marine is very powerful, the pred may have one kill weapons but they are quite easily dodged if the marine keeps moving where his bullets are instantaneous.

Cheers!

Valheru

PS...maybe we should move this 'discussion' to another thread but leave my initial post in here, to keep this thread a bit cleaner ;)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sharkey1337 on Feb 17, 2010, 04:07:17 AM
Quote from: Valheru on Feb 17, 2010, 03:54:58 AM
And you need to learn to read my posts better...take into account everything and specifically what I have said.

- I am not RUNNING...I am WALKING.
- The marine is hell powerful enough, that's why I die almost instantly the second the spot me, the predator really needs his cloak to work effectively to balance against the marines superior firepower.
- I am not asking for a perfect cloak but one that works until you do something to give yourself away or are close enough for the shimmer to be seen. All my instances I am talking about are from a medium distance away, good example is the back wall where the SG is and I walk out of any door on the other side of the room and they instantly turn and shoot me, obviously the motion tracker gives them a bearing and then they see the ED. And don't say it's because they have the SG, 4 out of 5 times it was the PR that killed me.
- I am not rushing them, I constantly try to flank them and be random in my direction of attack but they always seem to see me somehow!
- Spear is one of my main weapons of choice and is what I've had to use most since with a less than effective cloak, any other weapon only makes it so much easier again for them to spot me...basically as I said in my first post I have to do a 'spear ready, dodge out, throw and dodge back in' to have any chance of killing them and staying alive.

As I said, I know Im no uber leet predator player but I also know Im not a noob either, been playing FPS for a long time now and do take a fair few marine and alien kills but basically any experienced marines I come across it's just an outright fire fight instead of a stealthy stalk of the prey as they just watch for the ED cue....Im cool with it doing it for sprinting or jumping even though it doesnt make sense but for it to do it while walking is way to disadvantageous on what is the predators only real edge over the marines as in a straight fire fight the marine is very powerful, the pred may have one kill weapons but they are quite easily dodged if the marine keeps moving where his bullets are instantaneous.

Cheers!

Valheru

PS...maybe we should move this 'discussion' to another thread but leave my initial post in here, to keep this thread a bit cleaner ;)

Ack, sorry I didn't mean to sound condescending or anything, and sorry about putting it as "running around" when I know you said you walk. If you're walking the detector can still pick you up. I'm guessing you play on PC, I'm an Xbox player, so given that I'm sure the graphical difference between the two versions may change things a bit, i.e. PC players can see cloaked predators better. ASSUMING that, well I really have nothing to say but to avoid marines if you can help, which I tend to do as they do seem to play more the anti-predator then the aliens can, lol. Again, sorry!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 17, 2010, 04:17:33 AM
This post is for an entirely different question regarding the predator.

Why does the plasma caster still auto lockon when in normal vision mode, so Im not in IR or the one for seeing aliens whatever its called (someone please fill me in ;)), but in the view that sees what the marine sees. I assumed in this mode you would forfeit the auto lockon and have to manually aim the PC which is handy so you can account for lead on a moving target....but lo and behold again, what you assume is common sense and would also be carried over from the original AVP is not what you get sometimes :-\

Is this a bug or the way it was intended? If it was intended what is the reasoning behind it?

Cheers!

Valheru
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 17, 2010, 04:29:10 AM
Quote from: Sharkey1337 on Feb 17, 2010, 04:07:17 AMAck, sorry I didn't mean to sound condescending or anything, and sorry about putting it as "running around" when I know you said you walk. If you're walking the detector can still pick you up. I'm guessing you play on PC, I'm an Xbox player, so given that I'm sure the graphical difference between the two versions may change things a bit, i.e. PC players can see cloaked predators better. ASSUMING that, well I really have nothing to say but to avoid marines if you can help, which I tend to do as they do seem to play more the anti-predator then the aliens can, lol. Again, sorry!

Ah no worries, yeah Im a PC player...after you play FPS on PC for as many years as I have, a controller is just not responsive enough sorry :P (and I do have a 360 and tried the AVP demo on that, soz no comparison to a good keyboard and mouse).

Yeah that's what I mean, I know they have the motion tracker...and a scope on the sniper rifle that sees predators in cloak, a smart gun that auto locks onto them cloaked or not...thats 3 advantages on the marine side against the pred cloak and then on the pred side, his cloak has been disadvantaged 3 times, because any ranged weapon except the spear gives away his position, every weapon uncloaks him and to top it off anytime you try to walk/run/jump around the map you have this ED giving you away....it just seems like the odds are stacked against the predator for any marine with half a clue on how to use these 6 adv and disadv to pin point a cloaked pred.

The cloak is only there as a stealth mechanism for eliminating marines as aliens can see preds either way and the same for other preds. So when you look at it in that light the cloak is almost useless.

See my point anybody?

My other point is that the other species are very close still to how they are portrayed in the movies where it feels like the predator has been "crippled" in this game compared to the movies and the old 1999 AVP game...though I must say the focus jumps are simply amazing, allowing awesome movement through high places and multiple levels of the map...but I can't even get anywhere near the rafters in Refinery without getting mowed down a third of the way there.

Cheers!

Valheru
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Drew on Feb 17, 2010, 02:41:08 PM
Why are there no female marine skins in multiplayer?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: FrankO on Feb 17, 2010, 02:42:48 PM
Will there ever be the possibility of dedicated servers for the PS3?  Your game rocks Eric... but your match-making... yikes...
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Insomniac on Feb 17, 2010, 02:50:33 PM
Quote from: Valheru on Feb 17, 2010, 04:17:33 AM
This post is for an entirely different question regarding the predator.

Why does the plasma caster still auto lockon when in normal vision mode, so Im not in IR or the one for seeing aliens whatever its called (someone please fill me in ;)), but in the view that sees what the marine sees. I assumed in this mode you would forfeit the auto lockon and have to manually aim the PC which is handy so you can account for lead on a moving target....but lo and behold again, what you assume is common sense and would also be carried over from the original AVP is not what you get sometimes :-\

Is this a bug or the way it was intended? If it was intended what is the reasoning behind it?

Cheers!

Valheru

If you launch the PC bolt after charging for a bit but before lock-on has completed you get a full powered shot that follows the players aim not the auto targetting.
You CAN lock on in normal vision but it takes a lot longer than doing it in the correct vision mode.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kroenen77 on Feb 17, 2010, 03:04:25 PM
to the rebellion guys here:

the ps3 version has 2 really heavy bugs...freezes and soundbugs all time over the game:

freezes are only on ps3 and in predator campaign(played only this on ps3 ) ...when you change the visionmodes.i have a soundbug,too.the complete sound is often complete away for a second. this prob is only on ps3 ...360 version runs perfect.i have both versions.patch please.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Suicide767 on Feb 17, 2010, 03:07:34 PM
I wasnt reffering to single player lifecycle. single player lifecycle IS pointless I completely agree. I was talking about multiplayer lifecycle.

My question simply : Why wasnt a MP Lifecycle added, and if time was at a cost, could it be possibly added as DLC sometime in the future?

Sui
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tyranix on Feb 17, 2010, 03:24:40 PM
That question has been answered Suicide
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ObiFett on Feb 17, 2010, 04:47:53 PM
Are there any plans to add new gameplay modes?   Namely modes in which players have one life, species objective based (each species has a unique and conflicting objective other than kills in the same game), and/or a Predator v Alien mode?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: VEF214 on Feb 17, 2010, 04:48:46 PM
Quote from: ObiFett on Feb 17, 2010, 04:47:53 PM
Are there any plans to add new gameplay modes?   Namely modes in which players have one life, species objective based (each species has a unique and conflicting objective other than kills in the same game), and/or a Predator v Alien mode?

This needs to be answered.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sbm76 on Feb 17, 2010, 05:54:05 PM
How do you guys at Rebellion feel about the reviews of the game? Quite mixed I'd say, some negative but mostly positive so far. As for myself I think the game is great, not often I have as much fun with a game as with your creation.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DemskeetSkeet on Feb 17, 2010, 09:06:55 PM
I would like to know a few things:

What's up with the distribution of this game? I know Monday was a holiday and probably caused shipping delays but my Best Buy only received a few copies of the 360 version but had several PS3 and PC versions come in.

The Hunter Edition is severely back ordered even if some ordered it weeks if not months ago.

Lastly: Do you have any plans on offering refunds, replacements, or repairs on the Hunter Edition's Face Hugger?

I am hoping I will be able to pick the game up from Best Buy's next shipment(which will hopefully be soon).
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DoomRulz on Feb 17, 2010, 10:24:29 PM
^ Distribution and sales are SEGA's prerogative, not Rebellion's.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Drewid on Feb 17, 2010, 11:38:10 PM
 They're replacing broken facehugger for free, there's a couple of threads about it.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tyranix on Feb 17, 2010, 11:55:16 PM
I was saying before that the match making was almost too concerned about balancing. Now I just got to see the extact oposite thanks to the match making. I was in a Dominantion match, placed as human with my friends, 4 of us, against 9 aliens. Had fun, but ya... complete crap... how is this match making system such garbage?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Dajanksta on Feb 18, 2010, 12:59:21 AM
I think survivor mode should let you respawn if you die after the round is completed...seriously its like 4 people and then 3 of us die. then the 1 person is left alone lol. I WANNA PLAY AGAIN!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: RidgeTop on Feb 18, 2010, 01:06:46 AM
I have a few questions:

Will we be seeing any premium themes or gamer pictures based on the game?

Are there any plans for host migration on ranked matches?

Are there any plans to make it possible to start a multiplayer game alone for the purpose of exploring maps?

thanks.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Chaotic-Strike on Feb 18, 2010, 02:27:28 AM
Why are there so few maps in multiplayer I don't see it thriving much with only 5 maps with one game mode.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DemskeetSkeet on Feb 18, 2010, 02:55:24 AM
I see you are replacing broken Face Huggers That's great!

Since their were some production failures, will you keep producing the Hunter Edition for the Xbox 360?

I have been trying to get one for several weeks but it seems that everyone cut off their preorders.

Went to amazon, no luck. Best Buy online, says coming soon, my local gamestop stopped preorders over a month ago.

Any news on where I can order one?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: E80LA on Feb 18, 2010, 03:18:24 AM
Quote from: DemskeetSkeet on Feb 18, 2010, 02:55:24 AM
I see you are replacing broken Face Huggers That's great!

Since their were some production failures, will you keep producing the Hunter Edition for the Xbox 360?

I have been trying to get one for several weeks but it seems that everyone cut off their preorders.

Went to amazon, no luck. Best Buy online, says coming soon, my local gamestop stopped preorders over a month ago.

Any news on where I can order one?

SEGA actually handles all of that, not Rebellion.

You should pose those questions to SEGA in an e-mail, forum, or over the phone.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: KnifeEdge on Feb 18, 2010, 03:31:47 AM
I have another question i just finished the marine campaign and i wondered how come Rebellion made it so your by yourself the whole game? It would be really cool if you had a squad with you throughout the whole marine campaign.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: FrankO on Feb 18, 2010, 05:25:40 AM
Why is the species balancing so off?

When I do species death-match, I want six-vs-six-vs-six, or an equivalent ratio!

Not something like six preds, three marines, and one effing Alien!!!  ???
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tyranix on Feb 18, 2010, 05:43:06 AM
Agree with you Franko, I find the balancing is either too hardcore, where you don't have any say in your race, or you find the numbers so unbalanced you want to cry alittle lol
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: mavox1 on Feb 18, 2010, 07:50:43 AM
i agree also with franco, i know for fact there are ppl playing ranked species DM, but i can rarely find i full game with equal amounts, its always like 2 preds, 1 marine, 1 alien.. its like the search isnt finding players and linking them up..


i think a search option for species DM, or any other slot oriented game, should be able to search with that race in mind. if the game can't find that, you should THEN be forced to use another species, at least offer the chance jeez



i consider myself a hardcore player, but i cannot use the alien, it gives me a headache from hell watching the vision switch so much

imo, when the alien transitions to a wall, the movement should be more circular in motion, not a blunt flip...it doenst allow your mind to adjust
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kroenen77 on Feb 18, 2010, 01:07:20 PM
WHY NO 1080p UPSCALLING ON THE PS3?

and about the bugs..:there comes a patch today..but the soundbug did not gone away.sometimes the voice of mr. weyland in the videos is gone away...in the laborlevel its often..and other soundbugs.(one second sound away) thats all only on ps3..and the game is bucking heavy sometimes in the marine campaign.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Steve C on Feb 18, 2010, 01:11:32 PM
Not sure if this has been asked, but what's the ETA on those dedicated servers?  And will there be a fix for the feature where every time a ranked match is over the lobby closes and you have to find a new game?  That makes everything a bit tedious.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Cybrex on Feb 18, 2010, 05:29:48 PM
Quote from: DemskeetSkeet on Feb 17, 2010, 09:06:55 PM
I would like to know a few things:

What's up with the distribution of this game? I know Monday was a holiday and probably caused shipping delays but my Best Buy only received a few copies of the 360 version but had several PS3 and PC versions come in.

The Hunter Edition is severely back ordered even if some ordered it weeks if not months ago.

Lastly: Do you have any plans on offering refunds, replacements, or repairs on the Hunter Edition's Face Hugger?

I am hoping I will be able to pick the game up from Best Buy's next shipment(which will hopefully be soon).

I was wondering the same thing DemskeetSkeet,

I'm in Canada, and we have yet to receive our PC copies, in fact, they just informed us today that we wont be getting them till the 22nd now.  The 360's arrived today, and the PS3 was out on Tuesday as scheduled.  I spoke to a couple of Clan mates over in Europe and they wont be getting their copies till a week after when they were suppose to get theirs as well.

It may not be rebellions department on shipment, but you know damn well that Sony is not going to reply to our questions, they have never been good with customer relations.  If anything, Rebellion has contacts with them, and shouldn't have a problem with finding out whats causing the hold-ups.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Baasje92 on Feb 18, 2010, 05:31:52 PM
I have a question for mister rebellion....
As i do know the game is cool, BUT! Yea yea yea theres a but.

How come im told that i have to wait ANOTHER week for my special edition to arive and they told me that it havent even been freakking SHIPPED yet????????????

I've been mailed it was 100% sure it would arrive tomorrow and now when it's almost time... They swat it around 100% sure it WON'T arive  ;D

Yayyyyy Another disappointment ^^ ;)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: xboxgamer4life on Feb 18, 2010, 05:34:41 PM

i have an idea for a game mode there are 2 teams 1 human marines and 1 aliens. its the marines job to protect themselves and the scientists/civilians. the aliens start as facehuggers. they grab a scientist,civilian,or marian if there balsy enough. then they burst out of the chest and try to grow. they can eat mice ,and cats untill there big enough to take out children or adults.
   for the points system the aliens only have a limited amount of lives maybe 3. they get a small amount of points for every scientst,civilian they kill but they get like 20X the points when they kill a marine. marines get points for killing aliens. aliens also get masive points for killing marine as facehugger. so after all the aliens are dead or the 20 minute time ends the sides switch. and the guys who were marines are now aliens. so after 2 rounds who ever gets the most points wins

so if you like this could be added to avp as a dlc or to a avp sequel. i think this game mode could be huge.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tyranix on Feb 18, 2010, 06:44:56 PM
For those who keep asking questions about why their game isn't in store yet or why the shipping delays, please stop bugging Rebellion Staff

Rebellion was the company who made the game. Sega is the company in charge of sales, advertising, and all that goes with it. Just don't feel it's fair that Rebellion is taking the blame for something they have no say in.

