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December 14th "What We Are Up To"

December 14th "What We Are Up To"

  • Realism Mode: No unlocks/upgrades

    Votes: 116 10.8%
  • Realism Mode: More changes to game play in this mode (sway/speed/fatigue, ie: More realistic)

    Votes: 511 47.6%
  • UI: Improved Commander system (removing arty targets from map, more )

    Votes: 8 0.7%
  • UI: Improved notifications (pop up vote system, visual/audio feedback of votes, more)

    Votes: 9 0.8%
  • General: Enhanced Game play (work on spawn systems/protection/game modes)

    Votes: 95 8.8%
  • Missed launch functionality: Coop

    Votes: 35 3.3%
  • Missed launch functionality: Online Campaign

    Votes: 52 4.8%
  • Missed launch functionality: Additional Clan/Server/Client Functionality

    Votes: 27 2.5%
  • Changed/Improved Features: Bleeding, bandaging

    Votes: 33 3.1%
  • Changed/Improved Features: Limb Deactivation on Damage

    Votes: 50 4.7%
  • Changed/Improved Features: Improved squad system (interface, functionality)

    Votes: 83 7.7%
  • Tanks: Reduced max tank limit (Improved tank stability/functionality and additional map content)

    Votes: 55 5.1%

  • Total voters
    1,074

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
    14,495
    1
    4,490
    East Coast
    Merry almost Christmas/Hanukkah/Festivus everyone!

    This will be the last communication from Tripwire before the new year, with some of the staff already on their way to spend time with friends and family for the holidays. But before everybody headed out we wanted to let you know how things were progressing with RO 2 as well as ask for some community input.

    As you can tell by last week's patch, we continue to focus our efforts on performance and we have received good feedback and results from those efforts. Our work in this area isn't done yet and we continue to make progress every week. Lately we have been working with Even Balance to address reported issues with Punk Buster enabled servers.

    But the other big thing we see and are currently working towards is "What will RO 2 be like in 2012?" I'm here to partially answer that question and request community feedback as well. If we make it past doomsday (fingers crossed here people, Eric Cartman has been wrong before) we have much in store for RO 2 in 2012. New Maps: we are working on 4 to 5 of them, prototyping at the moment, not all of them will make the cut. New Weapons: several in production, including one of the most widely requested we've seen. New Vehicles: you already know about these but I'll have more media postings on them as we start next year.

    As we continue our work on performance we have also shifted towards more bug fixes and gameplay changes. As we have stated before, we prioritize what bugs to hit first based on what the community is reporting to us. We will be spending more time in this area as performance is shaping up.

    We are taking a similar approach with gameplay changes. However, please keep in mind we may not agree with the loudest-voiced opinions here and that the changes will take time as we try them out and test them. Below is a list of some things we are looking at. We would like the community's opinion on what you feel is the most important. The following is a list of some, but not all, things we have gathered from the community and we feel they represent the top-requested items/changes.

    Thank you for your input and happy holidays!