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May 10 2014
By: L_A_White_Boy Survivor 2222 posts
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AMA With ND Devs W/Q&A Included!

10 replies 623 views Edited May 10, 2014

I decided to list all the important/decent questions that the Naughty Dog developers decided to ask from the Reddit AMA that they did, HERE.

 

Lend me your ears on what you think of these in the replies. Smiley LOL

 

I hope you have a lot of time!! There's A LOT of questions/answers here!

 

Well, here they are:

 

"Will you be adding more multiplayer content in terms of stages or game modes for the PS4 version?"

-We plan to support both the PS3 and PS4 for as long as the community plays it.

 

"Will the touch pad be incorporated into the multiplayer of the PS4 version of TLoU?"

-We are certainly exploring ways to incorporate the touch pad into multiplayer. If we find something that works, we'll go with it!

 

"Will we see more DLC?"

-We're prototyping to see what works. We'll announce something if we have something.

 

"Will the DLC maps on the PS4 version have the same player pools (As in separate player pools in accordance to DLC) as the PS3 version or will the maps be combined to 2 player pools per mode (Parties and non-party matchmaking)?"

-All the maps will be included on the disc in the PS4 version, and the playlists will have all these maps in both the Parties Allowed and No Parties playlists.

 

"Thanks for doing this AMA! You have created a very underrated multiplayer, what were your influences? Is there any hope to getting this game to the competitive scene? Finally, is it possible to have toggle options in private matches? Thank you very much for your time and again for the AMA!"

-Thanks, glad you like the game. Our influences were pretty varied - primarily of course it was the single player game, which gave us the world, tone, and game mechanics that we had to work with. In terms of other MP games, Gears of War 1 was a favorite of our game director. In terms of getting options in Private matches, it's something we certainly wanted to add but didn't have time for. We don't have any plans to add it at this time.

 

"Thanks again for making such an engaging and unique MP experience. I just had a couple of questions: What are some lesser known tips or hints you'd give to more seasoned players? What is something unexpected you've seen evolve from TLOU MP in terms of gameplay or the behavior of people online?"

-There were lots of things players did that we didn't expect. Vaulting to void being stunned by a smoke bomb, the "Shiv Dance", slicing with a machete and switching to the shorty to quickly down, using a loadout that earned a ton of parts (first aid training and reviver) then switching to a loadout with a purchase weapon and spending all your parts.

 

"Almost everyone has seen the new hats, helmets, masks, and gestures. Any comment on this as to an approximate date?"

-Those were items we were testing. We can't say at this point whether they'll be released or not.

 

"Thanks for doing this! What was your reasoning for the changes made to the machete?"

-We wanted to make the machete more viable and beat the upgraded melee weapon. We really just wanted to give it an overall buff and become a great close range option.

 

"With the inclusion of the new weapons and maps, Do you feel like it has changed the tone of the game? I've seen many teams now compiled of just full auto rifles and specters and it becomes more of a run and gun game."

-Any time new weapons or items are added to a game, everyone wants to play with the new hotness. We've found that players that use team work and play stealthily still have an advantage.

 

"My question is geared more towards the competitive side of this game. Many developers have stepped in and used tournaments as a way to promote the online portion of their games (ex. Blizzard with Starcraft 2, Riot with League of Legends, and Activision with Call of Duty. Do you guys have any plans on doing something like that, or would you consider it in the future?"

-I would love to hold tournaments in the future and we have done some tournaments with UMG.

 

"Will the number of players per match be increased in the PS4 version?"

-The number of players on PS4 will be the same. During the development of The Last of Us MP we experimented with more players and we felt it had a negative effect on the game - it made reviving less important, the pace was too fast, stealth was harder, etc.

 

"Were there some unique ideas that were left on the cutting room floor for the multiplayer?"

-There were some very early prototypes that were kind of unique but didn't make it. One such prototype was a 1v1 experience where each player had a small squad of NPC's with them, and could direct the NPC's movement. It was all a super rough prototype and it had some promise, but ultimately the amount of work needed to make the NPC's behave intelligently in MP was more than we could take on.

 

"How are the MP player counts / pools since the release of the new patch/DLC3?"

-We saw about a 42% boost in players the day the DLC released compared to the previous Tuesday.

 

"Why does the Launcher take 4 loadout points, the most of any purchasable? Yet takes 2 to down with slow reload?"

-The Launcher certainly has the potential to be the most powerful weapon in the game if used properly and in tandem with teammates. It's also the only gun that can hit an enemy around a corner or behind cover. My goal was to make a weapon that could damage a player behind cover, but had a slow enough reload time that they could run away so it wouldn't be an instant win. The weapon really shines as a support tool to be used with teammates also doing damage. It is also great with multiple enemies crowded together and in small rooms.