I suggest you go here http://forums.sega.com/forumdisplay.php?f=89 to make your complaints about the game not being out yet.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: mavox1 on Feb 18, 2010, 06:48:26 PM
Quote from: xboxgamer4life on Feb 18, 2010, 05:34:41 PM

i have an idea for a game mode there are 2 teams 1 human marines and 1 aliens. its the marines job to protect themselves and the scientists/civilians. the aliens start as facehuggers. they grab a scientist,civilian,or marian if there balsy enough. then they burst out of the chest and try to grow. they can eat mice ,and cats untill there big enough to take out children or adults.
   for the points system the aliens only have a limited amount of lives maybe 3. they get a small amount of points for every scientst,civilian they kill but they get like 20X the points when they kill a marine. marines get points for killing aliens. aliens also get masive points for killing marine as facehugger. so after all the aliens are dead or the 20 minute time ends the sides switch. and the guys who were marines are now aliens. so after 2 rounds who ever gets the most points wins

so if you like this could be added to avp as a dlc or to a avp sequel. i think this game mode could be huge.


i actually would like an escort type game mode, i just like a more simple formula, marines protecting a civilian
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JediMasterGabe on Feb 19, 2010, 02:57:30 AM
I have a question, why the hell can't I find a game on Live? I have no trouble finding a game on halo, GoW, or MW2, so why is it impossible for me to get in a game? I party up with my friend and he keeps joining games while I'm continually booted from the game. I've tried searching just by myself and it still takes forever to join a damn game (if I join one at all). When I do get in games I don't lag so I don't get it and it's really pissing me off. I mean is ur matchmaking system just really cheap or what?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Inglorious on Feb 19, 2010, 03:16:30 AM
The big issues:

When is voice over ip stutter and matchmaking system going to be fixed?

Why weren't Dedicated Servers available at launch?

I think it's a great game, but there's really no excuse for this. These problems existed since the demo's launch, there is no excuse not fix these issues before the game launches.

I think the balance is fine except for some glaring issues, I'd be curious to know your feedback.

Alien: Being able to jump while wall-crawling and sticking to whatever surface without aiming. I really have to point this out as being a big flaw with playing as the Alien. It takes away from being intuitive and becomes incredibly frustrating. Being able to Trophy Kill while wall-walking. Giving them the Stealth Kill while wall walking would be over powered. As is, some Alien players run right past you and go for a cheap Stealth Kill. The Trophy Kill while wall-crawling gives Alien player's another significant advantage and would add to the cinematic experience you're team has worked on.

Predator: Spear does not de-cloak. As is, there's really no reason to use Spear over the other weapons. It's one of those weapons in an FPS that you pick up just because you haven't gotten one of the better weapons yet. It would be fair, and give us a reason to use it over the Disk and Shoulder Cannon. The spear needs a real advantage over the other weapons, plus it doesn't make sense that the Spear doesn't decloak in single player, but does so in multiplayer. That will throw off a lot of players who just finished the campaign.

Marine: A buff and a nerf. Buff Flamethrower. This desperately needs to be buffed in effectiveness in that it either (A) sets enemies on fire and they stay on fire (like in AVP 2000) or (B) give it some push-back or up the damage. Smartgun shouldn't stop an enemy it is firing on from running. The only thing I don't like is that the Smartgun can stop a player in their tracks as it fires on them. I can handle it being able to pick up enemies instantly, but giving it the ability to stop you from running is too much. I've had it happen many times in Predator Hunt where (I've yet to get a weapon) and some Marine with the Smart Gun gets me because I moved slightly, and I can't run away, and he got an easy kill.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Sifer2 on Feb 19, 2010, 03:46:48 AM
If the Spear didn't decloak you it would be pretty damn cheap. Just like the Speargun was in the previous games. I think the Spear not using Energy an not having a laser sight is advantage enough. They just need to nerf the Disc to use Energy.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ninjaxams on Feb 19, 2010, 03:52:43 AM
hey guys, thanks for the fantastic game. alot of hard work and love for the source material seems to have been present during development :P
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Inglorious on Feb 19, 2010, 03:54:31 AM
Speargun wasn't an instant kill in AVP 2 unless you got a headshot. And good luck getting that on a moving target. The Spear needs something to separate it from the other weapons. Not having a targeting laser isn't enough, by the time you kill someone in a group with it, they know you're there anyway.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Hunt3r on Feb 19, 2010, 05:59:31 AM
Would it be possible to add more gametype for mp(evac,VIP,etc) and also abilty for skins(brown head aliean spit acid but weaker , pratilean and 6 stronger then others,alien pred invisible to alien but more noticble to marines, etc) in a update and new skins(android,preadilean,etc) and lifecycle in future dlc ?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: dallevalle on Feb 19, 2010, 07:34:30 AM
when you play online and the game have ended then instead of leaving to the menu we should still be in lobby with the people we just played with so if we like to we could play more instead of we have to look for players and start all over so plz fix that i cannot belive you actully dident inlcude that ( but els the game rocks man :) ).
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: PsychoticMarik on Feb 19, 2010, 07:46:10 AM
Ive really only got one other question I'd like to ask.

Its about the aliens in MP being able to see their own body outline.
Why was this done?
In the story 6 doesn't see through peoples bodies and view its own tail/hands. This makes the game look much much better.
So why is it that in MP we have to see ourselves like this?
Its rather disappointing.
Seeing my tail through the entire body may have been kinda neat at first, but overall I think its rather corny and kills the immersion.

It is possible to fix this, or perhaps give us a choice?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 19, 2010, 03:32:37 PM
Hi All,

Sorry for the gap in responses, I'm sure you understand how busy we are!

Straight on to the questions today, and if i'm quick there should be 3 posts in succession unless someone ninja's in!




Quote from: Sarge51 on Feb 11, 2010, 12:35:21 AM
Is the reason famous movie marines like Hudson, Vasques, and Hicks, are not multiplayer skin choices because of legal issues that have to do with using their likeness? And if that does turn out to be the case, why not have a Bishop skin in there seeing how you worked with Mr. Henriksen himself?

That's a fairly accurate summary of part of the issue.  The other part is because the Aliens vs Predator story is considered by Fox to be separate to the other franchises. 

Quote from: Soulsnake on Feb 11, 2010, 12:58:50 AM

4:  Combi stick, will it have a melee ability or is it a throwing weapon only?

It is a throwing weapon only

Quote from: MikkoM on Feb 11, 2010, 01:48:29 AM
Will there be limited saves in the single player campaign like in the first AVP game? Personally I liked the idea of limited saves, because the atmosphere that they created to the single player game was awesome.


If you play the game on nightmare mode, you will have no checkpoints/saves (depending on which platform you play on).

Quote from: psychoanomaly on Feb 11, 2010, 02:17:10 AM
So, my question stands. Rebellion, have you guys considered adding new weapons and missions via DLC? If not, (and I know my voice means little alone, though I do not think I am alone... not by a long shot) please consider it. I've heard the Alien and Predator campaigns are rather short, so more gameplay and weapons would be an EXCELLENT addition via DLC.

And an option to use the Predator in survival mode wouldn't hurt either...  ;D

Future DLC packs have yet to be decided at this stage

Quote from: Bio Mech Hunter on Feb 11, 2010, 02:28:14 AM
Will Survivor Mode allow players to tweak the options so they can also play as Aliens or Predators against AI Marines or AI Predators and not just only as Marines against AI Aliens?

Will the Marine be updated to include their Infra Red vision from Aliens (not the night vision from previous games)?

Survivor mode only allows Marines vs Aliens

There are currently no plans to introduce a low light/night vision mode for the Marine

Quote from: warchant-D on Feb 11, 2010, 02:40:49 AM
Hey Eric, sup man, thanks for your time!!!

couple simple questions about particular gameplay issues I was curious about...

-Why has the grenade launcher for the marine been toned down in terms of distance and accuracy?

   i.e. - in the first two avp games the grenades would travel much further and pretty accurate to where your cursor was aimed even at fairly distant ranges. I noticed in this versions demo, the grenades would merely lob out of the gun. While this isn't exactly a dire concern, it has somewhat hampered the marines disposal of any long range explosives, (being there isn't any rocket launcher, or grenade launcher) as it creates almost impossible situations to shoot any explosives down any long  narrow corriders since the only way to do so is to aim up which in turn causes the grenade to just hit the ceiling far short of intended target.


WASUP! We felt that a flat firing projectile was more akin to a rocket, rather than a grenade.  The grenade is a one hit kill weapon if hit dead on, or area of effect if not.

Quote from: BaconBits on Feb 11, 2010, 02:54:11 AM
2. Will the Alien be able to do A head-bite without initiating a trophy kill or stealth kill like in the first one?

No, head bites only occur as a trophy kill animation.  You can head bite corpses though, to regain health – but it is not a selectable offensive move.

Quote from: BaconBits on Feb 11, 2010, 02:54:11 AM
3. I think the trophy kills are wicked but there really slow?

This is a balancing measure – trophy kills are seen as high risk/high reward.

Quote from: BaconBits on Feb 11, 2010, 02:54:11 AM
4. Will there be flares in the full game (in multiplayer) because i think the marines need more light or the Image Intensifier would be nice?

No, flares are not enabled in MP by design.

Quote from: spacebug on Feb 11, 2010, 03:22:49 AM
Are there female marine skins for multiplayer?

There are no female marine skins for MP.


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 19, 2010, 03:32:48 PM



Quote from: Sylizar on Feb 11, 2010, 03:41:55 AM
Would it be possible to make a DLC gameplay mode similar to VIP, in this case, it would be a team of Marines or Predators vs. a team of Aliens with a player controlled Queen? Of course, the maps would have to be larger, and possibly gametype specific, but it would pretty cool.

DLC, whether it is maps, modes, skins or any other type are evaluated constantly.  There is no further information about future DLC that we are able to divulge at this time.

Quote from: prodigy211 on Feb 11, 2010, 08:59:01 AM

2...always walk/run button


On the Consoles, this is done via moving the analogue stick the desired amount, to walk/run.  On PC, you always run unless you push the walk button.

Quote from: webley13 on Feb 11, 2010, 09:06:47 AM
why is predators focus mode in "normal vision" not as good for pounce as it is in other visions?

It's to encourage you to use the correct vision mode when attacking.  Lock on, focus attack range, are all slower in normal vision, than in the appropriate vision mode vs the appropriate species.

Quote from: tommacool on Feb 11, 2010, 09:48:40 AM
Will the single-player aliens A.I spawn randomly like they did in AVP 1999 or will it all be scripted events (like AvP2 had)?

It's a bit of a mixture – once spawned they don't use any pre-scripted paths to get to you, but we do have scripted events in the game as well.

Quote from: tommacool on Feb 11, 2010, 09:48:40 AM

In single player will you be able to dismember limbs from aliens A.I with pulse rifle like the 1999 version?

Yes

Quote from: tommacool on Feb 11, 2010, 09:48:40 AM

Will the facehugger kill you as fast as in 1999?

Depends how much health you have when they decide to get up close and personal!

Quote from: Noodle on Feb 11, 2010, 09:49:54 AM

As for MY question I was wondering how the survival mode works in terms of:

* If there is some sort of ranking with the amount of time that you survive or how many kills you get?

You achieve a score, which is calculated on a few variables;

o   From Wave 1-4 the base points for killing an alien, is 1 point
o   At Wave 4 you get a x10 multiplier for killing an alien
o   This increases up to x50 by wave 8
o   If you kill an Alien every 10 seconds, you get a kill streak modifier, up to x5 per Alien killed.
o   So, if you are on Wave 1 and kill an Alien, you get 1 point.  If you kill 4 more within 10 seconds of each kill, the last alien you kill gives you 5 points.  In the same scenario at Wave 8, the first alien you kill gives you 50 points, and the 5th alien you kill gives you 250 points.

Quote from: Noodle on Feb 11, 2010, 09:49:54 AM

* Will there be a round system or some sort of elapsed time or something to know how long you have survived for?

Aliens come at you in infinite waves, which scale in size (amount you need to kill per wave, as well as number of aliens active at any point) depending on the number of players in the game (i.e. with 1 player, you get less aliens than with 4 players).  The Wave you are on, is displayed on the HUD at the beginning of each wave.

Quote from: Noodle on Feb 11, 2010, 09:49:54 AM

* What aspects will the A.I. increase in as you get further? Numbers and different types of aliens obviously, but will they increase in things like strength, speed, dexterity and will they evolve their tactics accordingly to how your team plays and how far you get?


As the waves increase, so do the numbers of aliens you need to kill, different alien types appear (damage, health etc. modified), and different tactics are used by the AI.

Quote from: provost on Feb 11, 2010, 12:25:17 PM
Hello,

Devs should do what you do and it should be mandatory, but it's not, and still here you are. I respect that alot and all of us here appreciate the gesture.

Here goes: Rebellion worked on the first AvP, people still plays AvP (gold) despite it being a 10 years old game.
What made you switch from Gold's gameplay an insanely fast paced multiplayer to a more tactical approach? What made you say, " we think this is the right recipe" ?

Thanks!

It's a question of evolving the gameplay, you might even call it originality although that seems to be in dispute depending on what you read.  Gold/Classic 2000 was what it was, because of the time/era that it was made in.  That gameplay was essentially what everybody thought FPS gameplay to be, possibly even could be.  We think it was a good game at the time, and looking back are still proud of what we did.  But we couldn't just make it prettier and release it again, 10 years later and expect to be applauded! 

We wanted to make you feel like you were 3 distinct species, with advantages and disadvantages for each species – clearly there is a lot of conflicting opinions about this, with all species "OP" depending on who you might ask.  It might be an indication of balance in some cases, but in most others is more likely an indication that the learning curve is still one of the hardest things about this game – even in the 3rd iteration where we have put in a lot of work into making it easier to pick up.

Ultimately, what we thought the "right recipe" was is to realise that AVP both as a franchise and as a concept is entirely distinct from anything else.  We made the game with that idea in mind, it's not to say we didn't consider any other FPS on the market – no developer ignores other developers work.  But neither did we say "those guys did it, everybody loves it and so we have to do it too".  It took a lot of guts to not try and go down the route of making an FPS clone with an AVP skin job, and we'd like to thank both SEGA and Fox for being supportive of that decision.  Obviously if the opportunity arises to do a sequel, we'd like to continue to innovate in that direction.

Quote from: OnkelMonty on Feb 11, 2010, 12:50:27 PM
How many diffrentn types of Aliens are in this game?
And,are there other unknown types of monsters?

(excuse my embaressing english ^^)

No problem, please excuse my inability to speak any other language!  The types of aliens encountered in the SP game are;

o   Facehuggers
o   Jungle aliens – (brown skins) there are also "spitter" variants
o   Warrior aliens
o   Praetorians
o   Alien Queen
o   PredAlien

Quote from: grake69 on Feb 11, 2010, 12:58:01 PM
will the alien be able to pounce on marines/preds like the one we saw in the Marine's trailler? I mean to knock them over. That would be awesome. Thank you for answering the questions.

No, that is an AI specific move that is their equivalent of a Trophy kill and operates under the same mechanics as a player initiated Trophy kill. 




Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 19, 2010, 03:32:55 PM



Quote from: dude63 on Feb 11, 2010, 06:13:48 PM
This isn't a avp related question but rather A rebellion developments question

Is there any word on another Sniper Elite, Rogue Trooper...Rogue Warrior (has sold around 120,000 u.s.). Any new ip's in development? Im sorry to put you on the spot. However, Rebellion usuallys has at least acouple projects coming out each year. So far this year we have avp and Free running (wii) coming out on the same month. I was curious as to what you guys are working on. Will a annoucement be made in a press release soon on the future of the company? 

Rebellion is currently working on several projects across our Studios, not including our post-release support of AVP.  Regarding our stable of IP's - which beyond what you mention include Judge Dredd and other 2000AD icons, we are always looking at exciting ideas and designs for future games based upon them! 

Quote from: dude63 on Feb 11, 2010, 06:13:48 PM
In avp related questions:
What is your guys reaction to the gi review?
Do you like the reaction the game is getting so far from the gaming community?

