Volg de onderstaande video om te zien hoe je onze site als web-app op je startscherm installeert.
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chomo zei:Gvd seg die maintenance begint nu wel lang te duren. Al 40mins langer dan voorzien dacht ik...
Edit: Servers up <3
ah en de postbode is net geweest met GTA episodes from liberty city![]()
Feonores zei:Srry toestand ik geraakte er nimeer. Hopelijk morgen want ander is het pas tegen het weekend. greetz Feo

chomo zei:Kan er iemand mij het systeem van die contracts is uitleggen aub. want kben echt wel gedegouteerd aant geraken van MAG vandaag, elke f*cking game vs Sver en elke f*ckin keer attacking... Kheb vandaag nog geen enkel spel gewonnen en tzijn bijna elke keer Major Losses... Begin het echt grondig beu te worden tbh, Valor suckt echt verschrikkelijk.

KoOkiE zei:nie zo moeilijk, bij winst verdient die pmc een aantal punten, is het een major victory krijgen ze nog meer dan bij minor victory.
als je de game mode selecteert zie je die gekleurde balken die weergeven hoeveel punten iedere pmc gekregen heeft. de tellers hebben een maximum, de pmc die het eerst het maximum heeft krijgt 2 contracten in die game mode, de tweede pmc krijgt er 1tje. en dan wordt de teller gereset en begint alles van voor af aan.
KoOkiE zei:khebt lijk uitgelegd een paar posts boven de uwe
kheb gisteren trouwens die nieuwe patch getest en kmoet zeggen vinnet heerlijk, met mijn AR de éne na de andere LMG gepownd, nie per sé omda het wapen beter was maar omda de kogels weer gaan waar je ze naartoe mikt. skills worden blijkbaar weer beloond! yay!
en nu maar wachten tot ze es de layout van die SVER maps wa aanpassen zodat het allemaal wat gebalanceerder wordt op dat vlak ook. Trouwens de acquisition map van raven daar ister ook wel werk aan lol.
KoOkiE zei:pmc is gewoon een afkorting voor private militairy contractor. in principe is dit de "kant" die je kiest in het spel. je kan ze net zo goed de "faction" noemen.
de contracten geven je pmc een voordeel in een specifieke spelmodus. als je bij het deployment scherm een spelmodus selecteert zie je de drie symbolen van de pmc's en een aantal vierkante emblemen ernaast. dit zijn de contracten die die pmc op dit moment in handen heeft. om een overzicht te zien van de voordelen kan je op vierkantje duwen en krijg je een scherm met daarop de spelmodi en welke contracten jouw pmc heeft in elke modus - alsook een uitleg van het voordeel dat dat specifieke contract biedt.
bij sabotage krijgt je pmc per contract 5% extra XP voor de spelers die in die spelmodus spelen.
bij acquisition krijgt de squadleader en platoonleader 5% extra leadership points per contract.
bij domination vermindert de cooldown voor tactical assets per contract. maw je kan sneller artillery hergebruiken of een airstrike vragen etc.
+1
Mag forum collection topic zei:What Zipper Is Currently Working On:
zpr_DunhamSmash wrote:
We read these forums. We read 'em all the time!
And let me assure you that we do know what the majority of players want and what they do and what the super hardcore want and what they do. There's more to understanding what people want and how they play than the forums alone (we have a ton of data that tells us things about player habits, etc, for example), so take heed in noting that we don't rely on the forums alone to help us shape our decisions. It's a contributing factor of many, not a single factor. We also have large, long-lead plans for the game that don't end this month, or next month -- we're in it for the long haul. I think you'll see that over the next several weeks/ months.
A couple of things.
* Clan support will be seeing upgrades as time goes on -- I can't give you exact details just yet; but we are improving this. Probably more so than most would think.
* SOCOM 4 and MAG have different teams within Zipper. While there is some overlap, we have a team dedicated to S4 and a team dedicated to MAG.
* DLC, Patches, plenty of other stuff is still in the pipeline -- and a lot of it at that
The game is just barely two months old -- we'd like people to keep playing long after that. Seriously, our support isn't going anywhere.
zpr_DunhamSmash wrote:
Patches v1.05 is approaching, and that will be in the blog once it makes it through QA, and then we'll have some updates after that regarding 1.06 (or whatever we call it) which will be quite a significant update
zpr_DunhamSmash wrote:
Thanks! We'll likely have news on our next DLC pack later today.
Edit: Scratch that -- may be later in the week now. Doh!
Developer Responses on PS forums:
People have asked about a "Lobby Type System", and about the queuing aspect of the game.
Reverend_Eyeball wrote:
A couple things to remember - one is in the final game there will be four game types running. If you're getting itchy trigger fingers waiting for a Domination game to ramp up you can always browse through the other game types and pick one with a higher turnover (smaller maps will cycle faster).
