Spiele Forum
Downloads   Galerien   Blogs   Spielhalle
Zurück   Schlex.Net > Gaming Boards > PC-Spiele > Shooter/Ballerspiele
Registrieren Hilfe Benutzerliste Kalender Suchen Heutige Beiträge Alle Foren als gelesen markieren

                 

Antwort
 
Themen-Optionen Ansicht
Alt 18.04.2003, 18:43   #1
Freak
 
Benutzerbild von schlex
 
Registriert seit: 17.04.2003
Beiträge: 8.407
Blinzeln Day of Defeat 1.0 Informationen

Informaionen zu kommenden Day of Defeat Version 1.0 ...

Bilder Referenzen zu DoD 1.0 -- wird ständig aktualisiert ::

Added 21.04.03

- seg4_01
- seg4_02
- seg4_03
- Panzerschreck1
- Panzerschreck2
- DoD1.0-Preview3
- DoD1.0-Preview2
- DoD1.0-Preview1
- dod_zalec1
- DoD_Merderet
- dod_kaltoverview
- dod_kalt4
- dod_kalt3
- dod_kalt2
- dod_kalt1
- dod_kalt_preview
- dod_flash_preview2
- dod_flash_preview
- dod_charlie_preview3
- dod_charlie_preview2
- dod_charlie_preview
- caenmap
schlex ist offline   Mit Zitat antworten

Alt 19.04.2003, 13:45   #2
Freak
 
Benutzerbild von schlex
 
Registriert seit: 17.04.2003
Beiträge: 8.407
DoD v1.0 F.A.Q

1) I'm worried about the team changing core gameplay elements to make it easier for new players. How has DoD's depth and immersion been sacrificed for ease of play (if it has at all)?

No core elements of DoD have changed, nor will they change. Realism and immersion have taken a greater leap in v1.0 then it did in beta 2.0. Only fringe elements have been streamlined to make DoD more enjoyable and less frustrating. One example are the doors found through all DoD maps. In our current 3.1 version, some doors open by walking into them, some are open already, while some require the "use" key. In v1.0 we have made all the doors operate the same way in all the maps, you simply walk into them. These are the small fringe changes we are talking about to make DoD more playable and fun.

2) In 1.0, will we be able to deploy all of the weapons onto sand bags for stability? So say we are using a Garand, we can prop it up on a sandbag, window ledge, rubble, etc. so that recoil is reduced?

In 1.0, any weapon with a bipod can be deployed while prone, at a sandbag or at some but not all window ledges. Weapons without bipods cannot be deployed.

3) If someone were to make a remake of hill, would you ever consider putting back one of the best maps ever made?

Just like any map submission we get, it would have to be playtested by the team. If we feel that it was a lot of fun and could fit into a release, we would be able to release it in an update. (With the map maker's permission, of course.)

4) How will the rocket launchers work?

On certain maps, there are rocket launchers placed at or near the spawn area. Players can opt to drop their primary weapon in order to pickup a rocket launcher. You will retain the use of your secondary and melee weapons. Their primary use, like the TNT and satchel charges of previous versions, is to destroy certain walls, items, or objectives (such as tanks) in a map. They can be used in self-defense against other people, but require a direct hit to kill a player. Rocket launchers need to be "shouldered" (aimed) in able to fire - which takes a couple of seconds and is accomplished by pressing alternate fire. While you are set up you move slower than a walk and are extremely vulnerable. For this reason it's not advisable, if not impossible to use it Quake or TFC style.

5) Will the tanks in 1.0 move around?

No - the tanks, like other objectives, are static objectives which one team must defend.

6) As the Lee-Enfield's 10-round mag was reloaded with 2 5-round stripper clips, will the British Riflemen have to press "reload" twice to get a full mag?

Yes. The Enfield is loaded 5 rounds at a time. The player is not REQUIRED to reload more than 5 rounds at any one time. (For example, if you have 2 rounds left and reload once, you will have 7 rounds. You are not required to reload again to top the magazine off at 10.)

7) Have you changed the sniper rifles at all?

Yes. Snipers can now tweak their standing position slightly while they're zoomed in. You will no longer be taken out of "zoom" mode if you move a slight amount. Also there are new scope sprites with realistic scratched and dirty lenses.

8) Do you plan on changing the way "unscoped" sniper rifles work?

At the moment, no. If you fire your sniper rifle while unscoped, you will notice a significant decrease in accuracy. We find this to be incentive enough to always zoom while firing your sniper rifle.

9) Have you changed the accuracy of the K98 and Garand?

No, we haven't changed the accuracy of either weapon. The only thing we've changed with those weapons is the timing of animations - it will take longer to cycle the bolt on the K98, and the Garand reload is much quicker than it was before. The Garand also has a new secondary function for close quarters combat - a buttstock hit.

10) Have you changed the MG42?

No, the MG42 hasn't been changed in 1.0.

11) Do dead bodies affect player movement?