We think that everyone (whether reviewer or consumer) is entitled to their own opinions of the game.  We are very encouraged by the vast majority of them rating far in excess of that particular review, and perhaps even more so the response from the gaming community!

Quote from: AL()EN on Feb 11, 2010, 07:38:59 PM
Hey guys! Awesome to see you here at AVP Galaxy! You guys are my idols!
Why does the queen look discolored?

We assume you are asking why the queen does not have the black colouration?  It is our interpretation of what happens to an alien queen who has been locked up in a Predator Temple for "10,000? 100,000?" years  :)

Quote from: FrankO on Feb 11, 2010, 07:45:10 PM
I have two questions.  The first, why did you choose to make the alien have a longer Heavy-Attack charge than that of the Predator, even though the Alien is melee only?  Why have the Predator barely able to be stunned and have the stun effet on the Alien basically condemning.  I was just wondering why you chose this design route?

The heavy attack for both alien and predator are the same in terms of timings.  The "damage flag" on the animation occurs at the same frame.  Visually it may look different, but we can assure you that it isn't.  The heavy attack however is modified based on distance.  The closer you are when you initiate it, the faster it will complete.

Quote from: Taner on Feb 11, 2010, 07:57:41 PM
Will you distirbute dedicated server software for Linux ?

No, the dedicated server will be Windows based only.

Quote from: DeStefano on Feb 11, 2010, 08:32:12 PM
Thanks for the answer of my questions.Another question that I have for you is - Is there XP earning in Survival mode,and if so how its earned? For every kill you earn XP or per wave ?

No, Survivor is non-ranked and therefore does not award XP

Quote from: Ripleys Nightmare on Feb 11, 2010, 08:38:12 PM
A little off topic,  ;)  but related to my dedicated server question, what ports will need to be open for hosting of a dedicated server?

You can set the ports to be whatever you want them to be - however whatever ports you set them to will need to be forwarded (if necessary) if your server is behind a firewall.  For further information, please see the Dedicated server Readme when the server is released.

Quote from: The Demon on Feb 11, 2010, 09:24:48 PM
Are the skins only for multi-player?

Yes

Quote from: Serial on Feb 12, 2010, 05:50:48 AM
Another question I thought of that I'm concerned about: Does matchmaking take into consideration the player's skill level, so that it automatically matches the player with similar-skilled players? Or is it completely random on who gets assigned to a group?

Ranked matchmaking attempts to join players together based on Skill, which is entirely separate to rank.  On X360, it uses TrueSkill and on PS3 and PC it uses our own proprietary skill system.   We do however not restrict players of unequal skill playing against each other, if no suitable matches can be found in an acceptable timeframe.




We hope that you all have a very enjoyable first weekend playing AVP!

Cheers,
Eric


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eat-this on Feb 19, 2010, 04:46:18 PM
hay rebellion team i like the new game but
this guy brings up some good point  for some  possable DL CONTENT /Retail  add on  packs
so i hope you guys make an add-on like this  i love the lighting effects and sound please check out this video below reply to this topic with your thoughts

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: predpant on Feb 19, 2010, 04:55:05 PM
hi my question wasnt answerd and it was about the game ??

Why is the heart beat in predator thermal vision the sound of a human
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Puks on Feb 19, 2010, 05:08:04 PM
A better way of asking this: Why was the iconic noise of the predator vision from the movies replaced by a generic heartbeat?

And another one regarding sound: Why does the smartgun sound like a minigun?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: mrc1988 on Feb 19, 2010, 05:35:48 PM
To whomever asked for crouch...I dont think it is needed AT ALL in this type of game. Along with iron sights..both do nothing but slow you down. Crouching wont help you with these types of species..if a pred doesnt get you an alien will crawl over w/e surface and destroy you. If you wanna hide under something..that makes you even more vulnerable.

Some of the questions I have are(HOPE they get answered lol)

Survibor: I understand it is meant to be intense..and to survive. BUT is they anyway lather on down teh road thata a "teammate respawn" feature can be added? For instance if someone dies and we live through 3/4waves, he is able to come back? I think that is fair and allows people to enjoy the game mode more..cause I love it, and everyone I play with does.

Stealth kills: They dont bother me. BUT for the sake of the game and everyone who complains about them, allow the option to turn them on or off during ranked games and player games(ranked games via a VOTE before he game starts, much like how the map is vetoed)  OR decrease the range the player is allowed. I have teleported quite a distance to stealth kill someone..I can see how it can be frustrating.  I think both of those or even one of those additions would be excellent

DLC: I know you arent giving out details..but WOULD DLC allow for other weapons? I.E is is only limited to Skins/Maps/Modes etc.  I think some kind of BR type gun for the marine would be excellent,maybe even a rocket launcher with very few rounds(2). Net for the predator that knocks down or kills an enemy depending upon health.

MM: Are there any plans to increase its effectiveness, I.E shorten time it takes to find a game? Also, is there any chance of host migration during a game/when a host leaves?

Game Lobby: After a game ranked or not, we are forced back to main lobby screen. Is there a way to add in/patch in something so that once a game finishn we can simply STAY in that particular game lobby with those people we just played with? Allow the game to divide up species so every has a chance to play as what they like? I think it would really make the MM run smoother IMHO.

Overral I have had an excellent time playing this game, I think what you guys did for balance works well. Unlocking weapons and abilities would cause balance issues.

Hope you read my questions and hope to see the respone.

Thanks

-Matt C.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: xboxgamer4life on Feb 19, 2010, 05:55:36 PM
i have a question. i was playing survivor on mausoleum by myself i got to wave 17 and it seamed the waves were all the same after 8 or 9. so my question is do the waves in survivior stop increasing in difficulty.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eat-this on Feb 19, 2010, 06:59:04 PM
hay rebellion team i like the new game a lot  nice job

but this guy brings up some good points  for some  possable DL CONTENT /Retail  add on  packs maybe
i hope you guys make an add-on like this  half Marines Aliens / half predator hunting humans but not marines kind of like the GTA double add-on pack but not as big but a good amount of game play
i like the lighting effects and sound please check out this video below reply to this topic with your thoughts
i still have heaps of AVP to get though but would like to see more DLC/Retail Add-ons for this next gen game

this guy brings up some good points with some negative feed back but good for creative criticism
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: hellrazr1231 on Feb 19, 2010, 08:21:31 PM
*Why is there NO HOST MIGRATION.*
May people are becoming annoyed by this and some have started to give up on this game because of it.  Takes to long to get in a ranked game just for a host to decide to cut the game short because it is not going their way.
**Why is friendly matches setup nicely (create and browse games) while ranked only has time consuming quick match?[/b**
***Why did you decide to kick all games back to the main lobby after the game is over?***
This is extremely annoying.  Takes forever to get in a ranked game. Host quits. Then you have to wait 5-10mins again to find a game.  I'm a ps3 user so not sure if the wait time is such an issue for xbox or pc.  4 Friends have gave up on this game because of these problems.  The game is really using mp to keep it going since sp was short.  I believe turok's biggest failure was the fact that it did not have mp support (mics, host migration, endless search for games)
Beyond that I have no other issues with the game.  It is well rounded game.  Wouldn't hurt if the aliens had the ability to spit acid like in the single player games (coming from a pred/marine player mainly)
If there is a sequel as the game endings suggest, would you consider going back to the different aliens/ predators have different abilities and strength? I believe this would find its own way of balancing the game out.
Predalien-increased strength and health= slower speed, larger target
pretorian-just like in the sp but obviously less health. increased strength and health=no wall walking and limited jumping ability
runner-faster speed and increased jumping ability=decreased strength and brown coloring
Preds and marines should have different load outs for each character.  Still have to go pick up weapons though. Some preds get disk, net gun, spear, plasma caster, mines, etc.  Whatever combination you decided. Weapons not for that character would not have the option to pick it up. (would need more weapons of coarse) Horrible in avp2 how you could instantly have a disk or smart.  Maybe even a jungle marine that uses a large hunting knife to get stealth kills him self.  Bow with two types of arrows, explosive and regular.  Thinking of Arnold in the movie predator.  Plus sides to not having have weaponry would be he would show up like a cloaked pred if seen in heat vision (cloaked preds are hard to see even with a pred) and smaller range for aliens to pick up his pheromones.  (covered in mud or whatever to cover his own scent).  Just simple ideas that could put avp back to being played for years to come. 
P.s I like the melee system, in your face action unlike anything else on the market.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Shardik on Feb 19, 2010, 08:37:54 PM
Sooooooo, I have a question that I do not know if it has been asked. Whycome is there no death count on the score/statboards? This means that you can just killwhore and actually the stats and scores are irrelevant because you could have 7x the amount of deaths than kills.

This totally detracts from the teamwork style that can totally make this game because people get point crazed and just throw themselves in for kills and end up as fodder for the opposing team. Dont get me wrong though Rebellion you have a made a very solid game.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 19, 2010, 11:44:03 PM
Since no comment was made on my posts I'll put them as simple questions  :):

1. What creates the electronic distortion specifically in the predator's cloak? Jumping? Sprinting? Running? Walking?

2. Why did you make the plasma caster still lock on in normal vision mode?

Cheers!

Valheru
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: GrimGunner on Feb 20, 2010, 12:54:52 AM
Hello Rebellion,

I have enjoyed the game and the only big thing I have to ask is about the MP browser. Is there going to be a way to tell if a game is in progress already so we don't start the load only to be kicked back out, or is there going to be a way to load into the game and instead of jumping in on the game at least just be in a view only mode till the next round starts. Also are you going to be able to have a search menu where you can chose a server based on ping and the server you want. I know at some point when servers are up and running people will have diffrent settings like FF on/off and such and would like to be able to maybe favorate these servers. I see some of this in the players search now, but am hoping for ranked games you just don't get thrown into what ever is decided. I'm not sure about all but I know many PC gamers prefer to have the abilty to join a server they enjoy playing in with people they like gaming with. Thanks for your time and I am enjoying the MP now, will be even better when the host doesn't leave and drop the game for everyone else.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Specter060 on Feb 20, 2010, 01:17:04 AM
Hey Eric,

First I'd like to say I have played both AVP 1 and 2 and I have to say this one is hands down my favorite. You guys really pulled it off.

I'd like to suggest a game mode that one of the members of this forum came up with. I'm sure you guys aren't short of awesome ideas, but it would be nice to see among the list of awesome game modes.

Author: The Necronoir (this guy's a genious)
Name: Rite of Passage
Players: Up to three player-controlled predators (otherwise AI controlled).
Enemies: Waves of increasingly difficult aliens, culminating with the queen.

Basically, the gameplay would mimic the premise of the first AvP film. Now hear me out before you start hurling abuse. Each predator player starts out at a different (randomised) entrance in a pyramid similar to that from the first film. Initially they are equipped only with their wrist-blades. As they proceed inside, they encounter waves of aliens with steadily increasing numbers and frequency, and also gain access to higher level weaponry at designated points. What makes it interesting is that the pyramid would rearrange itself every few minutes, making your progress through the pyramid restrictive and chaotic. An unfortunate shift may result in you being trapped in a dead-end for a while, having to fend off the aliens until an alternative path is opened.

An ultimate destination (if one is needed) could be a central arena where the first predator to arrive is able to face-off against the alien queen. This chamber would then be locked to the other players for the duration of the battle, relegated to holding off the aliens in the surrounding corridors. Should he prevail over the alien queen, then the player wins the match. If he should fail, however, the chamber re-opens and other two players are given a chance to take their turns. You could also have it so that, wherever a predator player happens to fall, a predalien is spawned in that location, creating a nasty surprise for anyone who happens to stumble across it later (unless they are defeated in the queen chamber).

If the internal reorganisation of the pyramid were done just right, creating an effectively random path in each subsequent game, you could even get away with having a single map. The result would be a game mode that shares some of the survivalist feeling of the Marine equivalent, but overlays this with a competitive dimension which really suits the predators. Should they meet up during their random progress, players would face the decision to either stick together and help each other reach the central chamber, but thereby run the risk of handing victory to their ally, or else leave them to fend for themselves and run the risk that both of you will be overwhelmed before you ever reach it.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: xboxgamer4life on Feb 20, 2010, 04:13:37 AM
questions 1
why does the host in player matches have so little control over his room he cant boot, he cant set the match limits for players, he cant give the pred more time to kill people in pred hunt, he cant take out or put in wepons its kinda rediculas
2
why dont team killers in ranked get punished. they should be booted after 2 betrals,or they should loose 100exp for each team kill, or at the very least they should get a respon penelty of 30 seconds
3
is there any chance we could get some remade maps of avp 1999 or avp 2 2001
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: xboxgamer4life on Feb 20, 2010, 04:39:50 AM
will there ever be a browse/create/join playlist for ranked like unranked for consoles
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: lettuce on Feb 20, 2010, 11:42:17 AM
Just a few questions for the Rebellion guys, enjoying the MP side of things so far!!!

Just finished a 3hr stint on MP, infestation and predator hunt and loved ever minute of it. These modes would both benefit from a crouch button however, the LB if free as there are no flairs in MP, and could be a toggle crouch and also double up as tighter aiming awell. Theres nothing more annoying then being in a group of marines and them getting in your line of fire, if there was crouch in MP modes this wouldnt be such a problem.

1. Im not asking for a crouch to be placed in the SP game, as i think this would have a negative effect, it would change too many things, but adding it to just the MP side of things would help no end and only to the Marines not the other species. Then you would be able to have a proper defensive formation with marines crouching at the front and marines behind standing up, it just makes sense!!

Would this be something you may add over an update??

2. Not sure if this has been answered, but why was the decision made not to include the proper sound of the smartgun??, heck even Alien Trilogy on the PSX (1997-98) has all the authentic sounds for the weapons?

3. Now im sure this is down to licensing issues, but was it ever planned to have actual MP skins of character from the movies, ie:

Dallas
Paker
Ripley
Hicks
Hudson
Vasquez
Drake
Frost
Apone
?

4. I guess the same for the predator taunts, "Over Here!", "Anytime" "Want some candy" Billy's Laugh etc, again probably due to licensing issues?

5. Was it ever intended to have the Predators taunt included in the MP?, you have the aliens hiss, so why not the predators, like in SP?

Overal im liking the game very much Rebellion, i dont think the game was ever going to live up to the expectations that people had, but i think if the game has good support from yourself, at least the MP side of things can grow, if your able to implement the ideas that fans suggest and that you agree with
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Gladius_ on Feb 20, 2010, 03:53:09 PM
What are your plans for the single player experience glitch? Some people have purposely and accidentally boosted their rank very far with it.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: thrown_hammer on Feb 20, 2010, 07:41:00 PM
First Question: Could you make it so when a game ends we all just go back to the lobby instead of getting booted all the way out to our group?

Second Question: Could we please choose species on species deathmatch? Even on a first come first served basis?

Third Question: Are you guys working on the PS3 matchmaking? The full game seems more like the broken demo. I have only gotten into 3 ranked games since I picked this up on the 16th.

I really enjoy the game when it works, just needs a little polish. This is on the PS3 for reference.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: affinity on Feb 21, 2010, 03:20:39 AM
Hi Rebellion, I love the game but I feel the Marine skin selection is incomplete without female Marine skins in multiplayer.

Why isn't Connor a female skin in multiplayer?
Anyone who played through the first level of Marine campaign knows Connor is a female Colonial Marine.   Who was in charge of the marine multiplayer skins?   Why does the Connor skin contradict the character in the campaign?  I know they are an "extra", and there are only about 3-4 female Marine skins in the campaigns, but they (as well as some male Marine skins only seen in the story campaigns, like the guy with the thick moustache.)  should be useable/unlockable in the Multiplayer.

It's baffling because even in Club Eden, you'll see a U.S.C.M. poster that reads:

"Join the USCM,  open to all fighting men and women across the galaxy..... To kick some ass!  Join up now!"


