Does anyone feel like the SP handled better than the MP?

Post » Thu Dec 31, 2009 5:05 am

This may sound weird but being in the Nanosuit felt better in the Singleplayer than in the Multiplayer. I don't feel as "super" in it but just like a cheap imitation of what I experienced before. Do people understand what I'm talking about?

In the Singleplayer I felt like I could take down an army yet the in the Multiplayer I don't feel like I can take on a single man. I feel way too fragile in the MP.
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kirsty joanne hines
 
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Post » Thu Dec 31, 2009 12:09 am

Well, separate parts of Crytek did each side.

The UK side did the MP portion, and the Frankfurt side did the SP. I dunno, maybe its a lack of experience, or something. But either way, something went wrong. Terribly wrong.
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Sammygirl
 
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Post » Thu Dec 31, 2009 10:42 am

This may sound weird but being in the Nanosuit felt better in the Singleplayer than in the Multiplayer. I don't feel as "super" in it but just like a cheap imitation of what I experienced before. Do people understand what I'm talking about?

In the Singleplayer I felt like I could take down an army yet the in the Multiplayer I don't feel like I can take on a single man. I feel way too fragile in the MP.

Crytek basically chopped down many of the suits modules in the multiplayer for a more grinding/reward system. That along with the "cheap" campaign auto-aim system where player's aiming input is a background singer instead of the solo artist and there you go. A steaming serving of a Call of Duty: Flashy Billion Dollar Suit edition.
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Skivs
 
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Post » Thu Dec 31, 2009 9:05 am

I was wondering if it was because 2 teams built this game. IMO, the SP feels like it handled solidly as opposed to the MP.
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Megan Stabler
 
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Post » Thu Dec 31, 2009 9:24 am

I was wondering if it was because 2 teams built this game. IMO, the SP feels like it handled solidly as opposed to the MP.

I really believe this played a part also. I believe they didn't want to different aiming systems so they gave players the campaign aiming system so they couldn't tell the difference once they hit the mulitplayer however they chose the wrong decision because Crytek UK built their multiplayer foundations with the hit detection system. Incorporating campaign hit registration into the multiplayer completely wrecked the balancing in all weapons and suit modules.
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Your Mum
 
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Post » Thu Dec 31, 2009 12:42 am

Ah, the Hit Detection dude, I liked your posts a lot. I'm sure if the MP system was identical to the SP system (if the general term is right) then the MP would feel like a more solid experience. It wouldn't feel like the first person to aim and shoot wins. I'm used to playing other games namely Transformers: War for Cybertron where I have gotten out of many gunfights with my skill and come out on top

Here, when a player has you in their sights then you're dead. No way around that.
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Emma-Jane Merrin
 
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Post » Thu Dec 31, 2009 1:43 pm

Ah, the Hit Detection dude, I liked your posts a lot. I'm sure if the MP system was identical to the SP system (if the general term is right) then the MP would feel like a more solid experience. It wouldn't feel like the first person to aim and shoot wins. I'm used to playing other games namely Transformers: War for Cybertron where I have gotten out of many gunfights with my skill and come out on top

Here, when a player has you in their sights then you're dead. No way around that.

I appreciate it Asiko. I'm just glad other people like you are noticing the slight differences in the retail also. I'm always going to keep proclaiming the hit detection because it really is dragging the experience down. I'll take that name with pride, lol. The 2nd demo is what sold me on this game and it was just like your Transformers example. Shootouts were decided by player input, not a shoody hit detection system/connection.
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trisha punch
 
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Post » Thu Dec 31, 2009 4:10 am

Considering the SP team was the one who made Crysis 1 and Warhead, I'd think this is because they know how to make crysis work. I still like MP though.
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My blood
 
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Post » Thu Dec 31, 2009 2:47 am