Yes, walking over dead bodies will slow you down.

12) How will you know when you're being shot? Since 2.0, I can't tell when someone is shooting me.

In 1.0, you'll definately be able to tell when you're being shot. Each bullet hit will cause a pain sound - very audible to yourself and the people near you. You will also be able to see the muzzle flash of the person firing upon you.

13) Will the retail version be available in the UK on May 6th like the US version? What about the download version?

Yes, the worldwide release is on the 6th. (No delays for any specific area). The download version will be prior to this, we aren't sure of the exact date yet.

14) Will there be leaning in 1.0?

No, we haven't added a leaning option to the new version but we may be able to in the future.

15) What role does the Bren serve for the British team?

The Bren is a mix of a support weapon such as a BAR and a machinegun. Though it is similar to the FG42 and BAR in both recoil and accuracy, it has more ammunition per magazine, allowing it to be used effectively in a supressive fire role.

16) What is the one thing the DoD Team wants to say about the new release but nobody seems to ask it?

Has the field cook been added yet?

17) What are the system requirements for Day of Defeat 1.0?

Minimum System Requirements:
Windows® 98/ME/2000(w/admin rights)/XP
450MHz Intel Pentium® II or AMD Athlon® processor
DirectX® 7 or higher (DirectX® 7 is included on this disc)
64 MB RAM
4X CD-ROM drive
Mouse and Keyboard
640x480 SVGA high color (16-bit) display
Windows-compatible sound device
535 MB free HD space (plus an additional 200 MB for swap file)
56k Modem, Cable, DSL, Wireless or any other 32-bit or higher Internet connection, or via Local Area Network

Recommended System Requirements:
700 MHz or faster Intel Pentium® or AMD Athlon® processor
128 MB RAM
3D accelerator card (Open GL or Direct 3D)
32-bit Internet service provider with 100 MB/second connection or Local Area Network

18) Will team scores be implemented, or do personal scores still stand?

The scoring system has had a complete overhaul for 1.0. Players on the scoreboard are now ranked by "Objective scores" - points received for capping flags, destroyed objectives, and defending objectives. Team scores are also available, giving a good idea of which team dominated a match.

19) How large will the download be?

Our current installer is roughly 180 megabytes. This may change.

20) Will we be able to prime grenades without having to throw them on the ground first?

No, that feature remains unchanged. However, the grenades do have a new secondary function - an underhand toss. This is useful for when you want to drop the grenade a short distance away, rather than halfway across the map.

21) Will we still be able to jump-throw grenades?

Yes.

22) Will Americans and British ever fight alongside each other in a map?

For now maps contain either Americans vs. Germans, or British vs. Germans.

23) Will there be maps with switching side i.e. Schwetz?

In order to switch sides, you'll need to switch teams.

24) Will para gameplay be in 1.0?

The Paratrooper content (Models, animations, sounds) remains in version 1.0. However, the "round" system has been taken out - we felt that it didn't fit the pace and feel of Day of Defeat. All of our maps will use the tried-and-true "respawn" system that everybody knows and loves.

25) Will you be including an optional high-poly model pack for those of us with high-end
machines, or, if not, would you ever consider releasing an optional high-poly model pack for us to
download?

The models in 1.0 are more detailed and intricate than any other DoD release to date - with no significant cost in CPU performance. A "high poly" model pack is something we'd like to do in the future.

26) Was the ability to jump and shoot removed or altered in any way?

Yes. You can no longer jump and shoot at the same time. If a real soldier wants to shoot, he doesn't jump, he aims and shoots. You can still shoot when falling from windows or ledges though.

27) Any chance you will add the springfield unscoped as a choice for allied (american) rifleman?

Perhaps in the future.

28) Now that the Allies have both British and U.S. teams, and team members have expressed interest in putting in the Soviets at SOME point in the future, are there plans for ever putting in another Axis side (Italian, Romanians, etc.)?

There are not plans set for future releases at this point, but anything that happened in WWII is open to us.

29) I have no question, but I would like to say THANK YOU for supplying this game to myself (an Air Force veteran). It's been my most cherished hobby since I got out of the service two years ago. From 1.2 to the present. Please know that DoD has become more than just a game for many of us. I can't wait to pay money for it in the store. It's the least I can do.

These emails do make it through to us, and we do read them. Thank you.

30) In the current Version of DOD, when lighting affects are placed in a map, they cause FPS hits on certain video cards (Intel 810 for eg). These hits are unplayable on most machines, certain 3rd party mappers found a way around this and the fire or
what not does not cause FPS hit at all, with all these explosions im seeing and muzzle flash affects, im wondering, will my video card be able to handle it? Or am i going to have to upgrade??

Where possible we included client side options to change the quality of the effects. If you find that a particular effect is slow on your video card, you can easily turn it off.

31) Will DoD support AMD's upcoming 64 bit Opteron server operator like CStrike?

