Need for Speed World Online Producer Interview

Need for Speed World Online News (visible on NFSUnlimited.net)
User avatar
elie8
Drift King
Drift King
Posts: 348
Joined: 15 Sep 2007, 16:32
Location: IN Your Dreams !!

Re: Need for Speed World Online Producer Interview

Post by elie8 »

WO seems awesome !! 8) =D> i can't wait !! :D
What Comes Around, Goes Around ...
User avatar
kimd41
Turbo Charged
Turbo Charged
Posts: 204
Joined: 23 Oct 2005, 13:01
Location: Bulgaria

Re: Need for Speed World Online Producer Interview

Post by kimd41 »

Well MW city in night time... sounds good. If it has free roam in the cities with like 50 (or more please?) players at once I would like that. :)
.
peterfaj
Drift King
Drift King
Posts: 526
Joined: 01 Apr 2006, 19:34

Re: Need for Speed World Online Producer Interview

Post by peterfaj »

I think real cities would be better.
Hydro_PT
NFSUnlimited Staff
NFSUnlimited Staff
Posts: 1494
Joined: 15 Nov 2007, 02:22
Location: Braga, Portugal

Re: Need for Speed World Online Producer Interview

Post by Hydro_PT »

Andre_online wrote:I have to agree.. I loved it.
Well love it is a bit too much IMO. I liked Carbon... its tuning features were one of the best! You had tons of great spoilers to autosculpt, you had the chance to put those awesome superchargers, chop the roof, and other things. Then with ProStreet and Undercover you get the same ugly spoilers, 4 different hoods and the ugly bodykits... the only thing that is improved is the vinyl customization.

The game modes were also cool, specially the Canyon Duel. Yes the game was a bit too short IMO and the handling was too arcade, but other than that, it wasn't really bad. The graphics were cool (maybe a bit too blurred sometimes, and too many reflections), the police was good, the city was kinda interesting. What I didn't like was the OST, it sucked compared to Undergrounds, Most Wanted, ProStreet and Hot Pursuit 2. Undercover's OST is even worse. :P

And the team system... really their AI sucked bigtime lol.
korge
Unbeatable
Unbeatable
Posts: 5933
Joined: 09 Apr 2004, 20:37
Location: nfsunlimited.net

Re: Need for Speed World Online Producer Interview

Post by korge »

I think the point is to implement the team and crew system again, but this time with humans, not AI.
korge
peterfaj
Drift King
Drift King
Posts: 526
Joined: 01 Apr 2006, 19:34

Re: Need for Speed World Online Producer Interview

Post by peterfaj »

I don't think that would work. And if it would... No, please, no.
User avatar
Carcrazy
Unbeatable
Unbeatable
Posts: 4082
Joined: 28 May 2006, 05:08
Location: /// .Happy in Exile. \\\
Contact:

Re: Need for Speed World Online Producer Interview

Post by Carcrazy »

peterfaj wrote:I don't think that would work. And if it would... No, please, no.
korge wrote:gtfo
Human teams would be the SHIZ.

Anyway, I'm just still excited about seeing Rockport again. OMFG if we get to see it at night... *drools*
Image
TONTO89
Turbo Charged
Turbo Charged
Posts: 158
Joined: 20 Mar 2008, 03:52

Re: Need for Speed World Online Producer Interview

Post by TONTO89 »

Carcrazy wrote: Human teams would be the SHIZ.
agreed
User avatar
TRANSFORMER
Stock
Stock
Posts: 653
Joined: 28 Apr 2007, 13:38
Location: Earth
Contact:

Re: Need for Speed World Online Producer Interview

Post by TRANSFORMER »

TONTO89 wrote:
Carcrazy wrote: Human teams would be the SHIZ.
agreed
"If You ask Me... I have to agree with korge => Carbon City is useless and boring... NFS UG 1 & 2 instead!" :!:
Image
User avatar
Carcrazy
Unbeatable
Unbeatable
Posts: 4082
Joined: 28 May 2006, 05:08
Location: /// .Happy in Exile. \\\
Contact:

Re: Need for Speed World Online Producer Interview

Post by Carcrazy »

TRANSFORMER wrote:
TONTO89 wrote:
Carcrazy wrote: Human teams would be the SHIZ.
agreed
"If You ask Me... I have to agree with korge => Carbon City is useless and boring... NFS UG 1 & 2 instead!" :!:
If you ask me, that entire idea is s**t, seeing as UG1 wasn't even open world and was like, almost nothing like Bayview other than the fact that both took place at night and had a bunch of riced out Civics racing throughout the entire game.
(Now, don't get me wrong, I loved the UG series... but it's dead. Leave it the hell dead, seriously.)

On another note, I just had a cool idea... put players on servers (other than private games, games where friends connect w/ friends via Name Tag/IP address, etc.) based off time-zone. Not only do they have a chance of running into people nearby with the same gaming interests, but you could also have a day/night cycle using that time-zone.

Back to the damn subject... I get burned when n00b hippies come around and start saying "open your mind" bu****** when you've been brainwashed just as much as the other half of society. Forget the mind, the mind is full of one-sided lies, open your freakin' eyes for once. Not to mention if you actually used your mind you'd realize that you wouldn't even have to use a damn team... I mean good Lord, think about it genious.