Besides T. Aquila (Taquila), there even was a Colonial Marine who had her own audio diaries (PT. Rodriguez).

then there's "Connor" which we already mentioned.   Even if there's some "rational" excuse why the multiplayer version is a guy that uses the same name, it doesnt replace the fact all the marines, even the female marines, all have their own death animations when Predator/Aliens trophy kill them in the story,  so I believe Rebellion can apply them to the Multiplayer selection if they wanted to.

Besides Taquila, there are at least 3 other known female Marine skins.   
The one I nickname "bald unicorn" because she only has a piece of blonde hair in front.

The black female marine who I believe is called Hennessey (in the Predator level where there is the exterior pyramid ruins,
on two occassions the "Hennessey's down" audio cue seems to trigger most of the time after I finish that particular marine. Of course these skins are reused for multiple marines in the campaigns, but that doesn't mean a name can't be referred to that particular skin.   

And then there's the one with the short pigtails. (she stands out the most in the same level as Henessey, where she carries a smartgun and is guarding the predator switch in the water. a heavy attack then a trophy kill from the front, you can get a better look of her face model.   This might be the same skin that would have been used if the REAL Connor was unlockable in multiplayer.  Because both of them speak with a slight southern accent.  But if she's called something else, it wouldn't matter, these skins deserve to be useable in multiplayer.   So why didn't Rebellion make them unlockable and useable in multiplayer?

well it's too late now, the only chance to remedy this situation is to offer them as DLC skins. I would buy them, but the question is will Rebellion provide them in the near future?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kewhite on Feb 21, 2010, 09:37:04 AM
Hello rebellion!!! love the game! Am enjoying it completely, but here are my major questions/ concerns:

-Would you guys ever be willing to consider adding private matches, or "Player" custom matches where people can change options for matches to their liking? For example: turn off marine motion tracker, lengthen predator hunt time limit, turn off weapons, turn off stealth kills etc... things like that? There are a billion options us players would love to explore, and other franchises (not to bash yours, AVP is legendary) have very much benefited from player customization.

-Would it be difficult to add an option to customize controls to the players liking? currently I am not a fan of the default control setups (I play xbox) for example: id like to be able to assign jump to the right stick press for alien. it would make movement much smoother.

-Would it be possible to add an option to assign ALL Alien wall walking to the right trigger by either holding it, or pressing it to toggle it on/off? as an option in the menu screen perhaps? currently there is no way NOT to crawl down a ledge as opposed to simply walking off of an edge.

-Another side related question to Alien wall walking; How did you guys land on the current setup for the Alien wall walking? It truly very difficult to navigate when there is no way not to crawl down ledges without jumping, and the "transition" button has a slight delay on it when walking up a wall from the ground. The new setup seems clunky-er and harder to learn, and the most surprising part is that the older versions seemed less complicated, smoother, and more efficient (at least in my opinion, as well as many around the forums as well as many professional reviews). Im wondering why the change?

-This is more an opinion than a question, but id really really really really like to see the smartgun removed from predator hunt. personally it single handedly ruins the whole tactical/hunt/strategy aspect of being the predator. The time limit combined with the multiple marines vs one predator seem sufficient enough as a handicap. Predator hunt matches that Ive played usually end up being extremely low scoring matches. Again, any chance at least being able to at least adjust certain aspects of gameplay in player matches/ private matches?

-For survivor, Id like to cast my vote for some larger maps that have multiple rooms, corridors, and places for strategy. Is there a specific gameplay related reason as to why the survivor maps are so small/ closed in? Or is there a distinct possibility that we may see some more expansive maps in the future? Also, why arent there any ranked survivor matches? gears of war 2 eventually added XP rewarding for survivor. Any chance of that here?

-I realize your not talking about balancing quite yet, so Id just like to add my two cents for the record: Predator melee needs to be reduced/slowed with an added focus on weaponry. I think he should at least be able to regenerate energy at least slightly, especially in team death match modes where predators get dominated alot. Predator disc needs a cooldown time between uses. I also feel that the predator could benefit from the taunt/voice recorder thing in predator hunt. smartgun needs to be removed from predator hunt. Alien tail attack from the ceiling needs either a charge time or a reduction in strength. Marine needs flares in MP (though Im sure you kept them out for a reason).

-Finally, Id like to know if there are solid plans for a sequel (fingers crossed!!!!) at this point, or are Sega and Rebellion waiting on the outcome of the current AVP?

Thank you!!!!!!!!!!!!!!!!!!!!!!!!!!!! :) and congrats on an awesome game!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Bubb on Feb 21, 2010, 09:54:02 AM
Hi there,

My ranks has just been reset for the second time.

The first time I was rank 10 and during a match I was randomly disconnected from steam, logged back in and I was back to rank 1.

It took me a couple days but I had just got myself up to rank 14, once again I was disconnected and sent back to rank 1.

Is there any possible way I can get my ranks back? I don't even want to play right now because I'm afraid I'm going to waste my time getting my ranks back up.  :-\
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: lettuce on Feb 21, 2010, 12:16:43 PM
Rebellion,

How comitted are you to actually listening to fans ideas and implementing these in DLC?
Will you be actively supporting this game through DLC/Updates from feeback in this forum?
Have you read the 'DLC Wishlist' post on this very forum?

thanks
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: MadassAlex on Feb 21, 2010, 01:27:54 PM
Hey Eric

I'm back for another spin.

Can you talk a bit about the Alien AI and how it alters according to difficulty mode and other factors? It might just be me, but I think I've stumbled upon two types of Alien AI - 'aggressive' and 'sneaky'. The aggressive ones seem to be much more common in the Predator campaign and later stages of the Marine campaign, whereas the sneaky ones seem to be more of a mainstay in the Marine campaign.
Or is it all in my head, and the AI is adapting to each type of enemy and combat situation?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Deathly_rYaN on Feb 21, 2010, 04:21:54 PM
Question about Survivor.

When someone dies how come there is no reviving system? is this i to make it more realistic?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: FrankO on Feb 21, 2010, 06:57:48 PM
Will anything be done to make ranked matchmaking suck less?

Will it eventually become faster, with more than four people to a game?

Will there ever be host migration?

Will we ever be able to choose our species in species deathmatch?

Will the predator disc ever be fixed to the point where there will not be a thousand threads on why it is so cheap, lame, and terrible?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: XxecutionerxX on Feb 21, 2010, 07:34:00 PM
This is more of a suggestion:

Wouldn't it be better if people could join when a game has already started? Because I always end up completing a match with just 2 other players out of 12 that were at the beginning of the game. I hope this is considered because it's a BIG problem for EVERYONE.

Thanks
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tyranix on Feb 21, 2010, 09:39:04 PM
To add to that suggestion. It might be asking alot, but in the current AvP Games, they ended up lasting vastly long, like a match could last half an hour, but you could leave mid-match, np. Why not add something like this, so joining mid-match would be no problem, and when people leave, they take the score/exp they got in match with them, leaving only the people who last til the end with any bonuses.

That leads me to a question. How does exp work in ranked matches? sometimes players have fewer kills than I, but they have more exp, I understand stealth kills give more, but sometimes they're marine players.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Hive Tyrant on Feb 21, 2010, 11:11:59 PM
Quote from: Tyranix on Feb 21, 2010, 09:39:04 PM
To add to that suggestion. It might be asking alot, but in the current AvP Games, they ended up lasting vastly long, like a match could last half an hour, but you could leave mid-match, np. Why not add something like this, so joining mid-match would be no problem, and when people leave, they take the score/exp they got in match with them, leaving only the people who last til the end with any bonuses.

That leads me to a question. How does exp work in ranked matches? sometimes players have fewer kills than I, but they have more exp, I understand stealth kills give more, but sometimes they're marine players.

You get more XP for kill streaks, too. So if you die less? More XP for you.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: thrown_hammer on Feb 21, 2010, 11:43:22 PM
we are having ALOT of issues with matchmaking on the PS3 version. Any plans to get this straightened out? I have been on all day today and haven't played a full online game.

Also can we get it fixed so you just go out to the lobby instead of all the way back out into our groups?

When I do get in a game it is fantastic! but please patch this soon.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kewhite on Feb 21, 2010, 11:43:35 PM
Hello again rebellion!

Team killing is a bit of a problem in some game modes, especially predator hunt. Kids will kill you if you have a weapon they want, or kill you if you have the smartgun so you wont win. Its unfortunate for people who really just want to play the game. I know they lose points, but thats not enough. some kids dont care, and many people just want to play for fun without being annihilated by teammates. are you aware of this going on and do you have any plans to combat the problem besides the loss in points? example: voting, or turning it off in ranked or player? it really sucks when kids abuse it :(
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Nickgazord on Feb 22, 2010, 12:03:02 AM
Quote from: Specter060 on Feb 20, 2010, 01:17:04 AM
Hey Eric,

First I'd like to say I have played both AVP 1 and 2 and I have to say this one is hands down my favorite. You guys really pulled it off.

I'd like to suggest a game mode that one of the members of this forum came up with. I'm sure you guys aren't short of awesome ideas, but it would be nice to see among the list of awesome game modes.

Author: The Necronoir (this guy's a genious)
Name: Rite of Passage
Players: Up to three player-controlled predators (otherwise AI controlled).
Enemies: Waves of increasingly difficult aliens, culminating with the queen.

Basically, the gameplay would mimic the premise of the first AvP film. Now hear me out before you start hurling abuse. Each predator player starts out at a different (randomised) entrance in a pyramid similar to that from the first film. Initially they are equipped only with their wrist-blades. As they proceed inside, they encounter waves of aliens with steadily increasing numbers and frequency, and also gain access to higher level weaponry at designated points. What makes it interesting is that the pyramid would rearrange itself every few minutes, making your progress through the pyramid restrictive and chaotic. An unfortunate shift may result in you being trapped in a dead-end for a while, having to fend off the aliens until an alternative path is opened.

An ultimate destination (if one is needed) could be a central arena where the first predator to arrive is able to face-off against the alien queen. This chamber would then be locked to the other players for the duration of the battle, relegated to holding off the aliens in the surrounding corridors. Should he prevail over the alien queen, then the player wins the match. If he should fail, however, the chamber re-opens and other two players are given a chance to take their turns. You could also have it so that, wherever a predator player happens to fall, a predalien is spawned in that location, creating a nasty surprise for anyone who happens to stumble across it later (unless they are defeated in the queen chamber).

If the internal reorganisation of the pyramid were done just right, creating an effectively random path in each subsequent game, you could even get away with having a single map. The result would be a game mode that shares some of the survivalist feeling of the Marine equivalent, but overlays this with a competitive dimension which really suits the predators. Should they meet up during their random progress, players would face the decision to either stick together and help each other reach the central chamber, but thereby run the risk of handing victory to their ally, or else leave them to fend for themselves and run the risk that both of you will be overwhelmed before you ever reach it.
I reallly like this idea i was a fan of the idea of the first avp just not the way it was executed and this game mode would probably be my favorite.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: cabbageheat on Feb 22, 2010, 01:18:11 AM
Good ideas, but, I think this may be a waste of time for you guys.  Rebellion isn't going to take these ideas.  They cannot cherry pick "ideas" off a forum and suddenly implement them.  I think "hey I got an idea for a mode or level" should be a whole other thread.

Back to topic:

1.  Why are we forced to go back into the main menu lobby, right after a multiplayer match, each...and every time?  Very frustrating, and time consuming.  Will this be fixed or changed?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Inferno on Feb 22, 2010, 02:06:18 AM
i say remove motion tracker and smart gun for Predator Hunt.

it would be way more intense and you would actually have to keep your eyes peeled and shoot wildly if u saw something.

-If he uses a ranged weapon you see the targeting laser (you know his location)
-If he uses a combistick, super hard to hit someone with that from a distance, unless ur   standing still.
-If he does melee on you, if your with a buddy, your buddy will be sure to kill him, its quite easy.
-The pred hardly is able to score kills also the fact that the motion tracker is not active, will ilicit the predator to be more sneaky and try to take your back, sure you will be killed but im sure the pred will go down 2, during the stealth kill animation.

The pred players do not score high enough until they die. 1 or 2 frags and your dead, for the average anyway. As a marine you should feel scared that your about to get skewered. I bet no marine playing hunt gets that feeling, they are just waiting to spray when the smartgunner starts shooting.

Could this idea be implemented?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The Necronoir on Feb 22, 2010, 04:08:56 AM
Quote from: cabbageheat on Feb 22, 2010, 01:18:11 AM
Good ideas, but, I think this may be a waste of time for you guys.  Rebellion isn't going to take these ideas.  They cannot cherry pick "ideas" off a forum and suddenly implement them.  I think "hey I got an idea for a mode or level" should be a whole other thread.

I'm pretty sure they can, considering they have licensed the intellectual rights of these franchises. It's not like I could claim intellectual theft if they chose to implement my idea, even if I was inclined to. The concept is very clearly based on major conceptual set-pieces from the original film, such that if I tried to develop the idea myself, FOX would be well within their rights to shut me down.

As such, I don't think it's really a matter of whether or not Rebellion can, but whether they will.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: GrimGunner on Feb 22, 2010, 08:50:59 AM
Quote from: Tyranix on Feb 21, 2010, 09:39:04 PM
To add to that suggestion. It might be asking alot, but in the current AvP Games, they ended up lasting vastly long, like a match could last half an hour, but you could leave mid-match, np. Why not add something like this, so joining mid-match would be no problem, and when people leave, they take the score/exp they got in match with them, leaving only the people who last til the end with any bonuses.

I agree I was in 3 matches today where one game I was the only marine left going against a 3 man team and a another 2 man.  Started off with 3 each but people left. I don't even play the ranked anymore I tried a few times but that matchmaking system is awful. I'm sorry but as a long time PC gamer there are much better setups I have seen throughout the years. I really do hope a better one comes out, it is vey frustrating finding a game and being able to stay in it, not to mention the whole getting thrown back to the main menu, takes so much away from the game.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Fleshman on Feb 22, 2010, 12:24:31 PM
Hello Rebellion and thank you for a Marvellous game, just when I thought games had become bland and generic you come out with this and did it complete justice, I wish I worked for you guys. :)

My questions are:

1. Splitscreen Multiplayer or Co-Op mode is there any chance of this being in DLC?

2. Will any female Marines be added as future skins for DLC? Maybe Tequila, or some new ones OR a Female Predator maybe?

3. Loved the character building with Tequila, and was really devastated with what happened storywise but was relieved with the outcome, the journey with her in the Marine campaign was awesome. Is there any chance of more Stages or even an AvP2?


Reason I bring up Splitscreen me and my friends were really disappointed with this not being included, being all time Aliens fans we were looking forward to some co-op and multiplayer madness with having all the guys around but were shocked to see it's only Online Multiplayer.

I think some female skins would be cute. Even maybe a female Predator? You guys could be the first to do it.

Thanks for your time, I hope you see this message I know the game is out now so don't know if you'll be responding any more, but thanks for a Brilliant game.

Peace!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: redxavier on Feb 22, 2010, 12:31:50 PM
Earlier I commented about the inefficient matchmaking system, but I notice that the player match system is actually far superior to that of the ranked match, with you remaining in the lobby after each game. This cuts down time spent searching significantly.

Is it possible to implement a lobby for ranked matches?

On another note, I've been having an absolute blast playing the Pyramid level of the predator campaign, where you can essentially battle it out with wave after wave of limitless aliens (that is, until you pull the switches) with the full bag of goodies at your disposal.  It makes me really want a survivor mode for the Predators where I can play with friends. I can imagine it being relatively easy to implement, since there are several already created areas in the SP levels that would be perfect for the mode.

Was there a particular reason why a Predator Survivor mode was implemented at first? Can we get this as DLC?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Steve C on Feb 22, 2010, 12:37:28 PM
I would just like to know what the plans are for getting dedicated servers up.  I'm somewhat baffled that they're not up yet.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: LogansFolly on Feb 22, 2010, 12:49:08 PM
Quote from: redxavier on Feb 22, 2010, 12:31:50 PM
Earlier I commented about the inefficient matchmaking system, but I notice that the player match system is actually far superior to that of the ranked match, with you remaining in the lobby after each game. This cuts down time spent searching significantly.