When / if Counter-Strike releases a 64-bit server, we will do the same.

32) Are there going to be sand particles that ricochet up if you shoot it?

Yes. There will be specific materials that fly up for sand, sand bags, grass, rock, metal, water etc etc. when shot, mortar'd, or grenaded.

33) Because DoD is scheduled to come out at the same time as CS:CZ... Will DoD's player models use the same ragdoll physics that CZ is reported to use?

No.

34) This map list was seen on the Valve test server, is it in fact the final map list? :

dod_anzio
dod_avalanche
dod_caen
dod_charlie
dod_chemille
dod_donner
dod_flash
dod_forest
dod_glider
dod_jagd
dod_kalt
dod_kraftstoff
dod_merderet
dod_vicenza
dod_zalec

Yes.

35) Any new melee weapons?

Yes, on the British side the Fairbairn Sykes Combat Knife.

36) How are the three main rifles (M1 Garand, SMLE, and karabiner 98) balanced compared to each other in terms of accuracy, power, and rate of fire?

The Enfield and the K98 both have the exact same lethality and accuracy. Both have a bayonet and kill with one shot to the torso, legs, chest, arms and head. The 5 extra rounds in the Enfield proved to NOT be a decisive factor in unbalancing the two. The Garand, with it's semi-auto capability is slightly less accurate than the other two. It does not kill with one shot every single time like the bolt action Enfield and K98. It kills with one or sometimes two shots to the torso, legs, chest but always one shot kill to the head. The Garand has a new alternate fire capability - the buttstock hit.

37) It has been said that the next version will be out both downloadable and retail, what are the differences between the retail version and the downloadable version?

The retail version will have a new VGUI similar to the STEAM interface. The retail version will also have a new DoD title track that will play in the new VGUI while you are outside of game, editing preferences and searching for servers, etc. etc. This new VGUI and music will not be in the download version of 1.0. It will be available however when the next HL patch is released. These are the only differences we are aware of.

38) If Avalanche is in 1.0 is the nade bug fixed (if not Avalanche is the whole nade blast thru the wall issue resolved)?

Yes, all grenade bugs are gone.

39) I've noticed in the trailer, that there are two different crouch animations. One has the soldiers with his weapon pointed toward the ground, like in 3.1. The other has the soldier with the weapon shouldered in the ready to fire position. What determines which animation will be shown?

Whether you are shooting or not. For snipers it will also be shouldered if they are aiming.

40) Can you explain what weapons go to which class for the british?

Rifleman - Enfield No4 Mk1 - resembles k98
Sergeant Major - Sten Mk2 - resembles Thompson and Mp40
Marksman - Enfield No4(T) Sniper Rifle - resembles Springfield
Gunner - Bren - resembles BAR and Fg42

41) Could you tell me , asides from the graphical advances, what advances in anti-cheat technology have been made?

The Valve Anticheat system development is ongoing, always dealing with new hacks and cheats as they appear.

42) Are the retail and downloadable versions of 1.0 compatible or are you going to release the mod version a bit before that, so we could set up a few server in the meantime....?

Yes to both questions. Compatible and mod version will be release prior to retail.

43) I was wondering if the Sten gun in first person view will be held by the barrel grip or the magazine?

Held by the barrel grip (called the cooling jacket).

44) Will there be nazi-symbols which are forbidden in Germany (e.g. the old Scharfschütze-helmet Hakenkreuz) in DoD v1.0?

We have no NSDAP symbols in DoD v1.0. It is ok to play in all countries.

45) Will the MG42 actually fire 1200-1500 rds per minute in 1.0?

The Mg42 will do 1200-1500 rounds per minute worth of damage in 1.0. But as in real life the barrel overheat will be a constant worry.

46) Does the BAR have a bipod in the new version?

Yes, it has a deployable bipod like the Bren and the FG42.

47) Have you updated the explosion graphics?

Yes, our new particle system allows us to create much prettier visuals, including different types of explosion effects depending on the type of material that the explosion appears on. You'll see different effects for stone, sand, water, etc.

48) Have you changed the crosshair in 1.0?

Yes. The new crosshair has a small center dot with the standard 4 "legs." The crosshair will expand when the player is moving. This denotes a decrease in accuracy from movement. The 4 "legs" will NOT move when you are at a standstill and shooting like they do in CS or Rainbow 6. We have actual realistic weapon recoil at that time, not faked crosshair recoil.

49) Will there be a patch from 3.1 to 1.0?

No, we've changed far too much of the game to be put into a patch. Any patch would be at least 90% the size of a full download anyway.

50) Are there any changes that the clan community would be interested in?

Many of the changes, though not completely geared towards clans, will be appreciated. One example includes a "mini map" that can be marked to plan routes, warnings, etc to your teammates. We've also completely re-thought our scoring system - we feel that 1.0 has a much more balanced, straight-forward way of tallying team points and personal points.

51) Will DoD Betas still be released even after the retail release?