A lobby system was considered but the way the matchmaking engine works is to look for the two most "full" PMCs waiting for a game and when they've reached the starting threshold, it launches the game. This way if SVER has fewer players, Raven and Valor will go first then SVER will be matched with the next most populated team and so on. The MAG team designed the system to make sure the PMCs were all rolling into games evenly. It results in little bit of a wait but keeps more people happy in the long run.
Now, if there was a lobby system, you'd need to pick which factions it was going to pair up, either as a server function or by the majority of the players. You could see then how easy it would be to lock out a PMC with fewer players, intentionally or unintentionally.
People have constantly asked about female skins for in game characters.
Reverend_Eyeball wrote:
Actually, we're well aware how many female players are out there, and how many military forces - including SpecOps - are beginning to include female soldiers. Zipper has a pretty strong history of allowing playable female characters in MP, and Fireteam Bravo 2 has female characters on both the Seals and Mercenary teams, including custom gear and voices. So we've got a decent track record already in that area I think.
The issue for MAG is this: current generation games look better. We can't just stick a female character model in the game with male animations where we might have been able to get away with it on the PSP or PS2. It'll look _really_ weird on the PS3. Likewise, we can't apply male face textures to female models either - that would look... well, terrible. In order to make really great characters in MAG (as well as all the First Person hands and weapons) we had to make them male only. We simply don't have the space on disc or in memory to hit our quality level and support male and female versions of all the animations, models, textures, customization gear etc. Not saying that somewhere down the road this may not change, but for now - yeah, MAG will only support male characters. Apologies, Connoisseur and crew but hopefully you can see the reasoning.
Not that I think this has deterred many women from playing MAG... I'm pretty sure I've been brutally gunned down more than a few in the past few days alone.
People everywhere keep asking about the ghille suit. Will it be in MAG?
zpr_DunhamSmash wrote
Nope.
Will there be a split screen option?
zpr_DunhamSmash wrote:
Nope, the focus is online multiplayer -- no splitscreen.
Easy question, easy answer!
Developer response on clan support in MAG.
zpr_DunhamSmash wrote:
Thanks for the suggestions, but to address one thing -- making clans 256 players big as has been suggested may be great for the one clan, but would be disastrous for anyone who plays with or against them. Giving that many people control of one game would prove counter-productive. Could you imagine joining a game where 120+ members are in the same clan? The likelihood of being vote-kicked or flat-out intimidated out of the match would be incredibly high if you were solo or if you were a n00b. Clans are here for unity, bragging rights, camaraderie, etc, but making them too big would really hurt the gameplay experience for non-clan players. We want the game balanced enough to include both types of mentalities.
Will MAG be bundled with a microphone?
zpr_DunhamSmash wrote:
One thing you guys have to keep in mind, we just make the game; we don't package, distribute or market it. Ultimately, what does or doesn't come in the package isn't decided by us.
That said, I wouldn't be surprised if you see a lot of retailer soft bundles out there; you know, retailers adding headsets themselves at a discounted rate/ store-only bundle offers ($5 off, $10 off, etc)
How do the servers work?
zpr_DunhamSmash wrote:
We have foreign servers already.
The way it works, is that whatever region the majority of the players in your game are from is what server your game is ultimately hosted on. So, if your game is 30% Japanese, 20% European, and 50% North American, then you'll play on the NA servers. If your game is 55% UK and 45% North American, then you'll play on the UK Servers, etc.
Over time we'll have even smarter server matching, but so far, our current system is working pretty well -- and as we continue to add servers and optimize them based on real-world results, even the foreign servers will perform better for you as well.
MizzSmartyPants wrote:
We do have servers in Australia. And I have seen games on them. The way the server selection process currently works is that we put the game on the server in the region that has the most number of players in the game. Unfortunately for you, I believe your peak play time coincides with Japan and they outnumber the Aussies by quite a bit.
Now, with that being said, we are constantly trying to improve our matchmaking system. Server location optimization and player assignment is an area we have a lot of improvements planned and some even started. I would love to be able to give you a timeline on when you will start to see more localized games, but it's hard to estimate how long the improvements will take to implement, test and then to finally patch out. I would have loved to had these enhancements in for launch, but a lot of other issues (server stability, disconnects, etc.) simply stole our time away from us.
I know "we're working on it" with no definite timeline kinda sucks, but that's the only thing I can give you at this time.
~msp
What is Zipper currently working on?
zpr_DunhamSmash wrote:
Thanks, on behalf of everyone here.
And for those of you that are disappointed in 1.03, it's not the end of the world. We're working on 1.04 now, and DLC, and we're making map changes to fix balance issues, and there's a ton of other stuff I can't even talk about yet.