*Opens iTunes and plays Rise Against*

Anyway, WO is a good idea, as everyone has said. I'm just waiting to see the outrageous prices EA puts on in-game content. :roll:

2 posts made into 1 (for a regular you should know better then to double post)
Image
User avatar
bluestreak908
Turbo Charged
Turbo Charged
Posts: 71
Joined: 31 Mar 2008, 05:21

Re: Need for Speed World Online Producer Interview

Post by bluestreak908 »

carbon was good but there was no requirement to evade cops like in mw
and if there using both cities, would palmont be @ night and rockport be in the day?
or would they change 1?
and why not include bayview and olympic city too?
the tracks in UG were pretty good- nice urban feel
i always wanted to free roam in olympic city
and why no console versions?
i cud put this 2 good use on PS network
:D
TUNERS ROCK!!!
User avatar
Carcrazy
Unbeatable
Unbeatable
Posts: 4082
Joined: 28 May 2006, 05:08
Location: /// .Happy in Exile. \\\
Contact:

Re: Need for Speed World Online Producer Interview

Post by Carcrazy »

I'd be surprised if they could still pull Olymic CIty from the UG files, I have no idea how they will do day/night (possible cycle?,) and it's free2play, which means PC only. Period. :P
Image
User avatar
Andre_online
Unbeatable
Unbeatable
Posts: 7730
Joined: 04 Jun 2004, 10:43
Location: Singapore (GMT+8)
Contact:

Re: Need for Speed World Online Producer Interview

Post by Andre_online »

@Carcrazy: I do like the time-zone thing. But I'm pretty much fine if we get to just choose if we'd want to have the race in the day or night. High Stakes had that option, and I loved it. It makes the race much tougher than just have races in either day in one series and night in another.

About UG, I loved the street there. Why? Lots of corners, quarter-mile straights and jumps, and not forgetting the extremely hidden shortcuts. That's the best street I've ever raced in any NFS games today; you can't get that kinda combination again in any NFS games today. In fact, all EA needed to do was to just tie some loose ends, connect the roads together, and we'd have a free-roaming environment in UG. :)
User avatar
prince1142003
Valued Member
Valued Member
Posts: 3862
Joined: 23 Feb 2005, 06:03
Location: Enjoying college life.
Contact:

Re: Need for Speed World Online Producer Interview

Post by prince1142003 »

bluestreak908 wrote:and if there using both cities, would palmont be @ night and rockport be in the day?
or would they change 1?
There will be dynamic night and day. Meaning night and day will cycle.
bluestreak908 wrote:and why not include bayview and olympic city too?
the tracks in UG were pretty good- nice urban feel
i always wanted to free roam in olympic city
Those cities might be included in Expansion packs. Let's not forget that almost every MMO has expansion packs.
bluestreak908 wrote:and why no console versions?
i cud put this 2 good use on PS network
I think the lack of console versions is so that EA only has to maintain one set of servers for the PC users. It could also be becuase all games since MW have been designed for the console and ported to the PC, whereas World Online is being designed specifically for the PC. Certain things are hard to port from the PC to a console.
Image
peterfaj
Drift King
Drift King
Posts: 526
Joined: 01 Apr 2006, 19:34

Re: Need for Speed World Online Producer Interview

Post by peterfaj »

I loved the tracks in NFS U and I think free roaming there would be awesome. About the time-zone idea, I don't think that would be necessary, time of the day makes no difference to gameplay and you couldn't play with a friend from a different time-zone then.
User avatar
2fast4all
Drift King
Drift King
Posts: 269
Joined: 05 Nov 2006, 04:23
Location: USA
Contact:

Re: Need for Speed World Online Producer Interview

Post by 2fast4all »

I cant wait for this game!!!!
Image
korge
Unbeatable
Unbeatable
Posts: 5933
Joined: 09 Apr 2004, 20:37
Location: nfsunlimited.net

Re: Need for Speed World Online Producer Interview

Post by korge »

for some reason, I enjoyed all the racing games that were track based twice as much as all these new racing games with free roam.

hmm.

Only free roam game I ever actually loved was midnight club 2.
korge
peterfaj
Drift King
Drift King
Posts: 526
Joined: 01 Apr 2006, 19:34

Re: Need for Speed World Online Producer Interview

Post by peterfaj »

Maybe because they were more realistic? I don't know, all sims are track based. I'd like a sim where you could drive on lonely roads (not cities) surrounded by nature like the part of Switzerland Top Gear called Driving Heaven if I remember correctly. That looked nice.
User avatar
prince1142003
Valued Member
Valued Member
Posts: 3862
Joined: 23 Feb 2005, 06:03
Location: Enjoying college life.
Contact:

Re: Need for Speed World Online Producer Interview

Post by prince1142003 »

peterfaj wrote:Maybe because they were more realistic? I don't know, all sims are track based. I'd like a sim where you could drive on lonely roads (not cities) surrounded by nature like the part of Switzerland Top Gear called Driving Heaven if I remember correctly. That looked nice.
Ever play Porsche Unleashed? You pretty much just described one of the good old pre Underground NFS's.
Image
peterfaj
Drift King
Drift King
Posts: 526
Joined: 01 Apr 2006, 19:34

Re: Need for Speed World Online Producer Interview

Post by peterfaj »

Of course I did. It was one of the best NFSs. But it was no simulation.
korge
Unbeatable
Unbeatable
Posts: 5933
Joined: 09 Apr 2004, 20:37
Location: nfsunlimited.net

Re: Need for Speed World Online Producer Interview

Post by korge »

peterfaj wrote:Of course I did. It was one of the best NFSs. But it was no simulation.
Not at all. Physics were tough to get used to.
korge
Post Reply

Return to “News”