Although they won't be called "betas" any longer, updates will be made as necessary to Day of Defeat. We're always glad to update our game with new content and new ideas.

52) Will we be able to pick up weapons?

Yes - when a player is killed, they're primary weapon will fall to the ground. That weapon will stay on the ground for a short period of time - during that time, any other player can drop their own weapon to pick it up. This is useful in certain situations where a specific weapon is required, when a player is out of ammo, or when a player simply wants to grab a "trophy" after a kill. It's a known fact that during World War II, in dire circumstances troops often picked up enemy weapons to supplement their own arsenal. We find that this does not in any way detract from our class system balance - it simply adds an element of fun and realism that wasn't there before.

53) In the next release, will mappers be able to include fog effects in their maps that cannot be disabled by the players?

No. Fog is still a completely optional feature since it is not fully supported by all video cards, and in some cases can limit a player's field of view. It is still a nice effect, and is recommended to add a certain mood to the game.

54) Why were the different movement speeds removed, and are there any plans to re-implement slower speeds for MG's and faster speeds for riflemen?

This was taken out due to the general frustration of players choosing different classes and then having to constantly re-adjust to different movement speeds. Also, MG's tended to fall behind "the pack" while running towards the front (something that NEVER happend in real life). We find that a constant player speed encourages teamwork, in that the players will stay together more often if they're moving at the same speed.

55) Is it possible to go prone without standing?

At this point, no. We could not find a simple, easily-understandable solution to this. It may be looked at in the future.

56) What's the goal of DoD? Is it realism?

Actually, no. That's a common misconception about DoD - we're trying to make the game realistic, but only realistic as is fun. Another way of putting it is that if a 'realistic' feature detracts from the fun factor of the game and frustrates the heck out of players, we won't add it. Who wants to hobble around for 20 minutes on a broken ankle and have his weapon accuracy turn horrid? No one. Making a game that is fun and enjoyable is our goal - realism takes a back seat to that.

57) Are the player models based on the environment?

To a certain degree, yes. Certain maps will use paratrooper models, while other maps will use the standard infantry model. We look to add winter camouflage uniforms in the future as well.
schlex ist offline   Mit Zitat antworten
Alt 19.04.2003, 13:48   #3
Freak
 
Benutzerbild von schlex
 
Registriert seit: 17.04.2003
Beiträge: 8.407
hier noch ein paar infos wie die XvsX auf den Maps eingeteilt sind !

dod_anzio - US vs Axis

dod_avalanche - US vs Axis


dod_caen - Brit vs Axis

dod_charlie - US vs Axis

dod_chemille - US vs Axis

dod_donner - US vs Axis

dod_flash - Brit vs Axis

dod_forest - US vs Axis

dod_glider - US Para vs Axis Para

dod_jagd - Brit vs Axis para

dod_kalt - US vs Axis

dod_kraftstoff - US Para vs Axis Para

dod_merderet - US vs Axis

dod_vicenza - US vs Axis

dod_zalec - US vs Axis
schlex ist offline   Mit Zitat antworten
Alt 19.04.2003, 13:51   #4
Freak
 
Benutzerbild von schlex
 
Registriert seit: 17.04.2003
Beiträge: 8.407
Orginal Interview von Planetdod

ENGLISH
Ich hatte die Chance ein kleines exklusives Interview mit John Morello II (artist and animator on the DOD Team) zu führen. Unter anderem hab ich versucht nachzuhacken was es mit dem Panzerschreck auf sich hat und wie es funktionieren soll ingame. Was er mir noch verraten hat könnt ihr im folgenden Interview nachlesen!

[Joker]:

Is there a difference between the retail Version and the online Version ? Like you said on Gamespy, that the new Maps are not included in the online
Version right now. Then, if this is right, when does Valve plan to release this Maps?

[John Morello II] :

The retail and MOD versions will be compatible.
So,regardless of which version you have, it will remain one global DoD community.
That said, those who purchase the retail version will have access to all the new maps as well as the new V-GUI 2.0 interface, which provides enhanced functionality for customizing settings and browsing servers.

[Joker]:

The US Retail Version will be start on May 6th! When are you going to start the release in Europe, especially in Germany? Is there an official Release Date?

[John Morello II]

May 6 is the worldwide "in stores" date. Activision will be handling all distribution and marketing in all countries.

[Joker]:

Is there a release Date for the online Version? Does it come out before or after the release of the Retail Version?

[John Morello II]

Before. But we haven't announced the specific date just yet.

[Joker]:

Why do you think should I buy the Retail Version and not Download the online Version like I did before on the Beta Versions?

[John Morello II]

It's up to you, really. The biggest reason for doing a retail version of DoD was to create a point of entry for those who are not in the Half-Life MOD community.

[Joker]:

How many Peoples where involved in the Development of the v1.0?

[John Morello II]

Currently, there's seven core DoD team members. In addition to that, the work of several mappers from the community is contained within this release. Finally, a big thanks is owed to many here at Valve - folks who helped us with a variety of things.