Is it possible to implement a lobby for ranked matches?

On another note, I've been having an absolute blast playing the Pyramid level of the predator campaign, where you can essentially battle it out with wave after wave of limitless aliens (that is, until you pull the switches) with the full bag of goodies at your disposal.  It makes me really want a survivor mode for the Predators where I can play with friends. I can imagine it being relatively easy to implement, since there are several already created areas in the SP levels that would be perfect for the mode.

Was there a particular reason why a Predator Survivor mode was implemented at first? Can we get this as DLC?

Good questions i would like to see answerd without typeing them all out again!!!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DoomRulz on Feb 22, 2010, 04:14:02 PM
Quote from: Fleshman on Feb 22, 2010, 12:24:31 PM
1. Splitscreen Multiplayer or Co-Op mode is there any chance of this being in DLC?

You can't add that via DLC. It has to be engineered by the developers.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Inferno on Feb 22, 2010, 04:31:45 PM
Quote from: DoomRulz on Feb 22, 2010, 04:14:02 PM
Quote from: Fleshman on Feb 22, 2010, 12:24:31 PM
1. Splitscreen Multiplayer or Co-Op mode is there any chance of this being in DLC?

You can't add that via DLC. It has to be engineered by the developers.

patches?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: VEF214 on Feb 22, 2010, 08:15:12 PM
Hey Rebs, just one Q.

When will all the campaign Marine skins be available as a DLC package?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Jumpman on Feb 22, 2010, 09:08:39 PM
Hi Rebellion,

could yall please touch up some of the skins, such ass the wolf predator skin and the celtic predator skin to make them look more like the movie versions
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: FrankO on Feb 23, 2010, 03:27:53 AM
why can the predator pounce-stun an Alien non-stop until death?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: hellrazr1231 on Feb 23, 2010, 05:21:33 AM
Quote from: FrankO on Feb 23, 2010, 03:27:53 AM
why can the predator pounce-stun an Alien non-stop until death?
Why can't an alien knock over a pred/marine moving at extreme speed or focus attack off a wall (it randomly does it, where pred always does) alien should get the right to stun of focus attack (point of view from pred player)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: affinity on Feb 23, 2010, 07:37:52 AM
Quote from: VEF214 on Feb 22, 2010, 08:15:12 PM
Hey Rebs, just one Q.

When will all the campaign Marine skins be available as a multiplayer DLC package?

Best question!   Please answer this one first!   ;D
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Saberous on Feb 23, 2010, 08:55:10 AM
The smart gun, why is it the way it is?  Its nothing like the movie. It empties so fast and there is no ammo spawns for it. Why is that?

What gets me is it sounds and fires like a Gatling gun with auto tracking.  Besides the looks its nothing like the movie and for a die hard fan of the series that is a big thing.

The movie/behind the scenes(aliens quadrilogy) and the Aliens Colonial Marine manual had the specification of this weapon. Two Fire Mods, semi fire(4 round burst) and fully automatic. It also has a 300 round mag.

The MP has it at a 100 round mag full auto and feels to me and my friends nerfed compared to Single Player and survivor.  Why isn't the smartgun like the movie.

In regular MP 100 rounds isn't a lot compared to the never ending supply of pulse rifle ammunition.  At most you can fire at 3 to 4 target before you need to grab for a new weapon and then wait almost three to five mins for it to respawn.  IMO it feels like a useless gun.  Why isn't there more ammo for the gun?

I know there's balance to be considered but to me and a lot of my friends and clans mans we feel the gun would be better if it was more the movie and had a 150 round mag or some ammo spawns in regular mp and survivor 300 + another mag.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tequila on Feb 23, 2010, 10:19:19 AM
Where are the female skins?  Come on, the girl gamer market is here, wake up. :-\

Anyhow, as any WoW player will tell you, it's not just us girl gamers that want them.  ::)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 23, 2010, 11:20:13 AM
Hi Saberous,

Just to answer part of your question, there are ammo spawns in the way of the re-spawning smart gun itself...if you hang around long enough, it respawns and you get ammo from walking over it and if you haven't used up all your previous ammo I believe you can build it up to about 100 in the gun and an extra 250 ammo in extra magazines...this is what I found on a survivor map anyway, picked it up and already had like 350 ammo (100 in gun and 250 extra).

I do wish they had done the sound better, I still have many fond memories of it from AVP1....this iteration does not remind me of it at all or pay homage to the movie. And I also don't understand seeing silhouetted enemies through walls and obstacles??

Cheers!

Valheru
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Komat on Feb 23, 2010, 12:18:14 PM
Quote from: redxavier on Feb 22, 2010, 12:31:50 PM
Earlier I commented about the inefficient matchmaking system, but I notice that the player match system is actually far superior to that of the ranked match, with you remaining in the lobby after each game. This cuts down time spent searching significantly.

Is it possible to implement a lobby for ranked matches?
The point of the ranked matches is that you do not have much control about with whom are you playing. This limits people ability to boost theirs rank by playing a put-up match with friends or intentionally playing additional matches with the same weak players. So I think that the current state of the ranked matches is entirely intentional and will not change. Also if I remember correctly, such behavior of ranked matches is required or at least heavily recommended on the X360.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: hardwired on Feb 23, 2010, 05:55:02 PM
I hope something happens to the stealthkill.

Several people do, like you can see in that poll / thread, even the people got different opinions what should happen:

http://www.avpgalaxy.net/forum/index.php?topic=29682.30 (http://www.avpgalaxy.net/forum/index.php?topic=29682.30)

POLL results of 90 people that voted:

decrease the range of it
- 31 (25.8%)

change the way of the activaition (hold the button for 2 seconds for example)
- 14 (11.7%)

decrease the range and change the activaition
- 15 (12.5%)

make an option to turn it off
- 23 (19.2%)

just usable against rines
- 0 (0%)

remove it
- 3 (2.5%)

no fix needed
- 34 (28.3%)

In the thread are some other ideads to change it.

Just talkin for me:

I dont hope only for reduce the range, then make it really a real stealthkill and unabusable so you can fight two aliens/preds as pred/alien. Even the damn rines are better in this (in meleerange!). Thats something even AVP2 accomplished.
I like the game, but that really ruins it for me in many matches (not all, cause it depends on some factors).
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Saberous on Feb 23, 2010, 06:18:56 PM
Quote from: Valheru on Feb 23, 2010, 11:20:13 AM
Hi Saberous,

Just to answer part of your question, there are ammo spawns in the way of the re-spawning smart gun itself...if you hang around long enough, it respawns and you get ammo from walking over it and if you haven't used up all your previous ammo I believe you can build it up to about 100 in the gun and an extra 250 ammo in extra magazines...this is what I found on a survivor map anyway, picked it up and already had like 350 ammo (100 in gun and 250 extra).

I do wish they had done the sound better, I still have many fond memories of it from AVP1....this iteration does not remind me of it at all or pay homage to the movie. And I also don't understand seeing silhouetted enemies through walls and obstacles??

Cheers!

Valheru

Hey Valheru,  Thanks for the response.  That is one long wait for a gun respawn it has to be over 3 minutes in regular mp I have the PC game. I have never seen the gun respawn in survivor after you pic it up.  I spawned right near the gun when the match started.  It was a 15 min match MTDM. I had the gun for a good 3 minutes on ruins no one was on that side for a while.  Finally I was attacked and killed, I spawned ran to the area and still had to wait for it to spawn.  When it finally did there was 11 minutes left to the match. That's a long time when you compare it pulse rifle, ammo is 30 second respawn and I feel the smart gun isn't more power then the pulse rifle at all. 

After testing I found no two weapon spawns where the same(how that was i don't know).  I did get an average of 4 minutes for the smart gun.  I found that the pulse rifle required less ammo to kill an alien or predator in the body then the smartgun.  These tests where at stationary targets, It took 7 to 10 rounds from the pulse rifle to kill and alien 15 to 20 to kill a Predator.  With auto tracking on or off i found that it took 15 to 20 rounds to kill an alien and 20 to 25 rounds for a predator.  Burst shooting the weapon didn't do anything in my tests.

Maybe I need to clarify and reword my questions to Rebellion.

A few questions to ask rebellion?
Why isn't the smartgun  not like the movie.  It feels more like a Gatling gun sounds like it too.
Why is the smartgun doing less damage then the pulse rifle?
Why does it require more rounds to kill then the Pulse rifle?
Why does it take almost 4 minutes to respawn?
Why isn't the smartguns mag bigger? If it does less damage and has a longer ammo respawn why the low ammo?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: redxavier on Feb 23, 2010, 07:01:19 PM
Quote from: Komat on Feb 23, 2010, 12:18:14 PM
The point of the ranked matches is that you do not have much control about with whom are you playing. This limits people ability to boost theirs rank by playing a put-up match with friends or intentionally playing additional matches with the same weak players. So I think that the current state of the ranked matches is entirely intentional and will not change. Also if I remember correctly, such behavior of ranked matches is required or at least heavily recommended on the X360.

I understand, except the rank progression in this game gives players no advantages whatsoever over lower ranks.  In games where you unlock superior abilities and better weapons this kind of restrictive system makes sense but unlocking skins is hardly grounds to impose such restrictions. If people boost or abuse it (which they can anyway due to glitches outside the multiplayer) who ultimately should care?


Quote from: Wrist Blades on Feb 23, 2010, 05:44:54 PM
The biggest gripe I have which also could get the easiest fix is that the game doesn't give us players any variables to toy with when we set up games to be searched. Since it's a P2P system of hosting, you could voluntarily host a game but with the ability to:
- toggle friendly fire on and off
- toggle friend indicators on and off both on HUD (the arrows) and on the radar (everyone would emit a blip instead of those friendly crosses)
- increase or decrease (or even disable) Predator's time limit in Predator Hunt
- set the fixed player count for each match
- set species ratios or even disable some of them (so that you could make species or mixed species deathmatches with one species missing)
- give species specific weapons from the get-go or disable or enable specific weapon spawns in the match

All this could be added to player matches only both on consoles (I'm playing on 360) and the PC so that you couldn't cheat ranks.

You can alter some of these in player matches if you are the host (FF, species ratios, and player counts, match duration), but some of the other ones would be neat. I find the predator's time limit in hunt mode to be a bit too pushy, especially when you can't move around too quickly (well you can, the marines will just know where you are).
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Wrist Blades on Feb 23, 2010, 07:07:01 PM
Quote from: redxavier on Feb 23, 2010, 07:01:19 PM
Quote from: Wrist Blades on Feb 23, 2010, 05:44:54 PM
The biggest gripe I have which also could get the easiest fix is that the game doesn't give us players any variables to toy with when we set up games to be searched. Since it's a P2P system of hosting, you could voluntarily host a game but with the ability to:
- toggle friendly fire on and off
- toggle friend indicators on and off both on HUD (the arrows) and on the radar (everyone would emit a blip instead of those friendly crosses)
- increase or decrease (or even disable) Predator's time limit in Predator Hunt
- set the fixed player count for each match
- set species ratios or even disable some of them (so that you could make species or mixed species deathmatches with one species missing)
- give species specific weapons from the get-go or disable or enable specific weapon spawns in the match

All this could be added to player matches only both on consoles (I'm playing on 360) and the PC so that you couldn't cheat ranks.

You can alter some of these in player matches if you are the host (FF, species ratios, and player counts, match duration), but some of the other ones would be neat. I find the predator's time limit in hunt mode to be a bit too pushy, especially when you can't move around too quickly (well you can, the marines will just know where you are).

Do the console versions give those same options or is it PC only? I'll edit those out if it's so (and also sorry for being retared by not noticing them).

EDIT: Edited them out. Thanks!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: redxavier on Feb 23, 2010, 07:12:09 PM
I'm playing on the 360 and if you create a match you can fiddle about with these settings. I always turn FF off when playing survivor with my friends for instance.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: pie2010q on Feb 23, 2010, 09:21:13 PM
Hi Eric


Thankyou for coming an helping us with our questions.

Just wondering is there going to be a Patch for the Ps3 versions of AVP  for the freezing issues people have been having.

Thanks
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Feb 23, 2010, 10:25:41 PM
Hi Saberous,

Yeah Im on PC as well and trust me it does respawn, if taking a lot longer than other weapons...but that makes sense as it is a powerful gun even if it takes more bullets to kill someone, it does it very quickly and accurately.

On Survivor I think you're correct, it does not respawn otherwise I suppose it would be too easy as I take out about 40 - 50 aliens with it in the first couple of rounds. When you pick it up in Survivor (I can confirm this now after playing last night), you get 150 ammo in the gun and 250 in extra mags....so 400 rounds and who knows if you walk over the other SG in the Survivor map that has 2, you may actually be able to get more than 400!...I will endeavour to test this out tonight ;D

Cheers!

Valheru
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Drewid on Feb 24, 2010, 12:02:48 PM
Quote
"We're also in discussions with Sega about ongoing support for AvP, and also about a sequel to the game," said company co-founder and CEO Jason Kingsley
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Eldritch on Feb 24, 2010, 02:14:40 PM
I have a question: why did we not get to play one more level as the alien, onboard the ship at the end?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: athlonix on Feb 24, 2010, 02:40:36 PM
Quote from: Wrist Blades on Feb 24, 2010, 11:36:46 AM

Great and informative post. This one deserves a look-at by the devs. I wish you had mentioned the lack of server-side variables though. :)

Once the Dedicated Servers are release i'll probably pose such question.

@ Drewid; there is discussions which does suggest at the moment there is limited support for the title, I am only voicing the opinions of the masses, with some of my own takes of certain elements. I do hope they are but I am raising the issue, hopefully with a full bodied explanation of the current situation.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: MikkoM on Feb 24, 2010, 04:40:04 PM
Will Rebellion take the critical reviews and fan feed back such as this thread:

http://www.avpgalaxy.net/forum/index.php?topic=29542.0 (http://www.avpgalaxy.net/forum/index.php?topic=29542.0)

into account, if you will get the change to do a sequel?


Now I am going to be honest here and say that I wasn`t too impressed by the new AVP that you just released.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ikarop on Feb 25, 2010, 12:04:46 AM
Quote from: Eidotemit on Feb 11, 2010, 03:43:31 PM
This thread is for asking questions regarding AvP gameplay for Rebellion ONLY.

If someone asks a question that has already been answered, respond to them via PM. This thread is not for discussions. We appreciate your help in answering these repeated questions but we ask that from now on you respond to people via PM to inform them.

This thread is for gameplay questions for Rebellion, ONLY.

Thank you.




Please remind the rules for this topic. If you have suggestions (http://www.avpgalaxy.net/forum/index.php?topic=29331.0), issues (http://www.avpgalaxy.net/forum/index.php?topic=29314.0) or you think that any mechanic (http://www.avpgalaxy.net/forum/index.php?topic=28114.0) should be changed, please use the proper threads. Comments that aren't questions may be moved without warning.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: newbeing on Feb 25, 2010, 03:18:07 AM
I've got a question for Rebellion.

With this being your first BIG multiplatform release what lessons have you pulled from the experience? What were some of the challenges you guys faced and has it changed how Rebellion will develop games in the future?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Wrist Blades on Feb 25, 2010, 11:11:56 AM
Dear Rebellion,

will you give us more server- or client-side variables both on the PC and on the consoles? Will we be able to adjust or disable e.g. the Predator's timer in Predator Hunt or make it so that friend indicators on the HUD are disabled and the radar bleeps don't differentiate between friend and foe?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: KissenKitten on Feb 25, 2010, 11:13:05 AM
I have a few alien questions. Hopefully, I'm not re-posting already made inquiries. Sorry but they're long.

