Good Online FPS Games/Servers For Beginners?
An anonymous reader writes "I have been playing videogames for years, but only recently got a DSL line in my house and so have never played any online games before now, as dial up was always too slow. Now that I have a fast connection, I want to get into online gaming, FPS gaming in particular. My problem is that Unreal Tournament, Counter-Strike, Quake and all the other popular games seem to be dominated by people using cheats, and by established clans of players who are a lot better than me. Are there any online FPS games or servers whose barriers to entry are not too high for the average player? I am looking for something that I can just connect to for a half an hour now and then when I am bored and can have fun with."
America's Army is free i just downloaded it :) it's pretty sweet. go check it out.
It's more realistic too, ie no missle super guns and cheats that I know of.
I've been playing Savage a bunch recently, it's a great combo FPS, and RTS.. I saw it at Best Buy for $20, and after playing the demo.. what a deal. (the demo is a bit bugy, but fun, the retail version update 2.0 fixes all the previous bugs)
info: http://www.s2games.com
Return to Castle Wolfenstine Enemy Territory...
excellent game that REQUIRES team play and has lots of friendly people if you are interested in actually being a team member...
I'ts one of the very few I play on a regular basis..
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I've found Halo to be pretty fun for what your describing...log on play for 15-20 minutes and quit. The vehicles make it interesting, although the game is not without its problems. But if your just playing casually on line it isn't going to be too big of a deal.
I've been playing on the Texangirlz Counter-Strike servers for almost a year now. It's a great recreational place to have fun. Generally the servers are filled with all levels of players too.
Check them out: Texangirlz
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"In times of universal deceit, telling the truth becomes a revolutionary act."
-- George Orwell
Your best bet is a LAN party with your friends. Your real friends, who, if you catch cheat, you can nail tacks through their, well, ya know. Online gaming is dominated by cheaters and fourteen year old kids who threaten to hax0r your computer when you're doing better than them. Though they rarely know what an IP address is, let alone a port. If I sound a bit bitter, it's because I play a lot of Warcraft, and the maturity level is insane. I don't talk to people when I play, and all I can stand to lay is team games with my room mate. I played a lot of C-strike in the day, but it just lost its appeal after having played Aztec for the hundred-thousandth time. Not to mention all of the kids who use aim bot. I have it a bit easy, where lan games can be arranged by walking down the dorm hallway and yelling at the kids on my floor. It's really hard, and a lot of people ruin the fun. Though, I guess your other option is to just get insanely good and hop around all the servers screaming "3a7 my r0ck37 biz0tch" as you let loose your fury in such an unholy manner everyone just assumes you ARE cheating, and ban you.
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I've played quite a bit of CS, and one of the biggest problems is lack of balance between servers and players. It doesn't matter if a player's cheating or not, but if the player's 30-3 someone should kick them. They're either playing against people who are much worse than them in which case they should join a server with better players or else they need to stop cheating. I'd like to see more servers with kick votes to help with this kind of stuff.
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It must be good!
Don't make the mistake of thinking that way. It probably matters a little less what game you play (though I highly recommend Enemy Territory).
Find a fairly small server, maybe ten people total. This will have the benefit that you'll be able to hear yourself think. You might actually see some of the map more than a dozen yards from your spawn area.
Most games have an in-game chat function, and messages will show up on your screen. People will try to point you in the right direction.
If you do decide to try out Enemy Territory, try out the Medic class; you give everyone on your team extra hit points just for being there as a medic. Pick someone and follow him, he'll wind up showing you the objectives as he tries to achieve them. And you'll be able to keep him healthy and revive him as you go. It's not a bad way to learn.
-JDF
You know, it's all well and good to tell the guy to practice, but has anyone ever considered the possibility that he doesn't _want_ to get that good. I know I fall into that category. I just don't have the dedication (or inclination) to practice that much (nor the inherent skill that makes practice unnecesary).
What would be nice is some sort of in game system that could filter servers by skill level. Maybe just a ladder would be enough. Set it up so if one player dominates, he gets booted to another server with a higher rating, and the weakest players get booted to a lower level server. Throw in some load balancing for good measure and you might have something accessible for newbies.