[Joker]:

Where do these Guys all came from?

[John Morello II]

The seven core DoD team members are:

John Morello II, from Virginia.
Tim Holt, from Oregon.
Jakob Jungels, from Indiana.
Kelly Thornton, from Missouri.
Matt Boone, from Victoria.
Travis Smith, from British Columbia.
Brandon Russell, from Alabama.

[Joker]:

Can you explain me in short Form what has changed between beta 3.1 and the v1.0?
We knew that we have the British Troops right now, but what else is changed?

[John Morello II]

The first thing folks will notice is that all of the art has changed. All of it - meaning the player models, weapons, and environments. Next, there are six updated maps and nine brand new maps. Of these maps, there is a new gameplay type that is objective based and requires the use of a rocket launcher. Also, there is a completely updated V-GUI 2.0 based interface/menu system that allows for in and out of game customization and server browsing.

[Joker]:

What is the thing with the Panzerschreck? Is this Weapon added to a Weapon Class or can I only pick up this Weapon in some maps to capture the mission objectives?

[John Morello II]

As mentioned above, we've added a new gameplay type that challenges teams to eliminate a target or take out a specific structure or item. To do this, the attacking team must use a rocket launcher (in this case the Axis use the Panzerschreck). Worth noting that the rocket launcher is a replacement for the primary weapon, so players must chose to drop their current primary in exchange for the launcher.

[Joker]:

On the Trailer we can see the Para Models and the Para Weapons. Do we still have the para round based system in DOD?

[John Morello II]

Nope.

[Joker]:

What did the DOD Team changed on the weapons? Do they all have the same accuracy, recoil and balance they have right now or did they changed the whole thing?

[John Morello II]

Aesthetically they've all changed. From a balancing stand point, the team was happy with the way they worked, so we haven't mucked with that at all.

[Joker]:

Do the Helmets now fly off from the Standart Modells?

[John Morello II]

Yes.

[Joker]:

Does the New DOD Version work with the old HL Engine or have you added some new Features and there will be an HL update soon?

[John Morello II]

Still the same engine, but it requires either an update or the purchase of the retail version to realize all the enhancements, such as the new particle system.

[Joker]:

Which of the old maps can we expect back on the New Version and what are the New Maps on DOD v1.0?

[John Morello II]

Some of the classics you can expect to see are: Anzio, Avalanche and Caen. Some of the new maps are Kalt, Jagd, and Zalec.
schlex ist offline   Mit Zitat antworten
Alt 19.04.2003, 23:31   #5
Shadow
Gast
 
Beiträge: n/a
Hier das Original Interview nochmal in Deutsch!


Ich hatte die Chance ein kleines exklusives Interview mit John Morello II (artist and animator on the DOD Team) zu führen. Unter anderem hab ich versucht nachzuhacken was es mit dem Panzerschreck auf sich hat und wie es funktionieren soll ingame. Was er mir noch verraten hat könnt ihr im folgenden Interview nachlesen!
[Joker]:

Gibt es einen Unterschied zwischen der retail Version und der online Version? Wie du schon vorher sagtest, werden die neuen Maps nicht in der online Version enthalten sein. Wenn das stimmt, wann plant Valve diese rauszugeben?

[John Morello II]

: Die Retail und die MOD Version werden kompatibel sein. Ungeachtet davon welche Version man hat, es wird immer noch eine globale DOD Community geben. Das heißt, die Leute, welche die retail Version gekauft haben, werden Zugang zu allen neuen Maps, sowie zum neuen V-GUI 2.0 Interface haben. Dieses bietet bessere Funktionalität beim Einstellen der persönlichen Settings und beim Suchen eines Servers.

[Joker]:

Die US retail Version wird am 6. Mai rauskommen! Wann ist ein Start in Europa, speziell in Deutschland geplant? Gibt es ein offizielles Release-Datum?

[John Morello II] :

Der 6. Mai ist ein "Weltweit in den Läden" Datum. Activision wird die Verteilung und Vermarktung in allen Ländern leitet.

[Joker]:

Gibt es ein release Datum für die online Version? Kommt es vor oder nach dem release der retail Version heraus?

[John Morello II]:

Davor. Aber wir haben noch nicht genau überlegt wann das sein wird.

[Joker]:

Warum denkst du, sollte ich eine retail Version kaufen und nicht einfach nur downloaden wie ich es schon vorher mit den Beta Versionen gemacht habe?

[John Morello II]:

Das liegt ganz an dir. Der Grund warum wir eine retail Version von DOD gemacht haben, ist jener, einen Einstieg für all diejenigen in die HL Community zu schaffen, die bis jetzt noch nicht dabei sind.

[Joker]:

Wie viele Leute waren an der Entwicklung der v1.0 beteiligt?