1. Any chance that the alien standard jump (minus focus/facing scalable surface) will have more functionality?

As it stands, it's rather useless and the animation looks a little silly (weird squat jump?). And I'm not referring to the tap RT mechanic. I'm talking about how you do a standard jump forward and you go NOWHERE with a flying crouch.

2. I'm sure this is a resounding "No!" but I'll ask anyway. Will there be any new animation blending for the alien in mp?

Currently it seems like the AI aliens in Sp have much more fluid AND more numerous animations that really add to their characterization. In mp the alien seems a bit bland. I'm not talking about adding "attacks" just reusing animations. For instance, the AI alien's jumping swipe from "Survivor" would make a better standard forward jump then what is currently in place IMO. *Sorry, I'm an animator*

3. Seeing that the purpose driving the alien is to "stalk" their victims, will you be able to do a longer focus leap from a ceiling if an enemy is right underneath you?

I've experienced that on Refinery (among others), if I'm on the ceiling in the main room (with the smartgun) I can't focus jump at anyone underneath me. I have to take more (precious) time and move onto the support beam to actually ambush someone. Since all the alien has is melee, it'd be nice to be able to close the gaps a little faster if I've taken the time to go unseen.

4. No replay cam? Come on! That'd be awesome!

5. Any chance you'll revive if downed after your group/party has defeated a wave in Survivor? It'd make it more enjoyable and less insurmountable in areas I think.

Lastly, despite what's in the works and what isn't, what would YOU consider implementing as DLC for avp as a separate entity and fan, rather than a figurehead?

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JediMasterGabe on Feb 25, 2010, 09:52:56 PM
Do your xp still get saved if the host leaves the game? Because I was just in two games were I was doing very well and the host left and I wanted to make sure I still got my xp.

Also will there ever be host migration?

Or will Xbox ever see dedicated servers?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Feb 25, 2010, 11:15:14 PM
Nope you XP is not saved if the host leaves the game, at the end of the game it will notify you how much XP you have and how much you need for the next rank. No dedicated servers for consoles.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JediMasterGabe on Feb 25, 2010, 11:28:15 PM
Quote from: Brother on Feb 25, 2010, 11:15:14 PM
Nope you XP is not saved if the host leaves the game, at the end of the game it will notify you how much XP you have and how much you need for the next rank. No dedicated servers for consoles.

Well in that case, Will there be updates to fix these problems? Mainly host migration and XP being saved, because like I said it's unbelivably annoying when I'm going 15K and 3D and then I persecute the host and he leaves.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 26, 2010, 10:41:50 AM
Hi All,

Sorry for the delay in responses, and I only have 1 post for you this time round.  I'm sure you can appreciate that we are busy working on the Dedicated servers, amongst other things.




Quote from: RidgeTop on Feb 12, 2010, 08:23:20 AM
I'm late to the party but thanks for taking the time to connect with the community and answer our questions.  I just have one:

Will we be able to start a multiplayer match alone with no other players for the sole purpose of exploring the maps?

No, you must have a minimum number of players (depending on gametype) to start a MP map.

Quote from: out-at-night-mostly on Feb 12, 2010, 08:31:23 AM
First of Thank you very much for making the game, you have no idea how much wank fest us fans have before you guys come along and make it come true!!! ;D

Question: How do the knock down mechanics from the alien and predator's jump attack works. For example marines can be seen being knock down in earlier gameplay preview when the predator simply focus jump at him while i was cannot do the same in Multiplayer. Enlighten me please :)

You need to be a minimum distance away from the target before a knock down can be achieved

Quote from: demon326 on Feb 12, 2010, 12:50:45 PM
I'm new, but i'm following this site for a few weeks now, and i do have a question for the dev guy ;D

Will you remove the "wallhack" in the retail, or will there be a option to turn it on or off?

by wallhack i mean that you can see the others walking on the floor above you or in the next hallway...

We assume you are referring to the alien vision, and the answer is no for both questions.

Quote from: xUSMCx on Feb 12, 2010, 05:48:49 PM
Hi,
I was just wondering, how many ranks are there in multiplayer and if they have a name such as private or are just numbered.
Thanks.

There are 43 ranks, and they are just numbered.

Quote from: Eidotemit on Feb 12, 2010, 09:54:23 PM
In response to Xenomorphine's question regarding acid spit, it seems you're saying that there is a function for it that wasn't implemented, but is sort of in reserves if need be. Am I reading that right?

No – I was saying that from a design point of view, we had the option in reserve not that there is a function that exists that we have simply disabled

Quote from: Eidotemit on Feb 12, 2010, 09:54:23 PM
Also, I noticed that the flamethrower stream is not highlighted by the predators thermal vision. Why is that? Not only would it add some realism, but it would give another benefit to a weapon that (at least presently) is rather ineffectual. Would it be possible to make the Pred's thermal pick up heat from the fire?

Nice idea, we'd love to do at some point.

Quote from: hardwired on Feb 12, 2010, 10:37:33 PM
Is it possible to change the amount of players on the PC for Speciesdeathmatch for example,
so i can play on the biggest map with just a few players?

Would be a condition for me to finally buy it, besides a fix of the sneakattack.

It's possible to create small lobbies with any map size

Quote from: Saber on Feb 12, 2010, 10:49:29 PM
What's the deal with the glove less Predator hands?  I thought those were more E3-build, but in the more recent screenshots, he clearly has longer nails and leather gloves.

In MP, there are two body types – young blood and elite predator, depending on the skin type you have selected.

Quote from: Rem on Feb 12, 2010, 11:23:36 PM
Will the Marine muzzle flash be fixed for the 360 and PS3 as well? I only noticed how the PC version was only fixed

The muzzle flash issue, highlighted in the screen shot I linked to was a PC problem on ATi cards only.

Quote from: Bio Mech Hunter on Feb 12, 2010, 11:38:44 PM

Also, I saw someone mention their will not be system link support or even the ability to host private matches with just your friends in the 360 & PS3 versions? Is that really true?


There is no system link – but you can create private matches on all platforms.

Quote from: Tyranix on Feb 13, 2010, 06:08:43 AM
My question is, in the mixed species death match, how will we be able to tell the difference between friend or foe?

There is a large arrow above your teammates head.

Quote from: sirdeath66 on Feb 13, 2010, 08:57:45 AM
Maybe this is my opinion only, but I really feel you Rebbelion/Sega will create a much bigger lifespan for this game, by adding bots into all multiplayer maps.

We respect your opinion and desires, but unfortunately we will not be adding in bot support at this time.  Sorry!




Cheers,
Eric

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: safetyman on Feb 26, 2010, 11:15:25 AM
QuoteThe muzzle flash issue, highlighted in the screen shot I linked to was a PC problem on ATi cards only.

What? No! I have GTX 280 and I get this.

Proof:

http://img121.imageshack.us/img121/1069/avp2010022612190383.png

And the area it was taken in isn't even as dark as it gets in this game.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: AJL on Feb 26, 2010, 11:17:59 AM
Is it possible in some future update to:

1. Add in somekind of "open" server/game option, where players
    can drop in later on when the game is already running ?

2. Display Pings in the server/game browser ?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Feb 26, 2010, 12:01:37 PM
Quote from: safetyman on Feb 26, 2010, 11:15:25 AM
QuoteThe muzzle flash issue, highlighted in the screen shot I linked to was a PC problem on ATi cards only.

What? No! I have GTX 280 and I get this.

Proof:

http://img121.imageshack.us/img121/1069/avp2010022612190383.png

And the area it was taken in isn't even as dark as it gets in this game.

This issue I am referring to is shown here (http://i306.photobucket.com/albums/nn250/dlhorne/PC%20Screenshots/AvP2010-02-0419-24-05-71.jpg)

What you have shown in your screenshot is expected behaviour

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: safetyman on Feb 26, 2010, 12:29:52 PM
Quote from: [REB]Trigger on Feb 26, 2010, 12:01:37 PM
Quote from: safetyman on Feb 26, 2010, 11:15:25 AM
QuoteThe muzzle flash issue, highlighted in the screen shot I linked to was a PC problem on ATi cards only.

What? No! I have GTX 280 and I get this.

Proof:

http://img121.imageshack.us/img121/1069/avp2010022612190383.png

And the area it was taken in isn't even as dark as it gets in this game.

This issue I am referring to is shown here (http://i306.photobucket.com/albums/nn250/dlhorne/PC%20Screenshots/AvP2010-02-0419-24-05-71.jpg)

What you have shown in your screenshot is expected behaviour

Well then, it must have been a calculated decision to make it the exact size it is in my screenshot, for it is different in the marine trainer and every other trailer ever made.

I resized my screenshot to have the same resolution as the trailer video, paused where the muzzle flash is the biggest:

http://img163.imageshack.us/img163/2427/muzzleflash.png

Do note that the video is also with the pulse rifle shooting in an ever darker area than my screenshot.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kroenen77 on Feb 26, 2010, 03:38:26 PM
Whats with the soundbugs and the tearing on the ps3?Are you still working on it rebellion?
And whats with the problem when the host is leaving the game?Do you fix it like MW2 with a new host automatic?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: LoboTheLoco on Feb 26, 2010, 03:40:58 PM
Heres my questions:

1. why havent the issues with matchmaking in the 360 version been addressed? ive seen multiple complaints about many waiting longer than 15 minutes to get into a ranked match on various forums, surely rebellion and sega are aware of these problems, can we get a little reassurance these problems will be fixed for the 360?

2. will the net coding be improved? ive had some horrible matches where the stealth kill function would not work no matter what even when i pressed "X" behind the opponent multiple times, why is it the button press wont respond when the visual notification is still on screen? (press X for trophy kill)


other than that im enjoying this game in the single player but will move on to multiplayer when you patch it.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [USMC] Pure on Feb 27, 2010, 11:24:06 PM
Hello Eric

Nice to finally be able to speak to a member of rebellion

first thing i would like to ask is when i saw the first look at the MP skins on the forums i saw the warrior dome model was the dog alien from alien 3 was that fake or was it removed? Also will there be a mode of gameplay put in the game like Evac from avp2?
I had hours of fun on that and i think it would fit well in multiplayer and make many people happy.

4 marines at a destroyed apc trying to get to a dropship with 14 aliens trying to stop them. i like them odds :)
thanks in advance for an answer
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: kaljo on Feb 28, 2010, 12:25:48 AM
Only 1 question from me. This might have been asked before, but.

1. Are we going to be able to join a session in progress? Or do we all need to be in the lobby then start? I am referring to the PC version.


Cheers.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: cerebral45 on Feb 28, 2010, 05:46:21 AM
is there going to be a patch for the PS3?cuz i see that you guys are patching the PC's problems but us PS3 gamers are having alot of problems with AVP as well. for example the matchmaking takes WAAAAAY too long and when it does actually work you get into a ranked match with about 4 to 5 people MAX which i find to be a huge buzzkill especially when the game can hold a total of 18 players . ontop of that the unranked matches don't have join in progress so you cant late join games which sucks for people who do like to host games cuz were stuck with unbalanced teams cuz of people quiting which is turning off ALOT of online players and the game is suffering community wise because of it since I see alot less people on specially because of these 2 problems.are you guys going to patch these problems? cuz us ps3 gamers would really appreciate it
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JAGX on Feb 28, 2010, 01:15:32 PM
Have you been keeping up do date with the discussion on SEGA's Alien forums?  And why no posts in general threads from Rebellion over there?

What is being done to fix the Predator's balancing issue?  Everyone one the forums at Sega is complaining about it.

As it stands, Predators are overpowered because they are better than Aliens at melee combat plus they get ranged weapons which are one-hit kills with tracking!  It's not fair in the Alien vs Predator dynamic, because Predators have so much health that they can withstand two heavy attacks.  Also, Aliens are knocked down when:  they are countered, the Predator focus lunges from a distance, they are shot by the plasma caster, while Predators cannot be knocked down, and therefore can recover from an Alien counter attack.  All other inter-species counter scenarios involve death, besides the Alien vs Predator scenario.  It's just too easy for a Predator to hit an Alien in some way and it's game over because they get knocked down.

And then Predators weapons make virtually no use of energy.  It would be one thing if Predators were in some way dependent on their weapons because their melee abilities were weaker than the Aliens, but the Predators have an advantage in melee AND they can spam discs and spears with infinite ammo!  They also sprint pretty damn fast too.  Why is it that the Predator is basically an Alien with more health, ranged weapons, and cannot be knocked down?

Will Alien's side-strafe be increased?  Right now they are fast in a straight line but that's about it...

And finally, what about console patches?  I realize XBL certification adds two weeks minimum, but they are coming, right?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: spacebug on Mar 01, 2010, 12:02:07 AM
Can you confirm whether there are rank increase rewards for completing single player campaigns and/or collecting all collectables?  I thought there were, but some people think it's a bug.  If so, how mych XP/rank increase is there for each thing?

thanks :)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: VEF214 on Mar 01, 2010, 06:23:19 PM
I have a question, why are there so many PR spawns around the map when you spawn with 99/297?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: maddog2281 on Mar 01, 2010, 07:30:50 PM
Good evening rebellion
i just have a couple of questions that i hope you can answer, just so you know im a ps3 user, so I'm relating to to the console versions.
Ok first question when will the extra multiplayer maps come out? i heard it would be a map a week starting from release so when the ps3 store updated and there wasn't one i was a bit downhearted.
Second question is actually a two parter which I'm sure you get lots of questions regarding, but i have waited and thought id see if i could get a more up to date response, will you be increasing the flamethrower damage? as it just doesn't handle right and is a weak aspect of the game, also will it show up on predators vision as a heat source for a more realistic appearance?
i like the idea of spraying the walls and lighting them up, all though even this aspect needs work as the flames do little damage or little to stop enemies just walking through knowing the attributes of the fire does little in terms of damage or them even getting alight.
an amazing game which i found mostly enjoyable i look forward to maybe seeing a few DLC's
but id really just like to know if there will be any updates to rectify some or all the issues i have come across
cheers for the good work on the avp game
Jason
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Jumpman on Mar 01, 2010, 07:42:15 PM
1. can yall turn the hunter preds mask back to its normal silver color, having it black/brown is beyond stupid. its like having michael jordan in a basketball game and making him white...
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Elder Yautja on Mar 01, 2010, 10:57:22 PM
Greetings,

I do not know if it has already been asked, but could it be possible to get each ranks requirements (XP) and each rank needed to unlock skins (along with the skin it unlocks).

Thanks.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JediMasterGabe on Mar 02, 2010, 02:07:34 AM
Will there be an update where ur XP is saved even if the host leaves the game because I just played three games in a row with over 30 kills combined and have gotten Zero XP
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Valheru on Mar 02, 2010, 06:41:09 AM
Quote from: JediMasterGabe on Mar 02, 2010, 02:07:34 AM
Will there be an update where ur XP is saved even if the host leaves the game because I just played three games in a row with over 30 kills combined and have gotten Zero XP

Are you definitely playing in ranked matches? Because I recently saw another post that someone had tested and found you do still get the XP you'd accumulated so far if the host leaves.

Would be great if REB could confirm this though, yay or nay?

Cheers!

Valheru
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: szuran on Mar 02, 2010, 07:08:24 AM
I've got a question, too. Since there's some trouble to follow the whole story, will you release some kind of a story guide for AVP? Like, who's where, why, and what for, and then what happens in a chronological order? Look at Halo Timeline on Halo website for example. It'd be nice, but it'd be even better if you put together a movie that shows what happens on Freya's Prospect, with Lance Henriksen doing voice over.:) (yeah, I know that's not going to happen:) still, I count you'll publish the storyline guide, though)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Fleshman on Mar 02, 2010, 12:14:07 PM
My questions are for the Xbox 360 version:

1. Is there anyway I can Create/Host a "Ranked" match and set the options, e.g. change the time limit or kill count etc???