Our approach to this game isn't a 1-2 month release, followed by us moving on. It's a game that's meant to expand and change as time wears on -- the "ever-changing global war" line isn't just a catch phrase, it's our philosophy here.
You really have no idea how many plans and things we have in store for you guys.
Anyhow, thanks for both the positive and negative feedback, all is helpfu.
What is being done about lag switching?
zpr_DunhamSmash wrote:
We find and ban lag switchers.
If you suspect one, send me or any other Zipper employee their name with an exact time, date and game in which they're in, and we'll watch the game reply to find out.
Also, we have a patch that should help with lag switch users quite a bit in the near future.
Are there plans to change the Shadow War?
zpr_DunhamSmash wrote:
We're looking at making some possible modifications to it, but nothing's definite yet.
Are there going to be any perks for Vetting beyond the 10% XP bonus?
zpr_DunhamSmash wrote:
Yeah, it has been tossed around -- but nothing official yet.
Response on PMC Balancing.
zpr_DunhamSmash wrote:
In truth, no PMC will every be truly 100% balanced with one another because of the human element. Even if every PMC had exactly the same stats on every weapon and played exactly the same maps at identical ratios, the fact that players of a higher skill may end up in greater numbers on another faction tips it.
The trick is to make sure that everyone has even footing by which to showcase their skill and it's one of the aspects we're continiuously working on over time as we introduce new elements and players get better/ find new tactics/ etc.
What Happened To The Beta Gear?
zpr_DunhamSmash wrote:
A number of beta items that you could customize your character with were placeholder -- used to test for memory issues, future DLC, etc.
It's one of the reasons betas always have the "not reflective of final game" text in it -- because anything can be removed or added at a moments notice between beta and final.
Why can you not access DLC with a disc from a different region?
zpr_DunhamSmash wrote:
All PSN entitlements and how they work are based on Sony's PlayStation Store rules and regulations -- you should call Sony customer support and see if they can help you.
MizzSmartyPants wrote:
Hi everyone!
I just wanted to let you know that we definitely hear you on this issue. We are actively investigating a few different options to fix the problems you've been having with accessing DLC content. I can't guarantee everyone will be 100% happy with the results (especially those of you who live somewhere without PSN store access) but I'm happy to tell you that we are working hard on a solution!
~msp
What is happening with the high ribbon/medal conditions?
zpr_DunhamSmash wrote:
We're modifying the ribbon and medal requirements in the future to be more balanced -- I can't give you an exact date as to when that is yet, but it will happen. Just a head's up.
What Is Being Done About Team Killing.
zpr_DunhamSmash wrote:
We actually have a pretty good solution for team kills coming up in a future patch. Stay tuned.
The "Gun god" speaks and you listen:
RudiKazootie wrote:
Working on it guys! While I'm against nerfing, I AM for balancing where balancing is called for.
For instance, right now I play as Raven w/ SMG's and shotguns unlocked. I've already worked out how I'm going to improve their feel and performance without nerfing other things. More damage up close and less far away, as well as dialing back some the random spray for SMG's are on the list for these.
I've also played a bit with LMG's and I'll be adjusting their behavior a bit, too. No, I'm not so much going to nerf them, but balance them out a little bit so they're not the obvious choice for all circumstances.
The goal is to make every weapon feel great and excel in its own specific role. Once that's properly achieved, it comes down to play style of individual players on which weapon they take, rather than finding the "best MAG weapon."
Keep up the feedback guys! We've got a bunch of Zippers here working long hours to fix and improve just about every aspect of the game. Zipper and Sony are VERY dedicated to this project and we've got lots of big plans for it in the future - not just new features, but improving all the existing stuff.
-RK
RudiKazootie wrote:
Again, we read all the input, look at all the data, and make decisions. Buck stops here.
As for MW2 and BF:BC2, I actually like playing the first, am eagerly waiting to play the second, and feel the neither has (or will have) the unique gameplay that MAG offers. They all play differently and as a gamer myself (even before I'm a dev) this is a good thing. We've made MAG with a certain game style that we think is great, but we can recognize good games with different styles, too.
More power to them - MAG will be a bright enough star to let others shine, too.
Net bezig of ik werd al geknifed
Om dan hen nog horen te zeggen Teamleader you suck! bon, ik mij teamleader "weggedaan" en rustig verder kunnen spelen. DACHT IK! Beetje later zie ik da 1 van die 2 teamleader opeens was
Maar ze bleven knifen, waardoor heel het team tegen hen keerde en hen rustig afgeschoot 

KoOkiE zei:nieuwe dlc komt op 29 april, is gratis en bevat een nieuw type light armor en enkele special edition sniper rifles
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