The multiplayer IS alot less polished than single player, noticeable by graphics, exponentially more glitches, sound effects, hit detection, lag and such. But some of what you're all talking about is balancing. I remember when I first played SP I was pissed because it didn't handle like the demo. When I pushed the armor button It'd lay out the armor before saying you were protected, falling from high heights almost kills you even with full energy and armor on (still an issue), you can't sprint nearly as long, you kick cars harder in MP with no energy used than a fully-charged energy draining kick in SP, ect. Except for how much damage you can take, multiplayer's nanosuit seems superior, and that bugs me. But the damage thing's balancing. When armor mode's on for instance, there's damage bleed-through in MP when there isn't in SP. That way you can be killed even when you have armor on and energy in multiplayer. Also stealth mode would REALLY be a camper's favorite if it worked like in single player, they could sit there for half a match before having to decloak... Think about it some, you'll realize that in SP enemies can't shoot for S*** and hit you with every 4-5th round or so, whereas in MP you're facing people who don't miss a shot and always shoot you in the back from close range (for instance) but weapons have the same damage values in both modes. As for the "emptying a mag into someone only to have them kill you with a single sprayed shot within a couple feet" thing, that IS definately a problem. Has to do again with lag, hit detection, or netcoding

Basically there's things in multiplayer I wish were in SP, like armor fully absorbing falls without energy use and being able to kick cars without using energy, because without them you feel more like a bada**. But if the reverse were true and you could automatically decloak to melee/auto-recloak, or someone had to drain the energy of a player with a superior energy module before reaching their health, then the multiplayer would be unbalanced.
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Daddy Cool!
 
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Post » Thu Dec 31, 2009 3:19 pm

I don’t remember exactly which threads I read this in, but the info is here someplace.

SP, you actually have the version 2.0 Nanosuit, it’s the latest and an updated version of the Crysis and Warhead suit that was used in those two games. In the MP you are using the Version 1.5 Nanosuit, if I remember the story correctly, the 1.5 was mass-produced to combat the Ceph, war cost money.

When you play the MP, if you are lucky enough to get enough kills, you need 7 dog tags in a row or using the retriever lvl3 perk, which is only six kills, correct me if I’m wrong.

On some maps you can unlock the maximum Nanosuit, which is the version 2.0 Nanosuit, it has all the same powers that the SP Nanosuit had.

I also seem to remember something about a 2.2 Nanosuit, so lets just keep our fingers crossed that there’s a Crysis 3, lol.
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Dragonz Dancer
 
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Post » Thu Dec 31, 2009 5:48 am

I don’t remember exactly which threads I read this in, but the info is here someplace.

SP, you actually have the version 2.0 Nanosuit, it’s the latest and an updated version of the Crysis and Warhead suit that was used in those two games. In the MP you are using the Version 1.5 Nanosuit, if I remember the story correctly, the 1.5 was mass-produced to combat the Ceph, war cost money.

When you play the MP, if you are lucky enough to get enough kills, you need 7 dog tags in a row or using the retriever lvl3 perk, which is only six kills, correct me if I’m wrong.

On some maps you can unlock the maximum Nanosuit, which is the version 2.0 Nanosuit, it has all the same powers that the SP Nanosuit had.

I also seem to remember something about a 2.2 Nanosuit, so lets just keep our fingers crossed that there’s a Crysis 3, lol.

I still don't know why the 1.5's in MP are more energy efficient than in SP. Except for armor and cloak I mean. But power attacks, jumping, sprinting, air stomp, and landing in armor mode don't take any energy like they do in SP, and sometimes you're even more powerful, like when kicking cars. I WISH the N2 were like that in SP at the very least, then there'd be no plothole. I also can't believe they took out strength's recoil reducing function from MP.

Also, the Maximum nanosuit isn't the same as in SP, it's just infinite energy and stuck in armor mode. No matter what the chick says; "nanosuit 2.0 dedected!" it's not the same thing. If so then you'd be invincible while in armor because in SP damage completely chips away at your energy FIRST, but there's still bleed-through with the Maximum Nanosuit killstreak in MP.
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Ernesto Salinas
 
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Post » Thu Dec 31, 2009 1:18 pm

Yeah, I remember hearing Nanosuit 2.0 activated. However, it only increases armour.
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Aaron Clark
 
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