Capcom listens, fixes Lost Planet multiplayer
It turns out that Capcom's Lost Planet multiplayer demo has doubled as an impromptu beta test, eliciting numerous complaints that the developer has taken quite seriously. The online team has managed to include several key improvements in the final version of the game and will have a patch available on launch day (January 12), addressing the remainder of reported issues.In addition to enlarging text displays, Capcom's update highlights include:
- Private slots (assigned by host)
- Ability to invite friends to match
- Number of players in match displayed next to name of match (in search list)
- Players not being kicked out to main menu when they try to join a full match
- Option to refresh match list without going back to main menu and re-selecting Quick Match
- Players going to post-game lobby at end of match (not being kicked back to main menu)
- Ability to replay match with same players (without leaving post-game lobby)
- Cycling maps on replayed matches when map selection is set to Random
- 20-second time limit to form teams when team selection is enabled
- Max match time limit set to 60 minutes (instead of unlimited)
- Saved custom match criteria
Full press release:
Since the release of the Lost Planet multiplayer demo on Xbox Live marketplace over the Thanksgiving weekend, Capcom has received an amazing amount of feedback and suggestions for the online portion of the game. Our development team has been listening and has not only already made several key changes, but will also be working on a patch that will be available when the game launches in North America and Europe on Jan. 12. The fixes will mostly address Lobby and Matchmaking functionality of the game, adding some elements not included in the demo (as always, demos are a work in progress) and slightly revising others.
Some of these changes had already been anticipated by the team and were included in the final gold master of the game. Others have come straight from the hundreds of thousands of people playing the multiplayer demo. Capcom has been reading boards, emails and blogs, collecting thoughts and ideas directly from our growing community. Capcom would like to thank all of those people who have taken the time to share their thoughts on Lost Planet; the game is now that much stronger for it.
We recently let people know that the team had fixed text display for players with standard definition TVs. The Lobby and Matchmaking system will undergo some major updates to the systems seen in the Multiplayer Demo, based on user feedback. Changes include:
- Private slots can be set by host!
- Invite friends to a match
- Number of players in a room will be displayed next to name of the room
- Players will not be kicked all the way out to the main menu if they try to join a full game
- New button allows players to refresh the match list without going out to the main menu and selecting Quick Match again
- Players will now go to a post-game lobby at the end of a match, not kicked back to the main menu
- The ability to replay a match with the same group without leaving the post-game lobby
- Cycling maps on replayed matches when map selection is set to Random
- Text size on the team selection screen will be greatly increased when using non-HD resolutions.
- When manual team selection is set to ON, players will have 20 seconds to form teams.
- The time limit on each match will be maxed out at 60 minutes, instead of the current unlimited time.
- A player's custom match criteria will now be saved.
Full details on all these great new additions follow.
Navigation Changes
In the demo version of Lost Planet, selecting Player Match presents three options: Quick Match for searching for all available games, Custom Match for defining search criteria to search for specific game types, and Create Match to create and host a match. This step remains the same in the final version.
Searching for a game brings up a list of open matches. This screen will undergo a number of changes.
First of all, due to user feedback, next to the name of each host hosting a match will be a readout of the number of players already in the room compared to the maximum number of players allowed, so players will know how full a room is before they enter.
The second update will be that if the player tries to enter a room that has been closed or where the match has already begun, the player will not be forced back out to the first player match menu to then re-search for games.. Rather, the player will be able to immediately browse and select a different session to join.
There will also be a button set to allow the player to Refresh the match list without having to perform a Quick Match search again.
Post Game Lobby, Rematches and Friend Invites
The second major area to receive an update based on user feedback is the addition of a post-game lobby where players can rematch. We heard you.
Currently in the demo, after a match is over the scores are shown. This screen shows the team placement for Team Elimination matches, as well as individual rankings and points, and the user's own stats such as Kills and Deaths. When players exit this screen, they are taken back to the Online menu where they can select Ranked or Player match or any of the other menu options (Ranked and other options are currently greyed out in the demo).
However the game will be updated to give all players in a match the option to play again with the same players. If the player that hosted the match opts not to play again, the game will be closed and all players will have to search for a new match to join. But if the match host opts to continue and rematch, anyone else who elects to rematch will be taken back to the host's lobby, and the match will be open for new players to join.
Rematches will use the same match settings as originally set, including the stage. However, if the stage is set to Random, this will select a new stage at random with each match, much like Gears of War cycles through the stages in order when the stage is set to Custom Cycle. So players can continue to play with the same game type and same people, letting the game switch the stage each time. In order to change the game settings, the match must be disbanded and created again with the desired settings, just like in Gears of War (this is an annoying feature in Gears of War that may change with the upcoming update – if changed, our explanation will also need to change).
Additionally, one option available in the retail release but not seen in the demo version is the ability to invite friends and reserve slots through Private Slots.
