i personally feel that aim zoom should be implemented into ROOST, as it will be in HoS because there are so many legitimate reasons for it and it wouldn't be to hard to implement.
1. I highly doubt RO OST will get any updates which changes the game mechanics.
2. There is no legitimate reason for it. If you focus something it doesn
1. I highly doubt RO OST will get any updates which changes the game mechanics.
2. There is no legitimate reason for it. If you focus something it doesn
ya? well in real life EVERYTHING isn't magically twice as small as it should be at 100 meters out, aim zoom is a element that is realistic. Aim zoom is implemented in realistic games MUCH more often than ones purely based around game play, ARMA has aim zoom for example whereas not one game in the CoD series has aim zoom. There is no way to say that things are not twice as small as they should be in every first person shooter, the way to remedy this is to add aim zoom. that IS a legitimate reason for it and its the one i listed above, i know that tripwire wont sacrifice realism ( taking aim zoom out ) just so i few people can get more immersion out of a game. But i digress, I would really like to see aim zoom implemented in ROOST for these reasons, if tripwire deems the amount of time and effort that would have to be put into a patch adding that unworthy for updating a game that they are making the sequel to, that is their decision i just would really like to have more enjoyment out of red orchestra while i wait for the sequel.
Of course it isnya? well in real life EVERYTHING isn't magically twice as small as it should be at 100 meters out, aim zoom is a element that is realistic.
What exactly do you 'need' cited?I would need citation on this article.
Your perception of a lack of some kind of 'problems' is not the point or center of discussion. The point is you can not even see a player to engage him, at all, at a fraction of the distance you could in the real world. You may enjoy RO's pistol ammunition range game-play, but it's not even on the map with regard to realistic fire maneuver tactics prevailing (or even being possible), in fact RO is less realistic in many regards then Unreal Tournament, or Quake III Arena with respect to ranged combat tactics.I obviously don't have this "functionality" problem because during the course of play, you do realize that enemies will be approaching from a certain direction and very rarely find a friendly solider on that opposite end. Even if so, I can usually tell it's friendly because they would be facing the other direction either aiming or firing. It took me some time in the beginning to differentiate the germans from the soviets, but I think I can distinguish them fairly well even from a distance from the hue of the uniform. I run at 1280x1024 resolution and I rarely have any problem with this.
'This Author' has played RO since it was a Mod in early alpha, 'this Author' was on the RO mod team, 'this Author' is confident that his conservative statistics repore an experience that fairly representative RO's game-play.The friendly fire rate that was recorded by this author cannot be weighed heavily, since it was over a short-term (3 hours) and unspecified as to which server or the level of experience of the players.
Then know my 'origin' and my work on combat simulators...All too often, critics are too eager to put down Red Orchestra without giving it a fair chance, so I wouldn't take 1 personal editorial to be the end all of discussion, especially backed by testimonials from gamers of unknown origin.
Your appreciation must be rather superficial, as it's not a matter of 'difficulty', but impossibility -- you can not even see a player at a fraction of the distance you would engage him in the real world -- period.I appreciate the argument that enemies are more difficult to pick out in a game than they would be at the equivelent distance in RL.
The discussion is not about your difficulty in hitting targets...However that said I have never had a noticable problem hitting targets with IS in RO compared to any other game.
A far more likely and credible explination for your ease in making shots is the fact that the vast majority of the engagements in RO are well inside pistol ammunition range if not point-blank contacts.Phaps this is because the lack of IS zoom advantage is mitigated by an inherent trueness of shot combined with the more realistic mobility of your targets.
I'm sure your aesthetic preferences will be given intense and due notice by all concerned, but I doubt you have the authority to decide what is 'not gonna happen'... The fact that Aim-Zoom will be a feature of the next version of RO, and that there is still an active Ideas & Suggestions forum clearly suggests the door is open.So in conclusion I would not like to see an aim zoom added to RO ( moot anyway cos it's not gonna happen) and would like to see this only as an option in HoS
I appreciate the argument that enemies are more difficult to pick out in a game than they would be at the equivelent distance in RL.
However that said I have never had a noticable problem hitting targets with IS in RO compared to any other game.
Phaps this is because the lack of IS zoom advantage is mitigated by an inherent trueness of shot combined with the more realistic mobility of your targets.
And when i do miss, it's simply because i've not aligned my shot precisly, as opposed to a reason i can put down to to lack of zoom, indeed i seem to have more misses in the mid ranges where targets are moving relatively quicker.
So in conclusion I would not like to see an aim zoom added to RO ( moot anyway cos it's not gonna happen) and would like to see this only as an option in HoS
fixed
How about an 'OPTION' so that you can play Red Orchestra: Counter-Stirke, the way you like it; and those of us looking for more relistic game-play on LSS maps can have what we had when RO was a Mod...How about no and leave something for the people who don't like it.
What exactly do you 'need' cited?
Then a little work on your English literacy skills and a trip to the library will get you exactly what you 'need'...I need citations of basically everything you've written.
Nope.Well if you were part of the mod team, then you only have your self to blame. You worked the mod, and didn't implement the aim zoom, and I can only assume from that point you left the mod team because of that.
It's not about what I or anyone for that matter 'considers' a fraction of real world vis distance; it's a matter of empirical mathematical fact. At a display resolution of 1280*1024 (the statistical mean of Players on Steam), depending on render settings (which vary widely), you can't see a man-target to ~ 1/5 the distance you could in the real world before he becomes a unidentifiable, pixelated blob. It's not a function of your personal perception, what ever skills you believe you have; it's a limitation of pixelation, period.What do you consider 'fraction' of distance?
Then you must have a display with a horizontal resolution of over 5,000 pixels, or, you don't know how to measure distances in games, and/or your full of s*it as a baby turkey -- considering the nature of your remarks the last two seem a very reasonalbe bet...Because given time and careful observation, I can pick out movement farely far ahead (sniper distance) and it becomes not a matter of impossibility, but rather getting off the aim to hit that target.?
Did you need help figuring that out, or did you do it all on your own?And this isn't real world.
No... YouTube - Samuel Jackson English Mo FoYou are in a given environment to play realistically to that environment, not functionally. Period. That's the whole point of it.
Good gawd, are you really that ignorant and lazy? Visit the Developer Diaries, where the issue is acknowledged and it's clearly stated Aim-Zoom will be a feature in the next iteration of RO, and the reasons why. What's being discussed is not my perception, but a technical fact, and one you clearly don't understand, and aren't willing to make an honest effort to understand...Just becaus you worked on the mod, and have experience on combat simulators or whatnot doesn't mean your theories are end-all-word-of-gold. Just because you can't spot enemies from distance or can't appreciate the lack of functionality of a feature, that does not mean other people can't either.
How old are you?Don't go badgering people for what they appreciate and branding it superficial. If you want real action, play paintball or join the army.
It would help your communication and cognitive skills enormously if you were to discover the use of a dictionary..."Realistic game-play" that in itself is flawed. Game plays are never realistic. Only game setting may emulate that.
Well, in fact some of the maps in RO:OST were designed back when RO was a mod and had Aim-Zoom; moreover most Level Designers work on much higher resolution displays then the statistical mean reported on the Steam Hardware Survey and that most Players use which obviates such an objection.I say no to this into RO Ost because of the maps. They were made with no zoom accounted, save for some maps. Giving aim zoom into normal RO Ost maps is bound to break the gameplay.
Well, in fact some of the maps in RO:OST were designed back when RO was a mod and had Aim-Zoom; moreover most Level Designers work on much higher resolution displays then the statistical mean reported on the Steam Hardware Survey and that most Players use which obviates such an objection.