2. When a host leaves a game and we get sent back to lobby, do we keep all the xp we earned up until that point of the host leaving?

3.  Is there some sort of punishment for people leaving? Like reducing their xp a little every time they do it, so many times I've seen people quit when they're losing, and it's a staggering amount, I refuse to believe everyone has that bad a connection.

Thank you again.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Atrox on Mar 02, 2010, 12:37:55 PM
Hi Trigger,

Thanks for coming here and helping us out. Ive got two questions and an opinion to share.

Number 1. What is the reason behind negating exp from friendly macthes? I honestly can not grasp the logic in this decision. Everyone wants to build their online profile, in this case with skins but with it being such a pain in the rear to get ranked matches, atleast for me on PS3, its really annoying that I cant just hop over to the game browser, pick a game and have some exp gaining fun.

Number 2. Why cant you do match making and game browseing in the rank mode? This too baffles me. So far, my experince has been much easier when looking for "freidnly matches". I can just browse, pick and wala! Why not offer these features in the ranked games too?

Lastly, and I know its a bit cliche at this point but why in god's green earth is the predators heavy attack faster then the Aliens? I can understand and appreciate you guys wanting to make the predators physical attacks more powerful since it holds true in the movie franchise but if we are sticking to realistic applications of these movie monsters dosent it make sense to make the alien faster in every aspect? Thats their strong point and the only thing going for them in the wepons department so why nerf them aginst the preds? Its just really annoying that unless I am up aginst a brain dead pred I have zero chance of killing one in a strait up, drag out melee contest. I do understand and enjoy the sneak attack tactics that the Alien excells in but with their ranged arsenol and vision modes it is VERY, VERY hard to sneak up on a pred and since everyone and their mother picks preds, well, its usualy a nothing more then acid blood everywhere.

Well, thats all from me. Thanks again for coming here and answering questions! Just please dont let this game fall into the "we dont care pile" because it has so much potential to be one of  the greatest things out there.




Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: MisterGone on Mar 02, 2010, 04:10:42 PM
So it sounds like the PC has some light at the end of the tunnels with the beta server patch that came out this week, now I'm wondering if us poor console players (PS3 here) will get any love. I haven't played AvP in almost a week now since the only thing I was getting out of the MP was white hot blinding anger, I tried to play through SP again but just got bored, I mean I bought AvP for the MP, that's it. 

So I haven't heard of anything coming down the pipe for PS3 or 360, in regards to fixing matchmaking and incorporating host migration, or even just the ability to join in progress games. Any hope of us getting some love in the near future? I so desperately want to love this game but 80% of my time with it has been spent staring at a rotating chestburster and being thanked by Weyland-Yutani for my patience. Right now Gamestop is actually offering about $38 for my game and I'm feeling quite tempted to try to cut my losses.


Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: safetyman on Mar 02, 2010, 04:19:24 PM
Quote from: MisterGone on Mar 02, 2010, 04:10:42 PM
So it sounds like the PC has some light at the end of the tunnels with the beta server patch that came out this week, now I'm wondering if us poor console players (PS3 here) will get any love. I haven't played AvP in almost a week now since the only thing I was getting out of the MP was white hot blinding anger, I tried to play through SP again but just got bored, I mean I bought AvP for the MP, that's it. 

So I haven't heard of anything coming down the pipe for PS3 or 360, in regards to fixing matchmaking and incorporating host migration, or even just the ability to join in progress games. Any hope of us getting some love in the near future? I so desperately want to love this game but 80% of my time with it has been spent staring at a rotating chestburster and being thanked by Weyland-Yutani for my patience. Right now Gamestop is actually offering about $38 for my game and I'm feeling quite tempted to try to cut my losses.

You shouldn't count on the game being saved on the consoles by waiting for dedicated servers on there, they have only said they would like to do it, which is far from it actually happening.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: VEF214 on Mar 02, 2010, 04:19:39 PM
Was wondering if you have any plans to tweak weapon spawns on the map especially when dealing with Marines. The amount of PR spawns is ridiculous, 1/3 or 1/4 of them need to be Shotguns, Flamethrowers (if they're made better), or Scoped Rifles. I'm tired of running over to spawns and it saying, "You already have full ammo, sorry." It gets a bit frustrating when you already spawn with 99/297. A.) Marines won't live long enough to use even half of that ammo. B.) Even if they did, they wouldn't need 10+ PR spawns to replenish the ammo spent. Please fix!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: tutut125 on Mar 02, 2010, 09:47:48 PM
well welcome to avpgalaxy and i have but only one question... Do you know of any updates or new features going to be added to the PS3 version of avp..... message me the answer please.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JediMasterGabe on Mar 03, 2010, 01:05:01 AM
Quote from: Valheru on Mar 02, 2010, 06:41:09 AM
Quote from: JediMasterGabe on Mar 02, 2010, 02:07:34 AM
Will there be an update where ur XP is saved even if the host leaves the game because I just played three games in a row with over 30 kills combined and have gotten Zero XP

Are you definitely playing in ranked matches? Because I recently saw another post that someone had tested and found you do still get the XP you'd accumulated so far if the host leaves.

Would be great if REB could confirm this though, yay or nay?



Cheers!

Valheru

Yea I'm playing in Ranked. And there's no way the XP is saved because I would be at least 1 or 2 ranks higher if the XP was saved.

P.S. Rebellion the game is still great, and I'm very appreciative of a good AvP game, there are just a few small flaws that are annoying.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: cerebral45 on Mar 03, 2010, 01:54:50 AM
Quote from: MisterGone on Mar 02, 2010, 04:10:42 PM
So it sounds like the PC has some light at the end of the tunnels with the beta server patch that came out this week, now I'm wondering if us poor console players (PS3 here) will get any love. I haven't played AvP in almost a week now since the only thing I was getting out of the MP was white hot blinding anger, I tried to play through SP again but just got bored, I mean I bought AvP for the MP, that's it. 

So I haven't heard of anything coming down the pipe for PS3 or 360, in regards to fixing matchmaking and incorporating host migration, or even just the ability to join in progress games. Any hope of us getting some love in the near future? I so desperately want to love this game but 80% of my time with it has been spent staring at a rotating chestburster and being thanked by Weyland-Yutani for my patience. Right now Gamestop is actually offering about $38 for my game and I'm feeling quite tempted to try to cut my losses.
i havent touched the game in a while since a few days after i got it on the PS3 for preety much the same reasons.i hope they do fix these problems soon with a patch cuz right now im thinking baout selling it also not goona lie.rebellion PLEASSSE give us PS3 owners a patch to fix these issues
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: affinity on Mar 03, 2010, 02:40:34 AM
Rebellion you are talking about sequel already,  will future DLC for AVP after the hunter edition maps not happen? or will you really continue making maps and skins DLC for AVP throughout the year?


and Rebellion when are those female Marine MP skins coming for multiplayer?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: MisterGone on Mar 03, 2010, 03:20:21 PM
Quote from: safetyman on Mar 02, 2010, 04:19:24 PM
Quote from: MisterGone on Mar 02, 2010, 04:10:42 PM
So it sounds like the PC has some light at the end of the tunnels with the beta server patch that came out this week, now I'm wondering if us poor console players (PS3 here) will get any love. I haven't played AvP in almost a week now since the only thing I was getting out of the MP was white hot blinding anger, I tried to play through SP again but just got bored, I mean I bought AvP for the MP, that's it. 

So I haven't heard of anything coming down the pipe for PS3 or 360, in regards to fixing matchmaking and incorporating host migration, or even just the ability to join in progress games. Any hope of us getting some love in the near future? I so desperately want to love this game but 80% of my time with it has been spent staring at a rotating chestburster and being thanked by Weyland-Yutani for my patience. Right now Gamestop is actually offering about $38 for my game and I'm feeling quite tempted to try to cut my losses.

You shouldn't count on the game being saved on the consoles by waiting for dedicated servers on there, they have only said they would like to do it, which is far from it actually happening.
Yeah, I'm well aware that console probably won't get anything other than hosting. What's more annoying is that I just picked up Bad Company 2 yesterday and within 5 min of throwing the disc in I was playing with no lag against 12 players, ahh the beauty of dedicated servers. That just really highlighted what a horrible choice Rebellion made by going with hosting, and even though games like MW2 and Bioshock 2 have hosting as well, their matchmaking setup at least works.
I'll be honest, I don't think I'd ever pick up another game that doesn't offer dedicated servers unless I hear the MP is absolutely out of this world brilliant, and that definitely includes any AvP sequel. 

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: safetyman on Mar 03, 2010, 06:18:42 PM
That's how everyone should think. It's people buying into the absence of dedicated servers that have ruined it for everyone else.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: cerebral45 on Mar 04, 2010, 05:11:03 AM
can you guys PLEAAASE give us any info on any updates if you even have a patched planned for the PS3? cuz ALLOOOT of us PS3 avp fans are really getting impatient on waiting for a patch that we dont even know if is coming or not in the first place.i havent touched the game in like a week because of the current state ofthe PS3 version online can you guys give us ANYTHING at least a tiny bit of info would help 
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Tyranix on Mar 08, 2010, 08:22:00 PM
Here is a question I'm curious about.

I'm sure you're aware of the many issues there are for the game, exp glitches, mic issues on PS3, match making, etc, etc. I want to know, are you working on a solution for atleast the majority of these issues? And if so, when can we expect this patch that I think many of us are waiting for?

I know a few people ready to trade their copies in if they don't atleast hear word that there is a coming patch.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ToeKnee on Mar 10, 2010, 03:06:54 PM
I dont know if these are gonna get answered, but i compiled a list of questions that people from steam forums were wondering about.  Alot of people know this game isn't doing too well after a month release, so it would be nice if these questions could be answered.

1)Is the dev team that worked on AVP still working on adding multiplayer features for AVP including more match settings and options? 
Reason: Currently there is hardly any customization available to tweak game modes.

2)This was asked before, but what is the word now on free mod tools being released (SDK) so players can create their own game modes and maps?

3)Is there gonna be a lan option available that doesn't require internet (very important). 
-And why was lan play excluded in the first place, such a standard and amazingly useful feature.
-Pretty much all the top competitive games have a lan option.
-It should also let you create a server on your own to explore and then others to join in.

http://forums.steampowered.com/forums/showthread.php?t=1153015
^^ An entire thread dedicated to it

4)Are modes like predator hunt going to be balanced out and made more fair for the predator.

5)Many weapons are underpowered at the moment, such as the flamethrower, sniper rifle, smart gun, predator throwing spear (slow throwing speed and losing cloak), plasma caster (using too much ammo and weak uncharge shot), etc. Are they going to receive balance tweaks? It would be great if every gun was useful.
-Are grenades going to be added?  Could have been another great weapon to the marines arsenal

6)Is ranking going to be combined into all servers and matches so the already small community doesn't get split up even further.

7)Are you going to remove the feature that requires people to hold down e to pick up a gun/pred weapon.
Reason: Players would appreciate it if weapon pickup and pred recharge station had no delay. Its also more noticeable at higher pings.
-All it does is slow the game down and make players more susceptible to being shot.

8)Are stealth kills going to be tweaked so they dont reach as far as they do at the moment.
Reason:  Currently you can be very far from an opponent and it still sucks them in.  No this has nothing to do with lag or ping.

9)Is predator cloak going to be made better?
Reason: Right now you can't even sneak up on players because the cloak hardly covers the pred when he moves towards marines. If they want to make him more noticeable, it should be only when hes holding down the sprint button if anything.
-Right now its impossible to sneak up to 1 or a group of marines.  He loses his cloak anyway when he attacks or fires anything.
-If 1 says to sneak behind a marine for the kill, than whats the point of the cloak again.

10) Why cant players join a server mid game.  Another left out but important and standard feature

11)Are the alien wall clinging controls going to be improved? And is the alien camera going to be fixed?

Reason: The camera is very confusing, constantly changing and making it hard to focus on a target.

For Further explanation on alien controls, read below:

Quote from: ValentineHeart"Fact #1: It forces autotransitions down ledges and on several surfaces even with the Auto-Transition option turned off in the options menu, sometimes resulting in players being stuck and unable to auto-transition back off.

Fact #2: The camera auto-centers on uneven surfaces, such as at the top of the temple, which causes a jerky camera.

Suggestion #1: Add a toggle function for Auto-Transition and add a "limited auto-transition" option to the options menu, allowing players to choose to have NO auto-transition, the default partial auto-transition, or full auto-transition if they wish.

Suggestion #2: Make auto-center optional and add an auto-center key.

In AvP 1 and 2 auto-center was optional and auto-transition could be toggled. There was also an Auto-Center key.

Heres an explanation of how the camera is very disorienting for alien players

Quote from: shakermakerman
Think of it this way...when you go running down a rocky road in real life do your eyes look straight up, then level, then straight down, then level every time you step on a rock an off again? No it doesn't. The same should hold true for alien vision when running over a bumpy surface...but it doesn't. Every little bump re-orients your vision parallel to the surface of the bump...so when going over a support girder instead of just stepping over it and continuing to see forward (which it should be) you change vision angles relative to the overall surface 4 times (level, up, level, down, level)
______________________

Gamemode suggestions
compiled from steam forums.  If you want a successful game I recommend at least taking a look at these.

Predator hunt:  1 predator vs many marines.  Right now its completely unfair for the predator against marines.  This game mode is basically "hunt the predator as fast as you can since he can't defend himself:

-He needs all of his weapons, more health, less de-cloaking, etc.  His melee game should be stronger and more lethal.  Some have suggested it has a max of 8 marines to keep it fair, but its hard to say about a limit if the predator received alot of upgrades.  Make it an option at least.
-Some have also suggested that the timer be removed so the pred can actually stalk humans and not rush for kills.  At least give the option to toggle it.

Survivor mode:  Boring after 5 min since all you do is shoot aliens that come after you.   The problem is the maps mainly for starters.  This game mode is very similiar to left 4 dead.  In that game, the maps were very large, allowed you to explore, and run to the end as fast but as safe as you could.   Not just shoot zombies (or aliens) until you die.  There was an objective.   Humans were also allowed to respawn if teammates revived them.

-Multiplayer lacks variety in weapons and also weapons that are not useful, so thats another reason it gets boring fast.
-Another suggestion would be to allow a few aliens to controlled by players (another great idea by left 4 dead), adding to the fun.

Predator hunt elimination spinoff- same as predator hunt mode, but its round based where once a human dies, hes dead for the round.  This idea comes from counter-strike and the game mode "search and destroy" from modern warfare 2.  These game modes are very popular and fun.
Once all the humans have died or the pred has been killed, a new round starts.

Capture the flag type mode- fun and popular in alot of games

Attack or defend a point or 2 points on a map-  Another great gamemode similar to "plant the bomb" DE maps in counter-strike or "search and destroy" from modern warfare2.  Also a mode in Unreal tournament games.

Minor gameplay tweaks
-Allow pred. to scroll through his visions backwards as well.  Also, adding in an option to assign visions to specific keys.  Example: pressing F goes straight to alien vision.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: The Demon on Mar 10, 2010, 10:28:58 PM
Is there any thoughts into having a secondary fire mode for the Spear that you can swing it around instead of just throwing it?

Another thing, will the Flame Thrower be worked on? Its basically worthless.

And will there every be acid spit added to the Alien?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Slugworth on Mar 11, 2010, 05:24:24 AM
to Eric at Rebellion:

Is there any talk of re-releasing any of the classic multiplayer maps from the first PC game... like Derelict or Subway, but maybe with an updated twist?

I realize that they are based on locations from the movies and dont fit into this new story... but they didnt fit into the old story either... they were just a treat for the AvP fans.  I think it would be great!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: RidgeTop on Mar 11, 2010, 06:59:22 AM
I get the feeling Eric is done here.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Mar 11, 2010, 07:57:30 AM
If he is he should let the fans know. He is still coming to the forum.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: RidgeTop on Mar 11, 2010, 08:32:18 AM
Quote from: Brother on Mar 11, 2010, 07:57:30 AM
If he is he should let the fans know. He is still coming to the forum.