When setting up a match, the host will have the ability to reserve Private Slots for friends up to the max number of allowed players to allow Friends special access. With this, it is possible to hold completely private matches, and matches with enough slots for friends with room for additional players.
Combined with the Rematch option, players will be able to stick with their friends through multiple games.
So, if you wanted a fully private game in a party setting, all a host would have to do is specify that all 16 slots are reserved for friends and invite them in, set the map to random, and enjoy your session. If you wanted a semi-private game, but wanted to max out or increase the number of players beyond that of your friends, you can do that too by specifying a lower number of players for friend slots and letting Xbox Live fill in the rest.
Team Formation Changes
The next major set of updates is being made to the match launch countdown screen.
First of all, it was noted that the text for the Gamertags listed in the middle of the screen, showing which team each player is on with the option to change teams (when the Change Team option is turned on, something that was not available in the demo but that will be available in the final version), is currently small and difficult to read on SDTVs. The size of the text will be increased dramatically. However the development team has noted that in the event a game, such as Fugitive, has 1 player versus 15, the 15 names for the one team may spill over to outside the list area and possibly cover up the team name. But this unavoidable issue is minor and most likely will not be a probably for the majority of matches.
Additionally, another point that was raised regarding the match launch countdown screen was team selection. Currently there is no team switching available in the Demo version. However in the final version, the team selection will take place on this screen. Players will be able to press the button corresponding to the team they wish to join (2~4 teams).
When team switching is set to ON, the countdown timer will give participants 20 seconds to finalize teams on this screen. When team switching is set to OFF, players will be given 10 seconds to view the team list and confirm team sides and teammates.











Reader Comments (Page 1 of 1)
GoldenS1104 @ Dec 13th 2006 10:35PM
this is a step in the right direction. it's nice to see that developers (or at least some of them) take a serious interest in the suggestions presented to them by consumers. I don't have my 360 yet, and I was planning on getting Lost Planet regardless of the fact that I didn't play the demo, and I'm very happy to see that they're handling this so nicely.
Glock @ Dec 13th 2006 10:35PM
GREAT JOB CAPCOM, NOW EVERY OTHER DEVELOPER - PLEASE PLEASE PLEASE FOLLOW SUIT, AND TAKE A LOOK AT A DEVELOPER THAT LISTENS, not cares ( since they closed Clover )
Hasney @ Dec 13th 2006 10:39PM
Now thats what a patch should be. Not bug fixes (technically) but things the end user wants included. If this all happens, they've just made up for the SD small-text Dead Rising fiasco.
Obvious @ Dec 13th 2006 10:43PM
As a developer, I say: Thank you for your efforts and sensitivity to your clients. It's awesome.
As a gamer, I haven't yet played the game... whatever.
Congrats devs!
Matt_M @ Dec 13th 2006 10:51PM
I'm glad that Capcom is taking these suggestions to heart. I just hope that the people who check out the demo and are frustrated at the above listed shortcomings find out that they will be fixed for release.
Big Ed @ Dec 13th 2006 11:03PM
Wow, now why can't Epic do something like this for GOW? 10 million for the game, and your telling me your not going to fix bug and other issues after release?
BIGGEN @ Dec 13th 2006 11:25PM
forget Gears multi, Lost Planet multi blows it away. and these additions are going to make it even better.
toygame @ Dec 13th 2006 11:30PM
Played this (multi and single player demos) and thought it was great. To see capcom taking the multiplayer side seriously enough to implement suggested changes is very inspiring.
This will be my next 360 purchase (though no doubt I will still be playing Gears online for a while yet).
Fester @ Dec 13th 2006 11:33PM
"Wow, now why can't Epic do something like this for GOW? 10 million for the game, and your telling me your not going to fix bug and other issues after release?"
Give them chance, how many times in how many different ways does Epic have to tell fans they are WORKING on a patch/update.
Fact is Epic have never released quick fixes because they take their time to try and get things right, and they will be adding more content (maps, modes, tweaks etc). It's not quite as simple issuing a "patch" with all that work in it as it is to say "we're going to fix something" that hasn't been release yet (as in Lost PLanet). Both games are great (lost planet from demo anyway) so don't play one off against the other just enjoy both games and be patient.
jaysins @ Dec 14th 2006 12:05AM
Epic is releasing a patch hopefully before xmas if not shortly after it and have promised to support gears and add content to the game. Kudos to Capcom. Seriously, this is an awesome thing and catching bugs now is not only better for the gamer but better for them. I was initially turned off and still have not purchased Rainbow Six Vegas because of the voice difficulties. If they had an open beta they would have been able to catch this and hopefully released a better final product and have higher sales in the process. Also, it for me installs more faith in Capcom. If they are going to be so quick and down right courteous imo to address the community to give us a better gaming experience (and fatten their wallets hopefully because of such considerations) it makes me appreciate the game all that much more. I hope beta demos become the standard for major xbox live titles. Not only do you get to taste the game before hand you get to participate in making it better. I understand it's more work for the developers to get a demo out but I think it benefits both parties, them and gamers, to do this. YAY CAPCOM.
looscaboos @ Dec 14th 2006 1:53AM
FAKE!!! I'VE BEEN ROBBED!!! I STILL CAN'T SEE THE DAMNED SCRIPT!!!.....[just kidding, heeheehee!]