 

"Do you guys intend to make a playlist that contains every map at some point?"

-The PS4 version will have this, as every map will be included on the disc. On the PS3, with our current matchmaking tech this would split up the player base further (it would be treated as a separate player pool, and players would only matchmake with other players in that pool), so it wouldn't be a benefit for the PS3 version.

 

"There's no way to unify the playlists in some way? Like, players are all in the same pool, but players with the DLC will sometimes be paired with each other, sometimes not?"

-There are definitely other ways to do it where each player pool is not exclusive, and we investigated them, but re-writing the matchmaking system was a pretty big undertaking and we didn't have the resources for it unfortunately.

 

"Regarding The Last of Us, any plans to fix the priority of shivs. I've lost count of how many times I've gone for a shiv and instead opened a toolbox, gone for the revive, or special execution."

-We definitely feel your pain and I've run into this issue myself many times. We've looked into this problem a lot and it's not actually a priority problem - if you have a downed teammate in front of you and an enemy who can be shivved, the shiv prompt does take priority. The problem is that players run in spamming triangle so they can get their shiv as quickly as possible, and the range on a revive, execution, or lockbox is large enough that the player gets that before moving inside the shiv cone. The proper fix for this is to use a different controller input for Shivs, which is doable but because these prompts are all handled in code it requires some tech time which we don't have at this point. It's definitely still on our wish-list to fix however.

 

"Why isn't the weapons and Perks included in The Remastered Version?"

-We are looking into this.

 

"What was the most challenging part in The Last of Us MP? How did you guys approach it?"

-The most challenging thing for me personally was balance. I worked on the weapons, skills and a map in this last DLC, along with balancing many of the other maps and it was always challenging and my highest priority. I am a big multiplayer gamer and I always enjoyed games that felt balanced so I really focus on that aspect when I'm working. I wanted all the new weapons and skills to have their own place along with the existing items so no items would be overshadowed or made obsolete.

 

"Could we get a Random / Team ladders in place of current leaderboards? (ie Battle.net)"

-We don't have any plans to add new leaderboard features at this time.

 

"How long were you guys given to work on the Multiplayer before the game came out?"

-There was some very early prototyping before I came on the project about 18 months before launch. Then there was a fairly lengthy phase of prototyping and experimentation. The final MP game we shipped was mostly made in the last 8-10 months.

 

"Did you ever think of putting some sort of wave/horder mode for multiplayer? Would you ever consider it in the future?"

-We prototyped some experiences like this, and interestingly we found that it didn't have the longevity we were after. When fighting NPC's, TLOU's combat mechanics tend to work best when the player is moving through or infiltrating a space and has to use stealth effectively.

 

"Do you have a date for the PS4 version of TLOU you can share?"

-Summer 2014

 

"One detail that great multiplayer games seem to utilize is effective lines of sight. The first game I noticed that did this very well was Black Ops, but then TLoU seemed to take it to a whole new level and it always impresses me. Obviously these things don't just happen by accident. Would you have anything to say on the development process and how you think about map characteristics and object placement to create lines of sight that alter the game and ultimately make or break plays?"

-We spend a lot of time working on controlling and limiting lines of sight. We try to make "combat areas" so you have to sort of enter an area and you can engage enemies with that space. Whenever there is a longer sight line we try to make sure there is a risk/reward for being able to see that area.

 

"Aspiring video game designer, how much coding is actually involved in making a game?"

-A lot. We have a huge team of programmers that write a ton of code along with lots of designers that script a lot of script. So, there is a lot of coding involved in making a game.

 

"Hi Quentin, I'm a big design nerd and I love the visual look of the maps in factions and that there's some colour and 'pop' to them especially the wharf and water tower in the DLC. What's yours and the teams favourite maps from an aesthetic point of view?"

-I think Water Tower is the best looking map in DLC 3 because of the lighting and foliage. I would say Bus Depot may be my favorite overall map based on layout and aesthetic.

 

"What will be the main difference between the multiplayer of the PS4 and PS3 version?"

-The main differences between the MP on PS4 are:

  • All the maps are included on the disc
  • Visually the game looks better - higher resolution, and we're targeting 60fps
  • Load times are much faster
  • Playing MP with the Dualshock 4 controller feels great

"Did you run into any problems while developing the multiplayer or did it just go flawless. I've always wondered if those big studios just know what they're doing and everything goes well right away or if you do also have technical problems etc?"