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I don't understand everyone's automatic assumption that so many people are cheating
Here is what I base my assumption on. I've always been good at online games, usually finishing first or near first place of any game I was in. However, over the years, as cheating has grown more common, I've noticed that my apparent skills have followed a pattern. When a new game comes out, I do very good at it. However after a few months of playing, once the cheats start spreading, I find myself doing worse and worse. Eventually it gets to the point that I feel like I'm a n00b at the game. When a new but very similar game comes out, again I find I'm very good at the new game for a few months, but gradually start getting worse again. Now it may be innocent coincidence, but I have a hard time believing that either a) my skill level declines with practice, or b)other players get better than me but are somehow unable to transfer those skills over to other games, and thus take months of practice to surpass me again.
I've reached the point that I've just given up on online games completely.
I think the player with the highest score should glow in some eye-popping color and have access to only the lowest hit weapons. When their score drops, they go back to normal and the next highest takes their place. Call it an equalizer.
What would be nice is some sort of in game system that could filter servers by skill level. Maybe just a ladder would be enough. Set it up so if one player dominates, he gets booted to another server with a higher rating, and the weakest players get booted to a lower level server. Throw in some load balancing for good measure and you might have something accessible for newbies.
Bravo! This is a great solution to the problem. It is also what happens in real sports.
Another option is the sporting notion of a handicap. If somebody is really good, then the server makes it harder on them. If the server makes the handicap public, then they still get to be known as a bad-ass, while everybody still gets to have fun.
World War II Online is the best battlefield simulation - bar none. It is also a FPS - in that you can only view the environment from the first person perspective, whether you are an infantryman, a tank, a ship or a plane. However, it is not for people with short attention spans, or folks who want instant action. It more than makes up for this with the following capabilities:
1. Massive Map. The map is of Western Europe; you could spawn into Holland, and walk all the way to Switzerland if you wanted to (1/4 scale - with accurate elevations and terrain features that nearly match the real map of Europe) - this would take you days, if not weeks to do this. There is no 'zoning' between smaller areas like in other online games - and the map is humongous compared to any FPS currently on the market. You don't have to worry about running into a wall when you are trying to maneuver - and battles don't end up being 'frontal assaults through a bottleneck' - with interesting results and possibilities for offense and defense.
2. Visual Distance. The edge of the 'fog' curtain at the edge of your vision is 6 or more kilometers away. You can see men with your avatar's naked eye out to 2 Kilometers, ground vehicles out to 3 kilometers, and much larger vehicles, such as ships out to the edge of the fog (6km or more). Optics, such as binoculars or telescopic weapon sites allow you to see further for each type. Tank battles typically occur between 500 and 2000 meters.
3. Damage System. The damage system is very realistic - going so far as to break up different parts of your infantry avatar (head, torso, extremities) - and apply damage based on the physics of the weapon that is impacting the 'part' of the body or vehicle (or both).
4. Combined Arms. The game includes Air, Land and Sea forces that all operate on the same battlefield; while there are a few games that do this (such as Battlefield 1942) - none have the same feeling or realism that engagements in WWIIonline have. Whereas in an infantry based FPS (like Socom, or the Rainbow 6 series) - you can pretty much ignore the other components, in WWIIonline you must work together with other branches to succeed. Calling in an airstrike on an enemy position, or doing an amphibious assault (river patrol, destroyer and transport ships currently modeled), or flying as a pilot, or being a ship commander, or a tanker, or an infantryman (sappers, riflemen, light machine gunners, and soon rifle grenade equipped infantry - plus smoke and frag grenades - as well as knife) and all working together move the map.
5. No Gankers. You can not kill your own side. That being said, that does take away from the realism a bit - but more than makes up for it in the playability department - unlike other games where griefers use team killing to get the choice equipment, or just disrupt the gameplay.
6. Night and Day. Currently the system has a fast clock that has a 'day' that lasts 6 hours (don't quote me on that), and a night that lasts half that time (3 hours?). There are clouds - but currently no weather effects - but that is planned for future development.
The game begins with a 'map reset' - where the starting 'frontline' positions are set to the defaults. The game commences immediately and the map runs 24 hours a day 7 days a week until a winner is declared. The winner is the side that captures the vast majority of the enemy's towns (large towns/cities count more than small towns - but are also harder to take). Maps last anywhere from a week to several months. After a winner is declared automatically, the map is reset and the war begins again.
The equipment is based on WWII types, with a more historic approach than other games (such as BF1942) that start off with the Tiger tank (for example). Instead you will learn to use the PZII, PZ38, PZIII, Sd232 on the Axis side, and the Sumoa, Char 1B, Renault, and Panhard on the French, and Matilda, A13, and Vickers on the British (they
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