VampireHunter Z @ Dec 14th 2006 2:00AM
Shame on you guys for ever doubting Capcom. In my book they are the best 3rd party company with one of the deepest libraries of hits. If all my purchases where only limited to Capcom games I wouldn't miss a thing.
> @ Dec 14th 2006 3:56AM
You Xbots better hope they fix the shitty single player too, and the shitty gameplay, and pretty much everything else that will suck about that game.
Retards are getting so excited because they are fixing problems.
Thats just because there are so many PROBLEMS to go around.
FSK405K @ Dec 14th 2006 5:50AM
Wow, oops. Comment #14 was my bad, a prank whereby a friend of mine clicked the activate link in his email because he saw an email from Joystiq and associated it with me. What a terrible (and, ironically, tragically funny) thing to do to someone. So, please everyone disregard comment 14. My name is Keith and I screwed up. Sorry George.
NOT ENOUGH PS3\\\'s SOLD @ Dec 14th 2006 9:33AM
#13 ... '>'.. Is that you BD?
I think its good ole BD from WAY back yonder when the PS3 had dual 1080P at 120 FPS, DUAL 1 GBit Ethernet Ports, 8 threads running at full steam ahead...LOL...
Guess what >, do a techie search.. The PS3 can barely do a BASIC game (pacman anyone) at a full 60 fps at 1080p... LOLLOLOLOLOL... This from HARDWARE people who've compared the systems hardware with existing technology...
Are you just mad that the PS3 you purchased is crap?.. No games... Toy story graphics... etc etc....
Complain and flame bait all you want my friend, but no matter how much you bash the 360 or the wii... It aint bringin your lovely sony out of the death spiral its in.. (viral marketing... It starts when WE say it starts, DRM?, 4D?...LOL.. Hype central)...
SONY RULZ the WORLD....
The Natural @ Dec 14th 2006 10:46AM
I just wish this game had co-op single player mode.
OS Perry @ Dec 14th 2006 10:12AM
For game developers not knowing to include this kind of stuff in multiplayer is plain and simple intentional on their part. They are lazy and don't want to spend the resources/time/money to do it. They know what we as players want in a game on LIVE. We want Halo2 functionality. If they provided that they wouldn't have to go back and fix/patch their game and make it at least functional. All these things they are "fixing" is blatantly negligent on their part, and should have been in there from the get go. There needs to be a LIVE standard implemented by MS on what constitutes Xbox Live functionality, because left up to developers, third party and first party, it just isn't getting done.
LeaveItLost @ Dec 14th 2006 5:52PM
Listen up Capcom:
I played the MP for several hours and I have to say that it sucks. Hard. Not that they didn't try, but there were several things that had me frustrated.
The map they have has you waist deep in snow... and it FEELS like it. One time where I don't want my game being too life-like. Walking in waist deep snow is horrible, not something I need a game to recreate.
You look like a telletubbie... or a winter styled Jawa, running around with a Hershey kiss hood and a dumpy little body. And you are slow as hell. Sure, we don't need the super swift hover movement that most computer FPS and games like Halo have... with perfect steady-cam visuals and physics that are closer to ice skating than running on uneven terrain... but this map/game makes movement so arduous you don't even care about the glitchy enemies or you inability to circle strife or even aim with any accuracy because you're so caught up in even moving.
They do have a grapling hook that allows you to zip around, so you're not stuck all the time, but the inability to look around and hoot while hooked makes it a far from strategic element.
Lots of guns and lots of grenade types... but you'd have to spend a lot of time getting used to how they work and what their icons are. Some really fun elements like a blue-laser shoulder mounted enemy seeking missile system... that will identify enemies in the vacinity you are aiming and the longer you hold it down the more more missiles become locked on the target or targets.
There are also mini mechs that you can hop into and they seem quite fun.
But I can't forgive the game for the fat-ass-chibi-stuffed-jawa movement. The fact that you can spin 90 degrees either way INSTANTLY ... (not so much as a camera swoop or fade... just an awkward jump cut that makes you disoriented for longer than it would take if you could just spin slowly) but move forward like a snail... just annoying.
Another annoying thing was that I was in a game that couldn't be won. I think the game was the "whoever controls the most antenna stations at the end of the round wins".... but the round had an unlimited time limit !!!
Um yeah, that's just stupid. Even when all the antennae were in control of one team for minutes on end, the game still went on.
I tried to adapt... but frustration is what I came away from the Multi Player with.
LeaveItLost @ Dec 14th 2006 6:03PM
*circle strafe
*shoot