-It certainly did not go flawlessly, not even close (and it never does). Naughty Dog uses a very iterative process with a lot of prototyping so we experimented for quite a while with different approaches to MP which didn't work out. Although that prototyping is part of the natural process of making games, it's a difficult balancing act because you're continually throwing out stuff even as the release date gets closer and closer. In the end we felt we were able to capture the tone and depth of gameplay we were after though. It's kind of a cliche about game development but everything does come together in the end.

 

"Anyways, I've got somewhat of a hopeful suggestion. I'd like to see a limit on Interrogation so that low level players can't enter the gametype. If they don't know the maps, don't know the weapons, and don't understand the flow of the game, on top of not knowing the gametype, it often leads to the low-level players ambling around the wrong side of the map while the lockbox is being attacked. Which, as you can guess, is a huge setback for the team. Even if it only limited players level 0-4, I think that would take some of the edge off so to speak. Is this something that has ever been discussed, and do you think it could be a possibility?"

-I certainly understand your frustration with players not understanding the game mode. However limiting who can enter a game mode would have some serious negative implications for new players who are experimenting with the game and want to check out all that the game has to offer. Easing the player's learning curve of the game is something we're definitely thinking about for the future, but for right now the best option for you is probably to play in the Parties Allowed playlist, where you're more likely to meet up with experienced players.

 

"Any Surprises for E3 this year??" Smiley Wink I'm going to E3, so we'll see.

-We are here to talk about The Last of Us multiplayer. lulz

 

"Will you add more game modes to the Multiplayer?"

-We'd love to add more modes, but time and resources limit our opportunity to add anything as large as a game mode. Additionally, splitting up the player base more would cause more issues with matchmaking.

 

"Does my multiplayer character transfer over to the ps4? or would it start over?"

-Your progress from PS3 does not carry over to PS4, but we will be including a supply bonus for accounts that played on the PS3 version to give them a bit of a head start.

 

"Can your team please make the No Parties room search for all purchased DLCs. I like to have fun playing more balanced games and the no parties search is better. It just needs to search for all purchased DLCs. THis will make the game a lot better. Why not?"

-Our matchmaking tech treats each playlist as a separate player pool, so the only way to do this is to create a separate No Parties playlist that includes all the DLC. This would split up the player pools even further and make matchmaking more difficult.

 

"On a serious question note: How was working on TLoU multiplayer compared to Uncharted? What were the biggest differences between working on the two?"

-It was extremely different - Uncharted is a very fast-paced MP game with lots of twitchy gameplay, which is great in its own right, but for TLOU our challenge was to capture the tone and gameplay from SP. This meant a huge focus on slowing the pace of the game down (we even added limited sprint, which was not in SP), and on making stealth a viable play style through map design, mechanics like silenced weapons, the smoke bomb/shiv, and survival skills like covert training.

 

"Will there be an option to turn on or off for aim assist?"

-We don't have any plans to add that feature.

 

"Just Curious, Why did it take you guys so long to come out with Multiplayer Info while TLOU was still releasing?"

-The single player was the main focus for marketing and we didn't want to take away from that. The MP game also took quite a while to come together, so we didn't have the luxury of having some near-final gameplay we could show well before launch.

 

For @Evoslip Smiley LOL : "Can you guys please work on bringing over the Carlton taunt from Uncharted 3 into the Last of Us multiplayer? Sometimes the Last of Us mp gets to intense.."

-That taunt is special to Uncharted. We won't be adding that to TLOU.

 

"Will we get Crash Bandicoot as a playable character?" Seriously?

-Crash is owned by Activision so I'm going to say no.

 

"Will you need PS+ to play The Last Of Us multiplayer on PS4."

-Yes.

 

"As a player of Last of Us factions since the start I would like to thank you for ruining the game in the last patch/DLC. Selling out completely to the COD market. I always though Last of Us as a chess and COD as checkers..Now you changed the dynamics of the game into a generic first person shooter. Thanks again...not....If I wanted to play a spray and pray game I would of picked up COD. I enjoy the challenge and skill in Last of Us that is there no more." <-- The fuq?

-We've been playing the DLC a lot since it came out and we're not seeing a huge change like you're describing. When new tools come out players are going to play with them a lot right away, but even with that we're still seeing well-coordinated teams playing stealthily and defensively are winning matches handily.

 

Will add more if more questions get answered.

 


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Sackboy
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Re: AMA With ND Devs W/Q&A Included!

[ Edited ]
May 10, 2014

L_A_White_Boy wrote:
For @Evoslip Smiley LOL : "Can you guys please work on bringing over the Carlton taunt from Uncharted 3 into the Last of Us multiplayer? Sometimes the Last of Us mp gets to intense.."

