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SOCOM 3 U.S. Navy SEALs

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SOCOM 3: U.S. Navy SEALs
Developer(s)Zipper Interactive
Publisher(s)Sony Computer Entertainment
Platform(s)PlayStation 2
ReleaseOctober 11, 2005
Genre(s)Third-person shooter
Mode(s)Single player, multiplayer

SOCOM 3: U.S. Navy SEALs, released on October 11, 2005 for the PlayStation 2 gaming console, is the sequel to the prior games SOCOM and SOCOM II. IGN called it "the best online PlayStation 2 game yet" in their review[1], but the game has lots of changes over the two previous titles. While some players of the previous games have expressed their disapproval, SOCOM 3 has attracted over forty thousand simultaneous players.[2]

New and changed features

Online account verification

Zipper Interactive decided to require SOCOM 3 players to verify their identities by using a credit card. If the players do not verify themselves, they will neither be granted ranks, nor allowed to join friends' lists, ranked games or even clans. It was a controversial decision; many players have responded with ire on the game's official message boards, and several have formed online petitions to protest the change.

The SOCOM blog,set up by Sony Playstation to give players a look at the making of the game [3], stated that this was meant to keep SOCOM cheaters away from the game[4], but it has not stopped cheaters. The cheaters can also use credit cards to log on and freely exploit game glitches, since no one monitors matches, and there is no way that players can tell Zipper about anyone who has been cheating or glitching. As of January 2006, Zipper has not yet banned anyone for cheating or glitching, so the verification is seen as a pointless annoyance in the eyes of the SOCOM community.

Ranking system

The SOCOM 3 ranking system uses many more naval ranks then previously, including most of the enlisted and officer naval ranks. The requirements for attaining higher rank when you start as an enlisted Seaman is different from the system used by the officers. Advancement in the enlisted ranks is attained by playing in full games, regardless of the outcome.[5]

Enlisted Ranks[4]
Rank Number of games played
Seaman Recruit 0-4
Seaman Apprentice 5-14
Seaman 15-24
Petty Officer Third Class 25-39
Petty Officer Second Class 40-54
Petty Officer First Class 55-74
Chief Petty Officer 75-100

After completing 75 games and having 50 wins, the player is moved to the officer rankings, where rank is determined by the player's place in the game ladder. For example, the lowest rank of Ensign is assigned to the lowest 19%.[4]

Officer Ranks[4]
Grades Rank Distance from top of Officer Ladder
Junior Grades Ensign 81-100%
Lieutenant Junior Grade 66-80%
Lieutenant 51-65%
Mid Grades Lieutenant Commander 41-50%
Commander 31-40%
Captain 21-30%
Flag Grades Rear Admiral Lower Half 11-20%
Rear Admiral Upper Half 6-10%
Vice Admiral 2-5%
Admiral 0-1%
Fleet Admiral Top 10 players

However, the ranking system has encountered a few problems.

"Ranking Up"

Some players use a method of "ranking up" in which they play games of 3-minute rounds, with 3 rounds per game. This helps them play and win complete games faster, and achieve officer ranks quickly.

"Hyper Rank Up"

It is possible to Rank Up at a much faster rate where games are one round and one minute.

Unfortunately, once they reach the officer ranks, their rating (calculated based on their full-game wins vs. losses, kills vs. deaths, objectives achieved in games, and other statistics) determines their place on the ladder. Players who play short games to "rank up" thus end up with low ratings, and low ranks like Ensign. Those who play full 11-round games instead, or play against many opponents, get additional rating points and higher rankings.

Bugs

As of November 2005, some unfixed bugs are still left in the game:

Vehicles
  • A player killed by gunfire will be considered "killed" again if they are run over by a vehicle before their dying animation is complete.
Ranking system
  • Some players' stats are unrecorded for various reasons.
Boundary Exploitation
  • It is possible to get to certain locations outside the "edge" of the map. This may be done by drifting the vehicle towards the location you wish to get to, in addition to other means.
  • Players are able to go inside boxes, and similar objects that have no obvious entrance.
  • Through a glitch, players are able walk in the sky above other players. These "skywalkers" are very tough to hit from the ground.
Sounds
  • Single shots are played sounding like multiple shots. (This doesn't occur when using the single-shot firemode.)
  • If a door is opened on one part of a map, all players can hear its sound, regardless of their location.
Control
Player Outfits
  • A Seal may have the weapons and outfits of a Terrorist, or vice-versa. This glitch may be either achieved intentionally or unintentionally, but some players have learned to explot this.
Spectator Players
  • As of late January, players have managed to access the armory as a Spectator. When they enter the game they cannot be seen, nor killed by gunfire. They can move around undetected and kill anyone they wish. Only explosives can kill them. The spectator is not listed on either team's roster but still recieves kills, deaths, wins and losses as a normal player. This is a brand new form of "Rank Up".
On December 22, 2005 Zipper Interactive released its first patch, the changes made to the game are listed below
Note: This is copied from http://socomblog.typepad.com/
  • Resolved a hardware compatibility issue that was causing disconnects.
  • Resolved an issue with "slow" DHCP servers that prevented some players from obtaining an IP Address before timing out.
  • Resolved several issues where the player would be stuck with default weapons and equipment in game instead of the weapons and equipment they selected. (Side note: This glitch was commonly called the "Gun Glitch" by players.)
  • Resolved the Clan Challenge issue where the wrong team would receive a forfeit when the other team does not show for the match.
  • Updated libraries to resolve some of the voice chat issues. Some voice chat issues still remain and will be addressed in a future update.
  • Resolved several stability issues with ranked and clan games.
  • You now get credit for kills when you blow up a vehicle and the explosion kills other players.
  • Resolved an issues with ladder ownership that was causing ladders to not be climbable.
  • Resolved an issue where a late joining player would be seen as alive by some players.
  • Resolved an issue where the round timer was incorrect in extraction games.
  • Resolved an issue where the M1025 would be damaged by its own turrets.
  • Resolved an issue where the secondary DNS server would not be used when accessing the SOCOM Community pages.
  • Resolved an issue where players were able to walk in mid-air.
  • Resolved an issue where, under certain circumstances, players would be given an incorrect load out.
  • Resolved an issue where players were able to run and shoot while equipped with the RPG or LAW (though the RPG/LAW does not appear to be equipped to other players).
  • Resolved an issue where players were able to fire their primary weapon while the RPG/LAW was equipped.
  • Resolved an issue where players are able to create a 1 round ranked game.

References

Forums

Checklist/Wishlist]

Official sites