He's Probably digging through all the immature insults of Rebellion to find some valid suggestions for future support.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Mar 11, 2010, 08:35:13 AM
No need to dig, plenty of them around here.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: hardwired on Mar 11, 2010, 11:45:59 AM
Yes. Some things are well discussed. Rebellion made some things pretty good, but a few ...less good (multiplayerfunctionality, disc, overp. preds in melee, walltail, stealthkill, are my main complaints).

I cant believe in something, that doesnt seem to really exist. So I hope Rebellion respond in any way, so i can be sure and just wait for the next patch(es).
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Corporal Hicks on Mar 11, 2010, 03:24:06 PM
I'd think he's busy doing developer stuff. You know, dlc and patches and stuff.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Chet on Mar 17, 2010, 08:33:05 AM
Does anyone know whether the three preorder MP-skins (Kaneko/Six/Alien-Hunter) will appear soon as dlc?

If so, they should be for free.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DoomRulz on Mar 17, 2010, 03:22:23 PM
Is Eric still coming around? I'm wondering if we're due for a lock down.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: scarhunter92 on Mar 17, 2010, 09:09:44 PM
Any plans on giving the option of more mouse sensivity in an upcoming patch? Actual one maxed out does little for me and it's frustrating.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: mum on Mar 17, 2010, 10:31:06 PM
    I'm really disappointed by Rebellions flakey responses to this thread, they promised to answer one page's worth of questions per day and have answered maybe 4 pages worth in a month and a half. That is really pathetic, it was a nice idea and everything... I'm just sick of this developer making promises that they can't deliver.

This games Multiplayer is missing so many basic configuration options that even AVP '99 had that it makes me sick.

Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: RidgeTop on Mar 18, 2010, 05:54:44 AM
Quote from: mum on Mar 17, 2010, 10:31:06 PM
    I'm really disappointed by Rebellions flakey responses to this thread, they promised to answer one page's worth of questions per day and have answered maybe 4 pages worth in a month and a half. That is really pathetic, it was a nice idea and everything... I'm just sick of this developer making promises that they can't deliver.

This games Multiplayer is missing so many basic configuration options that even AVP '99 had that it makes me sick.

I'm sure the update for AVP is their top priority right now.  Considering the insults included in some of the questions on this thread, I don't blame them for their absence.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Mar 18, 2010, 08:35:08 AM
It doesn't seem to me like they are new to the internets.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: [REB]Trigger on Mar 18, 2010, 11:12:13 AM
Quote from: mum on Mar 17, 2010, 10:31:06 PM
I'm really disappointed by Rebellions flakey responses to this thread, they promised to answer one page's worth of questions per day and have answered maybe 4 pages worth in a month and a half. That is really pathetic, it was a nice idea and everything... I'm just sick of this developer making promises that they can't deliver.

This games Multiplayer is missing so many basic configuration options that even AVP '99 had that it makes me sick.

I got up to page 18 before I had to stop, I hope to resume this again once the latest patches are out the door.  Incidentally I never promised to answer a page a day, the exact wording was;

Quote from: [REB]Trigger on Feb 11, 2010, 05:09:23 PM
The shear volume does however creates its own problem, so for now we will try to answer around a forum page worth of questions per day (starting from the top). 

I appreciate it's frustrating to wait for me to repond, and I'm sorry that I've not been able to recently.  No promises were made however.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: DoomRulz on Mar 18, 2010, 03:12:17 PM
Good to see you're back :) We all appreciate the work you're doing and realize you're busy.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JediMasterGabe on Mar 18, 2010, 03:16:46 PM
Quote from: [REB]Trigger on Mar 18, 2010, 11:12:13 AM
Quote from: mum on Mar 17, 2010, 10:31:06 PM
I'm really disappointed by Rebellions flakey responses to this thread, they promised to answer one page's worth of questions per day and have answered maybe 4 pages worth in a month and a half. That is really pathetic, it was a nice idea and everything... I'm just sick of this developer making promises that they can't deliver.

This games Multiplayer is missing so many basic configuration options that even AVP '99 had that it makes me sick.

I got up to page 18 before I had to stop, I hope to resume this again once the latest patches are out the door.  Incidentally I never promised to answer a page a day, the exact wording was;

Quote from: [REB]Trigger on Feb 11, 2010, 05:09:23 PM
The shear volume does however creates its own problem, so for now we will try to answer around a forum page worth of questions per day (starting from the top). 

I appreciate it's frustrating to wait for me to repond, and I'm sorry that I've not been able to recently.  No promises were made however.

Yea sorry so many people on here are being jerks. Glad that you're still around.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Willpower on Mar 18, 2010, 04:09:20 PM
Quote from: [REB]Trigger on Mar 18, 2010, 11:12:13 AM
Quote from: mum on Mar 17, 2010, 10:31:06 PM
I'm really disappointed by Rebellions flakey responses to this thread, they promised to answer one page's worth of questions per day and have answered maybe 4 pages worth in a month and a half. That is really pathetic, it was a nice idea and everything... I'm just sick of this developer making promises that they can't deliver.

This games Multiplayer is missing so many basic configuration options that even AVP '99 had that it makes me sick.

I got up to page 18 before I had to stop, I hope to resume this again once the latest patches are out the door.  Incidentally I never promised to answer a page a day, the exact wording was;

Quote from: [REB]Trigger on Feb 11, 2010, 05:09:23 PM
The shear volume does however creates its own problem, so for now we will try to answer around a forum page worth of questions per day (starting from the top). 

I appreciate it's frustrating to wait for me to repond, and I'm sorry that I've not been able to recently.  No promises were made however.

Good to know you're around, and thanks for the hard work!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ScoobySnax on Mar 18, 2010, 06:31:31 PM
Please Trigger, could you tell me if you have been looking at other topics such as the "Is the Predator OP" topic. In there you'll find many statements that have hard fact behind them that you could use to solve balancing issues.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Pete Script on Mar 18, 2010, 07:19:52 PM
Hey just wondering where the new dlc is because it was due out today (March 18th) and as yet I have seen no sign of it. Love the game keep up the good work.

Pete
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: predalien27 on Mar 18, 2010, 08:01:15 PM
Quote from: [REB]Trigger on Mar 18, 2010, 11:12:13 AM
Quote from: mum on Mar 17, 2010, 10:31:06 PM
I'm really disappointed by Rebellions flakey responses to this thread, they promised to answer one page's worth of questions per day and have answered maybe 4 pages worth in a month and a half. That is really pathetic, it was a nice idea and everything... I'm just sick of this developer making promises that they can't deliver.

This games Multiplayer is missing so many basic configuration options that even AVP '99 had that it makes me sick.

I got up to page 18 before I had to stop, I hope to resume this again once the latest patches are out the door.  Incidentally I never promised to answer a page a day, the exact wording was;

Quote from: [REB]Trigger on Feb 11, 2010, 05:09:23 PM
The shear volume does however creates its own problem, so for now we will try to answer around a forum page worth of questions per day (starting from the top). 

I appreciate it's frustrating to wait for me to repond, and I'm sorry that I've not been able to recently.  No promises were made however.
Thank you,  I appreciate your hard work, too.  I enjoy this game a lot.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Darklarik on Mar 18, 2010, 10:55:56 PM
What im dissapointed with the HOST MIGRATION, are you EVER planning to fix that??

and its the 18th and the map pack aint here.  >:(
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: mum on Mar 19, 2010, 05:29:14 AM
Quote from: [REB]Trigger on Mar 18, 2010, 11:12:13 AM
Quote from: mum on Mar 17, 2010, 10:31:06 PM
I'm really disappointed by Rebellions flakey responses to this thread, they promised to answer one page's worth of questions per day and have answered maybe 4 pages worth in a month and a half. That is really pathetic, it was a nice idea and everything... I'm just sick of this developer making promises that they can't deliver.

This games Multiplayer is missing so many basic configuration options that even AVP '99 had that it makes me sick.

I got up to page 18 before I had to stop, I hope to resume this again once the latest patches are out the door.  Incidentally I never promised to answer a page a day, the exact wording was;

Quote from: [REB]Trigger on Feb 11, 2010, 05:09:23 PM
The shear volume does however creates its own problem, so for now we will try to answer around a forum page worth of questions per day (starting from the top). 

I appreciate it's frustrating to wait for me to repond, and I'm sorry that I've not been able to recently.  No promises were made however.


        Well it appears that i owe a few apologies, i was just getting frustrated. So i would like to say that i am sorry to [REB]Trigger as well as the AVP Galaxy regulars here that i offended. I really have a lot of respect for a company that is taking the time to interact with fans, and should not have shot off my mouth. I just really thought you guys were gone, however i have been proven wrong. Anyways ill stay on topic, hopefully my page 8 question about multiplayer configuration options may still be answered... but if not i can probably attribute it to my being a jerk.

However its nice to know you guys are still hard at work on it, and i am sorry i was being a dick.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: FrankO on Mar 19, 2010, 04:34:56 PM
http://forums.sega.com/showthread.php?t=320431

'Among numerous balancing and weapon tweaks, Xbox Live players will see the removal of long waiting times reported by some players when searching for a ranked match, and improved support for southpaw players.'

It specifically says Xbox Live - NOT PS3 - Is this a misprint...?

Can you confirm if the patches have identical features?  Will the wait time for ranked matches be fixed for PS3 users as well?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: newbeing on Mar 19, 2010, 06:17:21 PM
Quote from: FrankO on Mar 19, 2010, 04:34:56 PM
http://forums.sega.com/showthread.php?t=320431

'Among numerous balancing and weapon tweaks, Xbox Live players will see the removal of long waiting times reported by some players when searching for a ranked match, and improved support for southpaw players.'

It specifically says Xbox Live - NOT PS3 - Is this a misprint...?

Can you confirm if the patches have identical features?  Will the wait time for ranked matches be fixed for PS3 users as well?

I believe it was mentioned to be a misprint in one of the other threads.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: FrankO on Mar 19, 2010, 07:48:33 PM
Thank-you for the clarification :D
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: xAncientOne on Mar 20, 2010, 03:30:44 AM
Welcome!  :D
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Kane on Mar 22, 2010, 07:55:27 PM
Quote from: ScoobySnax on Mar 22, 2010, 06:04:00 PM
Quote from: Kane on Mar 22, 2010, 04:37:37 PM
So the host left, but i gained an additional rank, so the game must have saved the XP.
What Platform?

PC
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JediMasterGabe on Mar 22, 2010, 08:34:49 PM
Quote from: Kane on Mar 22, 2010, 07:55:27 PM
Quote from: ScoobySnax on Mar 22, 2010, 06:04:00 PM
Quote from: Kane on Mar 22, 2010, 04:37:37 PM
So the host left, but i gained an additional rank, so the game must have saved the XP.
What Platform?

PC

Well I still don't think it's working for Xbox
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: yaji on Mar 26, 2010, 10:08:26 AM
Another question: is this game VAC protected ?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Mar 26, 2010, 10:15:59 AM
Says so in the Steam server list.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: yaji on Mar 26, 2010, 10:32:04 AM
I'm asking because of this:

http://gamegossip.com/forums/aliens-vs-predator-2010/106898-extracting-avp-resources.html

I'm really curious if messing with skins gonna get me banned :p
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Mar 26, 2010, 10:41:32 AM
I see the community is striking back lawl. Risky business Yaji, I wouldn't get into it just for skins. Now for maps..
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Undel on Mar 26, 2010, 04:25:22 PM
Try to use this thread for questions only. If you want to continue the discussion about the script mentioned above, please use the following thread:

http://www.avpgalaxy.net/forum/index.php?topic=29376.0
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Hemi on Mar 28, 2010, 07:34:17 PM
Question : Are there plans for more DLC?  :)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Lucky on Mar 31, 2010, 06:59:18 PM
Could you please make it so you can focus attack the same distance in normal vision as when you are in thermal or alien vision? my only complaint about playing as the predator is the absolutely disgusting graphics when your in vision modes. avp1 and avp2 vision modes was nothing compared to how much worse switching visions makes the game look. I love the environments you put in they are stunning but they are pretty much cut out of the game for preds if you want to play most effectively. i dunno anything about programming but on next patch could u just please tweak the range a bit? i just dont think we should be penalized for not playing in the pred vision modes.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Bmurs on Mar 31, 2010, 08:27:27 PM
Welcome to the club!
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: maddog2281 on Apr 01, 2010, 04:05:40 PM
hi its been two weeks since you guys (rebellion) said you would patch the console versions of the game and still no patch, players are putting the game away in a pile of games that they will probably never touch or sell. i like the game still, but i know and desire a patch along with all the other players
please what's the news on the patch is it coming? if so when?? i check twitter and facebook and news of the patch seems to be fading away like the amount of players that are playing the game
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JediMasterGabe on Apr 02, 2010, 09:29:29 PM
Yea I'm really close to maxing out on multiplayer and once I do I probably wont play this game much anymore. That being said I will say that I enjoyed this game for the 2 1/2 months or so. But was it worth the $100 I paid for Hunter edition? No considering I never once played on the 2 exclusive multiplayer maps and the graphic novel was short and small. I did like the facehugger though.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ibleedaquaorange on Apr 03, 2010, 08:10:26 AM
I have a question. Is [REB]Trigger still alive?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Apr 03, 2010, 08:34:08 AM
Yes.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: michibee on Apr 04, 2010, 08:51:51 AM
Is rebellion going to patch the console? I heard they haven't fixed the ft yet from the pc patch.rebellion should have tested the game ahead of time to fix and balance multiplayer. I did play the demo for like 3 weeks and I was so dissapointed that they never fixed the game before the release. I have been waiting for the patch for a long time . Hopefully you guys deliver our patch with the marine FT fixed and also increase the damage of the pistol for melee batles ( even do they take away the infinite ammo).I heard that you guys also fixed the preds disc wich is awesome but still I would suggest to remove the knock down of the predaor focus attack. This will make the predators to use more stealth skills to kill marines. And give that kind of knock down skill to the aliens.
This is my opinion and hopefully you redeem yourself to the avp fans. So far this game is great but the Mp balance make me wants to stop playing.
Hopefully you read my post :(
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: neilno1 on Apr 08, 2010, 03:27:27 PM
Just any kind of update as to when the patch for ps3 n 360 will arrive.
If its gonna take ages I think we would like to know this anyhow, any idea of a timeline would be much appreciated, thanks  :)
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Darklarik on Apr 09, 2010, 08:36:10 PM
Im concerned about the Patch 3 for Pc which you announced some time ago, as it promised  balancing on certain predator weopons as well as quicker match making time. Im a Console user and me and my friends have awaited a long time for a least a release date on such a patch that would make the game better for us console users, or at least let us know if you favor PC users above consolse users and we should not be expecting any sort of patch :'(
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Brother on Apr 09, 2010, 08:49:54 PM
Nobody gets special treatment, PC patches are easier to release, console patches are more specific and require more time.

http://forums.sega.com/showthread.php?t=320431
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: Darklarik on Apr 15, 2010, 02:11:04 AM
Hy Rebellion,
ive recently been updated for the patch on the X-box 360 and was severly dissapoited. at best the connection has De-improved or worsened. And the substraction of XP due to the Campaing Glitch has left me at 23 and unable to go up, i litteraly left the rank search for around 1 hour and a half while i did HW and got no results at all. care to coment on the worsened connection and possible solutions you are making?
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: JediMasterGabe on Apr 15, 2010, 02:29:55 AM
Dude they aren't coming back.
Title: Re: Introducing a new Rebellion staff member to AvP-Galaxy
Post by: ScoobySnax on Apr 15, 2010, 04:08:04 AM
I think I needed one more match for my Achievement, and now I'm back to level 37. >:(