-That taunt is special to Uncharted. We won't be adding that to TLOU.

 


Need a Tub of Rocky Road


------------------------------------------------------------------------------------------------

Bring the Carlton to TLOU

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Survivor
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Re: AMA With ND Devs W/Q&A Included!

May 10, 2014

Evoslip wrote:

L_A_White_Boy wrote:
For @Evoslip Smiley LOL : "Can you guys please work on bringing over the Carlton taunt from Uncharted 3 into the Last of Us multiplayer? Sometimes the Last of Us mp gets to intense.."

-That taunt is special to Uncharted. We won't be adding that to TLOU.

 


Need a Tub of Rocky Road


Sshh, sshh. It's okay. Just make amends with "The Gif" Smiley LOL :

 


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Uncharted Territory
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Re: AMA With ND Devs W/Q&A Included!

[ Edited ]
May 10, 2014

That last question to be answered about TLOU MP becoming like COD is such an exaggeration. Pls.

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Lombax Warrior
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Re: AMA With ND Devs W/Q&A Included!

May 10, 2014
Really annoyed I missed this, just out of interest did anyone ask them if the PS4 version would also be censored in the EU?
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Re: AMA With ND Devs W/Q&A Included!

May 10, 2014

TheJungler wrote:
Really annoyed I missed this, just out of interest did anyone ask them if the PS4 version would also be censored in the EU?

None of the questions that were asked about this were answered. There were about MAYBE three questions asked about this. So the answer is probably a "yes", but don't quote me on that. Sorry if it is though. Smiley Sad Missing out on some awesome executions. Smiley Happy


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Lombax Warrior
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Re: AMA With ND Devs W/Q&A Included!

May 11, 2014
Ok cool thanks, I would have been surprised if they had answered it I'm just glad it got asked, as yes the silence confirms it!

It's hilarious that this is even happening again, it took them soooo long to finally own up about the PS3 version, then they made some watery statements about 'business decisions' etc to try to make it sound totally cool and fine - except it's clearly not and they know it by refusing to comment on the remaster.

Anyway, if I get it I'll be importing from the US, but I'm starting to see little point in even playing it again. Already played 3 times to get survivor+ trophy, now doing a 4th for grounded, and it's just not that different. If they keep the same trophies too then that will seal it for me. Whoever's in charge of trophies at naughty dog is a boring shell of a person...
___________________

Shedding light on SCE/SCEE's policy of blanket EU censorship.

We don't accept the wall of silence!

http://sceuncut.tumblr.com - http://facebook.com/sceuncut - http://twitter.com/sceuncutblog
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First Son
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How to play TLOU MP with a PS4 controller

May 11, 2014

I've been playing with the PS4 controller for a while now and it really is an improvement. Works like a charm - with cable only though.

 

For guys considering getting the PS4 controller, here is how it works:

1. Plugin controller using a Micro-USB to USB cable.

2. reassign the PS3 controller to #2 (press and hold PS button>change controller settings).

PS4 controller is now the primary controller and you're ready to go!

You still need a PS3 controller to navigate the XMB since the PS button on the PS4 controller is not working with the PS3.

Another caveat: Since the sensors don't work, TLOU SP use is limited, i.e. SP requires 'shaking' the flashlight from time to time, so you got to change the controller back and forth mid-game Smiley Sad. And no rumble either.

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Survivor
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Re: AMA With ND Devs W/Q&A Included!

May 11, 2014

TheJungler wrote:
Ok cool thanks, I would have been surprised if they had answered it I'm just glad it got asked, as yes the silence confirms it!

It's hilarious that this is even happening again, it took them soooo long to finally own up about the PS3 version, then they made some watery statements about 'business decisions' etc to try to make it sound totally cool and fine - except it's clearly not and they know it by refusing to comment on the remaster.

Anyway, if I get it I'll be importing from the US, but I'm starting to see little point in even playing it again. Already played 3 times to get survivor+ trophy, now doing a 4th for grounded, and it's just not that different. If they keep the same trophies too then that will seal it for me. Whoever's in charge of trophies at naughty dog is a boring shell of a person...

I see you didn't say anything about MP. So then my question to you is, have you played the MP at all? Or are you going to on the PS4 version? The MP is really awesome. Smiley Wink


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Lombax Warrior
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Re: AMA With ND Devs W/Q&A Included!

May 11, 2014
Yeah I played the MP a fair bit, did 12 weeks with hunters and fireflies last year and just started playing it again now the DLC is complete. Also the censorship is only on the MP. I really like the MP, it's the first game I've bothered doing it with since Gears of War 1!
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Shedding light on SCE/SCEE's policy of blanket EU censorship.

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