[John Morello II]:

Im Moment gibt es 7 Kernmitglieder die das DOD Team bilden. Dazu kommt die Arbeit verschiedener Mapper aus der Community die auch bei diesem release dabei sind. Schließlich ein großes Dankeschön an die Leute von Valve, die uns viel geholfen haben und denen wir vieles verdanken.

[Joker]:

Wo kommen all diese Leute her?

[John Morello II]:

Die sieben Kernmitglieder im DOD Team sind: John Morello II, aus Virginia.
Tim Holt, aus Oregon.
Jakob Jungels, aus Indiana.
Kelly Thornton, aus Missouri.
Matt Boone, aus Victoria.
Travis Smith, aus British Columbia.
Brandon Russell, aus Alabama.

[Joker]:

Kannst du mir in Kurzform erklären was alles geändert wurde zwischen beta 3.1 und der Version 1.0? Wir wissen ja, daß es jetzt die Britischen Truppen gibt, aber was hat sich sonst noch geändert?

[John Morello II]:

Als Allererstes werden die Leute merken, daß sich das ganze Aussehen geändert hat. Alles, das heißt die Player Modells, die Waffen und die Umgebung. Als nächstes haben wir 6 upgedatete Maps und neun brandneue Maps. In diesen Maps wird es einen neuen Gameplay Typ geben der objektorientiert ist und die Verwendung des Rocket Launchers verlangt. Außerdem gibt es ein komplett upgedatetes V-GUI 2.0 basierendes Inteface/Menü System, das eigene Einstellungen im sowie außerhalb vom Spiel erlaubt.

[Joker]:

Was ist diese Sache mit dem Panzerschreck? Wurde diese Waffe zu einer neuen Klasse hinzugefügt oder kann ich sie nur in einigen Maps aufheben um die Missionsziele zu erreichen?

[John Morello II]:

Wie ich oben schon bemerkte, wurde ein neuer Gameplay Typ integriert, der Teams herausfordert, bestimmte Ziele wie Gebäude oder andere Dinge zu eliminieren. Um dies zu tun, muß das angreifende Team einen Rocket Launcher benutzen (in diesem Fall benutzen die Axis den Panzerschreck). Der Rocket Launcher wird mit der primären Waffe ausgetauscht, das heißt, ein Spieler muß entscheiden ob er seine Primärwaffe, die er zur Zeit hat, fallen läßt, im Austausch mit dem Rocket Launcher.

[Joker]:

Im Trailer können wir die Para Models und die Para Waffen sehen. Werden wir immer noch ein rundenbasierendes System in DOD haben?

[John Morello II]:

Nein.

[Joker]:

Was hat das DOD Team an den Waffen geändert? Haben diese immer noch die gleiche Genauigkeit, den gleichen recoil und die gleiche Ausgewogenheit, wie sie sie jetzt noch haben oder haben sie alles komplett geändert?

[John Morello II]:

Auf eine ästhetische Weise hat sich alles geändert. Vom Standpunkt der Ausgewogenhei, war das Team damit so zufrieden wie es schlußendlich rausgekommen ist.

[Joker]:

Fliegen die Helme jetzt auch bei den Standart Models weg?

[John Morello II]:

Ja.

[Joker]:

Arbeitet die neue DOD Version immer noch mit der alten HL Engine oder wurden einige neue Features hinzugefügt, die ein neues HL Update benötigen?

[John Morello II]:

Es ist immer noch die gleiche Engine, aber es bedarf entweder eines Update oder dem Kauf der retail Version um alle Steigerungen festzustellen, wie das neue Partikel System.

[Joker]:

Welcher der alten Maps können wir in der neuen Version zurück erwarten und welche neuen Maps werden in DOD v1.0 dazu kommen?

[John Morello II]:

Einige der Klassiker wie Anzio, Avalanche und Caen könnt ihr zurück erwarten. Einige der neuen Maps werden Kalt, Jagd und Zalec sein.

Soweit John Morello II vom DOD Entwicklerteam. Ich finde das hört sich ja alles recht spannend an, lassen wir uns also überraschen was dabei wirklich rausgekommen ist!!
  Mit Zitat antworten
Alt 21.04.2003, 23:36   #6
Freak
 
Benutzerbild von schlex
 
Registriert seit: 17.04.2003
Beiträge: 8.407
Question 1: A lot of people are afraid the changes made on DoD will make of the game a sort of WW2 Counter-Strike. What could you tell us about it?

John Morello II: Well if you mean a fun and challenging game loved by millions of people worldwide, then I hope we did make it like
Counter-Strike! However as far as gameplay goes, DoD v1.0 is nothing at all like Counter-Strike. We have added a few features to v1.0 that are also elements of Counter-Strike, however they work slightly different and are used for completely different reasons.

Question 2 : It has been said that the player can take the weapon of a dead player on the ground. How will the class limit be respected?

John Morello II: This is an example of a CS type feature mentioned above.
The difference being that in CS, the advantage of being able to drop and pick up weapons is based on their buying system. However in DoD anyone
can choose to be any class at any time. So the weapon dropping is merely an extension of our very situational gameplay.

