SETH!!!!!!! Why has zipper or Sony or whoever decided to ignore a very large chunk of people? why ignore thousands of pages of complaints over the last 8 years and keep on heading down the same path?
Take the run button for example, I didn't really like the run button but I could deal with it, but look at the thousands of complaints about it on the confrontation forums and these forums, so why did you decide to keep it? is it because that's what everyone else is doing? because that's a pretty weak answer.
look at the d-pad lean, first of all, go back to the socom 1-ca forums and count up all the complaints about it I bet you can't find 3 people complaining, now look at the con forums and these forums. what do you see? Thousands of complaints, enough complaints that /6 tried to patch it into con, so why would you remove it? why would you go against what a large majority of people want? even your own dev team agrees it should be there, so why is it gone?
I would seriously like an answer to this, and not some practiced, inspected, and approved answer, I want the real answer because it truly makes zero sense to me and a bunch of other people.
Seth returns this week! Fire away...
Ask Seth what the benefit is to the gameplay by having a more zoomed in "classic view" thats not even really a classic view in terms of being the original one. For example with the old Socom view there was no FPS clunky tunnel vision issues with timing jumps or awareness of things going on near your feet such as greandes landing. So other then just making a character look bigger on screen, what about the new zoomed in view could you say actually adds to the gameplay and makes it more intuitive for character navigation and awareness? I don't want to know about what looks better. I want to know from a pure gameplay point of view (substance over style) how the overhauled "classic view" makes the game better.
1. How large is the largest map on S4? The reason I'm asking is because we were told it was the size of a Socom 3 map, however we don't know if that means Killing Fields or Fault. Could you elaborate?
2. How do you plan to prevent lag switching and other exploits commonly found on PS3 games such as Confrontation?
3. Will the 12 gauge pump actually be effective in S4?
4. How interactive are the maps? Obviously there will be no doors, but are there things like breaches or lights to shoot out?
Seth, in your original visit to Zipline you stated that there might be an option for the "centered" view (or the view we'll have in MP) in SP. Now, 5 months later, can you confirm that we'll have a centered 3PV for SP? Thanks,
In previous socoms the same game modes were used for round based games and respawn games. I was wondering if this will be the case in socom 4 or if you will have game modes unique to each gameplay. And if you can tell us about some of these "new gamemodes" please do.
Would you say "options" is a word that can be used to describe Socom 4?
seth with the delay and all, and the extra time to polish have you and the dev team gone back and made any chnages for Mp based off of feedback from these forums or any other socom forum for that matter. reason i ask is because of some of the concerns, forum members here have with the direction you have taken with some aspects of gameplay.