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Ideas for good 2 player coop games?

Posted: July 29th, 2006, 12:03
by friznit
At a mates house and kinda would like to play some 2 player coop games. The last good game that allowed this was Quake 2 which is really really old now. Anyone know of anything more recent? Preferably shooty type - got a little bored of Dungeon Sieging

Re: Ideas for good 2 player coop games?

Posted: July 29th, 2006, 12:12
by Dr. kitteny berk
friznit wrote:kinda would like to play some 2 player coop games.
Mutual Onanism?

Posted: July 29th, 2006, 13:55
by Dog Pants
Doesn't Serious Sam do co-op? That'd be a good one.

Posted: July 29th, 2006, 13:56
by Dr. kitteny berk
Dog Pants wrote:Doesn't Serious Sam do co-op? That'd be a good one.
it does. jolly good fun too

Posted: July 29th, 2006, 14:08
by Fred Woogle
NOLF2 - No-One Lives Forever 2

Posted: July 29th, 2006, 14:38
by TheJockGit
Any of the Rainbow Six series (Rogue Spear, Athena Sword etc) will let you play 2 player Co-Op Terrorist Hunt, 2 against 30 AI terrorists, can be good fun.

Posted: July 29th, 2006, 18:39
by deject
yes, NOLF 2 should be the first thing you get. Not only is it easily one of the bbest games ever, the co-op is huge fun. Also, SeriousSam: The Second Encounter is great fun in co-op, just be sure to turn on unlimited ammo.

Posted: July 29th, 2006, 18:54
by Duke of Ted
Halo 1 and 2 are great fun on coop

Posted: July 31st, 2006, 8:24
by Woo Elephant Yeah
Ghost Recon is great fun co-op.

Really enjoyed playing it with Goatpod, but alas he has disapeared :cry:

Posted: July 31st, 2006, 16:54
by Gunslinger42
I've had great fun with Serious Sam co-op and Sven Co-Op for HL1 (though I think it's just a bunch of made up levels rather than the actual HL1 single player). I want Sven Co-Op 2 :(

Posted: July 31st, 2006, 17:14
by cashy
Gunslinger42 wrote:I want Sven Co-Op 2 :(
no. no you dont. are are a few attempts at this, but the fisiks element of the game makes it a lag fest

Posted: July 31st, 2006, 18:23
by Roman Totale
cashy wrote:
are are a few attempts at this
Do you have Pirate Tourettes?

Posted: July 31st, 2006, 18:35
by spoodie
cashy wrote:no. no you dont. are are a few attempts at this, but the fisiks element of the game makes it a lag fest
Why do other multiplayer games work then, what's different about Sven? I either want a good excuse or I want Sven Coop 2, get cracking!

Posted: July 31st, 2006, 21:08
by cashy
spoodie wrote: Why do other multiplayer games work then, what's different about Sven? I either want a good excuse or I want Sven Coop 2, get cracking!
as instead of 15 people in a server with 15 ragdoll effects, its 15 people in a server shooting at 50 headcrabs each with their own effects. can get a bit messy.

YARRRRRRRRR :ahoy:

Posted: July 31st, 2006, 21:18
by FatherJack

Posted: July 31st, 2006, 21:36
by spoodie
cashy wrote:as instead of 15 people in a server with 15 ragdoll effects, its 15 people in a server shooting at 50 headcrabs each with their own effects. can get a bit messy.

YARRRRRRRRR :ahoy:
Oh I see. Sounds like a good excuse for a physics card, if they drop the price to around £50 then it would definately be a viable option.

Posted: July 31st, 2006, 21:51
by Dr. kitteny berk
spoodie wrote: Oh I see. Sounds like a good excuse for a physics card, if they drop the price to around £50 then it would definately be a viable option.
I suspect they may be failing to mention multiplayer much with the physics cards - I have a feeling the physics data would need checking for validity by the server (in the same way it checks if a bullet hits or not)

However, that would start pushing a *lot* of bandwidth about, not to mention potentially the need for the server to have a physics card (the more complex the physics is, the more calculation is needed and given servers need all the cpu torque they can get already - more complex physics can only make things worse.

Currently games get around this the easy way - CS:S for example has all the little objects client side, apart from a flag to say if it's been shot - the pieces will scatter differently for everyone.

However, bigger things like barrels have big bounding boxes because all the data of their movement gets transfered and checked by the server - Which is bandwidth and CPU intensive, which is bad.


In short - physics processing will only be useful for client side content - details (like making water look pretty) rather than interactable content.

Posted: July 31st, 2006, 22:06
by Dr. kitteny berk
And yes, i'm fully aware interactable is well and truly *NOT* a word. but it pisses people off :)

Posted: July 31st, 2006, 22:42
by deject
Dr. kitteny berk wrote:And yes, i'm fully aware interactable is well and truly *NOT* a word. but it pisses people off :)
:dalek: DISCOMBOBULATE!!! :dalek:
:dalek: DISCOMBOBULATE!!! :dalek:
:dalek: DISCOMBOBULATE!!! :dalek:

Posted: July 31st, 2006, 23:41
by Gunslinger42
Since the stuff in CS:S breaks apart differently for everyone due to it being clientside, does that mean the ragdolls are the same? I'd hate to think that when I'm teabagging someones face it looks more like I'm teabagging their foot on someone else's screen :(