As far as class limits are concerned, I think all the arguments that imply weapon dropping will cause problems with class limits are fairly unsubstantiated. First, if you want to play with a particular weapon, then you can simply choose it to begin with. And as far as things like
snipers dropping their weapon for something else, then killing themselves and doing it again...by the time they finished doing all that, the opposite team will have overrun the map.

Honestly the only effect it had, which is a good one, was that it now requires you to be a little more careful because the weapon sound that was
previously always friendly, may not be any more. It just makes things that much more intense.


Question 3: The trailer looked a bit 'arcade'. Is the new version faster than 3.1? Is it still hard to aim, to move quickly or was the gameplay
changed a lot?

John Morello II: The trailer was designed to showcase a lot -- maps, models, etc -- in a small amount of time, not demonstrate the details of
gameplay.
Don't worry, the fundamentals of DoD will never change.


Question 4: How will work the score system? I heard you will only win a point when an objective has been completed. Is it true? Will the score
be hidden until the end of the game?

John Morello II: We have always wanted DoD to be a team-oriented game. However the previous scoring system really showcased the solo artists,
not the team players. So new to v1.0 we added an objective score column to
the scoreboard and we sort the ranks by these new scores. Kills and deaths are still displayed, however the guys on the top of the list will be the guys who are doing the most for the team.

Also with v1.0 we've had a chance to standardize map scoring. We've removed the old method of time for flag maps; instead the team who wins the map
will receive a win bonus in addition to their capping points. So before it was advantageous to just hold the opposite team at their last flag. Now you could do that for 99% of the round, but if at the last minute the other team pushes back and caps the map, then they will win.

Finally, the new objective style gameplay is fairly straightforward. If you complete the objective, or in some cases defend your objective from being captured/destroyed, you'll receive the win bonus.


Question 5: Do you plan working on an iron sight system?

John Morello II: We never rule anything out.


Question 6: How did Valve help making DoD? What has changed since you are working together?

John Morello II: Valve has been an incredible resource. Anytime we ran into a snag, Valve was there to help us solve the problem and DoD is
infinitely better because of it. They are also responsible for the new particle effects (thanks Adrian!). Without Valve, DoD would not be even remotely as polished and solid as it is today. Outside of that, nothing has changed. We, the
team, are responsible for all the art, gameplay and other features in v1.0.


Question 7: The bleeding wounds have been removed. Is it definitive ?

John Morello II: Yes. In our testing, we felt that it wasn't a feature that had any positive effect on the game. It was much more fun to rush the last flag with a sliver of health left than to bleed to death.


Question 8: Has the Stamina been reworked?

John Morello II: It is 99% identical to the system we have in b3.1. However for v1.0, if you stop moving, you will regain health at the same rate no matter which stance you're in. Previously you would regain stamina faster if
you crouched. Now you will regain stamina at the same rate by merely standing still.
schlex ist offline   Mit Zitat antworten
Alt 23.04.2003, 11:30   #7
Benutzer
Anfänger
 
Registriert seit: 18.04.2003
Beiträge: 56
hmm also es kann sein das es hier irgendwo steht aber ich ..... ! naja auf jeden fall hab ich da ne frage: was haben die briten für eine mg ? auch das 30 cal ? ne glaub ich nicht ! aber was sónst ? hmm:bigun
Aggressive Force ist offline   Mit Zitat antworten
Alt 23.04.2003, 11:39   #8
Erfahrener Benutzer
Freak
 
Registriert seit: 18.04.2003
Beiträge: 848
dei haben kein MG, d.h. sie haben eine mischung aus BAR und MG, die "Bren" !
Iron*Death ist offline   Mit Zitat antworten
Alt 23.04.2003, 11:52   #9
Benutzer
Anfänger
 
Registriert seit: 20.04.2003
Beiträge: 66
News von pcgames:

Day of Defeat ist fertig

23.04.2003 09:42 Uhr - Wie Activision mitteilt, ist Day of Defeat fertig programmiert und kommt im Mai 2003 in den Handel. Der Multiplayer-Shooter basiert auf der Half Life-Engine und erscheint in Deutschland als ungekürzte US-Version. Verfassungsfeindliche Symbole tauchen laut Hersteller nicht auf.

Zur Zeit liegt Day of Defeat der USK zur Prüfung vor - die Alterseinstufung und der genaue Release-Termin stehen noch nicht fest.
gombooz ist offline   Mit Zitat antworten
Alt 23.04.2003, 22:14   #10
Benutzer
Anfänger
 
Registriert seit: 20.04.2003
Beiträge: 66
nochmal news von pcgames:

Day of Defeat - Altersfreigabe + Sprache

23.04.2003 16:18 Uhr - Wie Activision Deutschland soeben gegenüber PC Games mitgeteilt hat, wird für die Stand-Alone-Version von Day of Defeat eine Alterfreigabe "ab 16 Jahren" angestrebt. Entgegen vorangegangenen Aussagen kommt der Shooter laut Hersteller komplett deutschsprachig in den Handel; Entschärfungen soll es trotzdem nicht geben.
gombooz ist offline   Mit Zitat antworten
Alt 24.04.2003, 11:10   #11
Erfahrener Benutzer
Freak
 
Registriert seit: 18.04.2003
Beiträge: 848
sehr gezeichnet... ;) ;)
Iron*Death ist offline   Mit Zitat antworten
Alt 24.04.2003, 12:53   #12
Benutzer
Anfänger
 
Registriert seit: 18.04.2003
Beiträge: 56
also dieses ding hier
Aggressive Force ist offline   Mit Zitat antworten
Alt 26.04.2003, 18:19   #13
Dark-Moon
Gast
 
Beiträge: n/a
Geilo aber echt super geil!
  Mit Zitat antworten
Alt 26.04.2003, 18:21   #14
Benutzer
Anfänger
 
Registriert seit: 20.04.2003
Beiträge: 66
genauer termin

Activision hat den taggenauen Erscheiungstermin für Day of Defeat bekannt gegeben. Der Multiplayer-Ego-Shooter ist demnach ab dem 8. Mai 2003 im Handel erhältlich.

na endlich
gombooz ist offline   Mit Zitat antworten
Alt 26.04.2003, 18:28   #15
Dark-Moon
Gast
 
Beiträge: n/a
ENDLICH

oh man als B&W raus kam war ich schon soooooooooooooooooo aufgeregt (und dann ging det net weil unser pc net gut genug war, dann haben wir uns amgleichen tag nen neuen geholt)

aber jezt kommt Day of Defeat ohh man ich zogge 3 Tage so durch ich muss das spiel dann haben!
was ist dann eigendlich mit den servern bleiben die?
  Mit Zitat antworten
Alt 26.04.2003, 21:57   #16
Freak
 
Benutzerbild von schlex
 
Registriert seit: 17.04.2003
Beiträge: 8.407
schlex ist offline   Mit Zitat antworten
Alt 27.04.2003, 09:09   #17
Erfahrener Benutzer
Freak
 
Registriert seit: 18.04.2003
Beiträge: 848
neee neee neee!! Wie mopp in den kommentaren zu dem Pic schon gesagt hat: Irgendwie sind die Waffen zu nah am Crosshair... Sieht echt schei*e aus...
Iron*Death ist offline   Mit Zitat antworten
Alt 27.04.2003, 09:18   #18
Dark-Moon
Gast
 
Beiträge: n/a
ja da hift nur eins...Crosshair aus achen
ne das stimmt das siht dumm aus
  Mit Zitat antworten
Alt 27.04.2003, 09:22   #19
Erfahrener Benutzer
Freak
 
Registriert seit: 20.04.2003
Beiträge: 1.060
hmmm Ich hab mich eigentlich die ganze Zeit auf DoD1.0 gefreut aber nun???

Ich weiß nicht ob die entwickler nicht zu viel geändert haben oder nicht.
Nr.47 ist offline   Mit Zitat antworten
Alt 27.04.2003, 09:29   #20
Erfahrener Benutzer
Freak
 
Registriert seit: 18.04.2003
Beiträge: 848
also ds jetzt mit dem crosshair ging voll nach hinten los, aber vielleicht is des ja nur bei ein, zwei waffen sooo... ???!! X(
Iron*Death ist offline   Mit Zitat antworten
Antwort


Aktive Benutzer in diesem Thema: 1 (Registrierte Benutzer: 0, Gäste: 1)
 

Ähnliche Bilder zu Day of Defeat 1.0 Informationen aus der Gallery
Independence Day   Counter Striker In Day Of Defeat   Independence Day   Independence Day   Independence Day   Independence Day   Today Its The Day Of Defeat  
Themen-Optionen
Ansicht


Ähnliche Themen
Thema Autor Forum Antworten Letzter Beitrag
Hilfetexte ausblenden, aber wie? Krampi Shooter/Ballerspiele 3 14.08.2006 01:53
ALONE IN THE DARK Informationen schlex Konsolen-Spiele 0 18.03.2008 10:23
Day of Defeat Rap makkavelli Musik und Sounds 7 15.02.2006 19:42
Brandheiße Informationen über Day of Defeat:Source Ghostfigther Shooter/Ballerspiele 17 23.09.2005 19:04
M60 für Day of Defeat????? Ghostfigther Shooter/Ballerspiele 15 17.03.2005 19:33
DoD:Source Informationen schlex Shooter/Ballerspiele 145 17.11.2004 18:07
Was ne geile Bar bzw. theke Trigga Das Fun Forum 4 08.06.2006 10:37


Alle Zeitangaben in WEZ +1. Es ist jetzt 08:55 Uhr.