Some of these might already be fixed, the reason for posting them now. Is that early in development if issues are still there, there is a much bigger chance of seeing them fixed. I wont post possible solutions to issues as for a lot there are a gazillion user suggestions, that can be found through search. For me personally fixes to issues like these are worth more than new features.
Capzones:
People can cap by placing a lot of people on the corner of a capzone, while the opponent is actually in full control of the place beside that tiny corner where everybody is stacked. So by controlling the the toilet with 10 man you control an entire building.
The cap status enemy precense bar is abused by people to find out the second that an enemy walks in the capzone. Even when nobody on the team has seen the enemy yet, everybody knows that he is somewhere on the edge of the capzone and starts throwing blind nades around there.
Even when no teammate is in a capzone that could possibly report the status of a cap. You can still see on the overhead map that the enemy is busy capping something, breaking the ability to secretly attack something stealthy.
(For both overhead map cap status and in capzone capstatus its nice that info that players should share, but often dont, is automatically given to players making it easier especially for newer players to see what is going on and where to go. Although it often tells information to the team that nobody could and should know yet, which removes the ability to use stealth and surprise attacks effectively.)
Weapons:
Weapon pickups are harder than they should be, often weapons are stacked ontop of each other making it hard to pick up exactly what you want. When you pickup a weapon you throw away your weapon in exactly the same direction, so if you mispicked what you wanted you often switch hence and forth between your main weapon and the items on the ground.
Free aim is a great system, although the initial position of the free aim system in RO is not a random place but dead center. So people can simply reset free aim to the original position and use that to hip deadly accurate at long ranges.
If you change stance and back, or switch weapon and do not move your mouse then the weapon will look at exactly the same spot. It allows for a form of popup shooting, and sniping in combination with say a pair of binoculars.
Weapon loadouts, class selection and reinforcements:
Weapon loadouts are sectioned to 32, 44 and 64 players. Especially when servers are not full all weapons for say 64 players are available to the 20 players playing, allowing nearly everybody to have a speciality weapon.
In lesser form the issue happens as well to servers that are run at say 34 and 46 players.
Reinforcements, reinforcements are scaled based on serverslots, and are scaled linear. Making them often too low on low player servers and too high on high player servers or visa versa. As well its purely based upon server slots, while often servers are not completely filled up.
Individual players do not care at all about total reinforcements of a team, and gladly waste lives till the point when the entire pool of reinforcements is empty. Then people suddenly start playing more secure.
Once reinforcements run out there can be an afk player left in spawn, that the enemy cannot get to due to spawnprotection. Resulting in sometimes having to wait for 10 minutes while everybody is dead.
Players with fast computers can always select their weaponry first, while people with a slower loading computer are generally forced to always play with leftover weaponry.
Animations:
First and Third person animations are not always of equal length, making it sometimes seem that someone is still throwing a grenade or reloading when he actually already got his weapon ready to fire. And gives some possibilities for some other exploits.
Loads of actions cannot be interrupted, when a grenade lands next to someone his natural response would be to run away, although if in ro you were doing something like reloading, you could not run away resulting in your death.
General options:
Kickvoting, its quite hard to access the kickvoting menu in the game, especially for newer players. This causes server admins to be forced to put the kickvote amount to levels that can be exploited easily.
Readyup system, in ro the built in ready up system readies up after you selected your weapon, although usually people want to be set to ready after possibly discussing some things over chat (for which knowing which weapons one uses can be crucial). Making it that games can start before plans are discussed, because of this actually all clans use a cummunity made mutator.
Last edited on 11th of January 2010
Capzones:
People can cap by placing a lot of people on the corner of a capzone, while the opponent is actually in full control of the place beside that tiny corner where everybody is stacked. So by controlling the the toilet with 10 man you control an entire building.
The cap status enemy precense bar is abused by people to find out the second that an enemy walks in the capzone. Even when nobody on the team has seen the enemy yet, everybody knows that he is somewhere on the edge of the capzone and starts throwing blind nades around there.
Even when no teammate is in a capzone that could possibly report the status of a cap. You can still see on the overhead map that the enemy is busy capping something, breaking the ability to secretly attack something stealthy.
(For both overhead map cap status and in capzone capstatus its nice that info that players should share, but often dont, is automatically given to players making it easier especially for newer players to see what is going on and where to go. Although it often tells information to the team that nobody could and should know yet, which removes the ability to use stealth and surprise attacks effectively.)
Weapons:
Weapon pickups are harder than they should be, often weapons are stacked ontop of each other making it hard to pick up exactly what you want. When you pickup a weapon you throw away your weapon in exactly the same direction, so if you mispicked what you wanted you often switch hence and forth between your main weapon and the items on the ground.
Free aim is a great system, although the initial position of the free aim system in RO is not a random place but dead center. So people can simply reset free aim to the original position and use that to hip deadly accurate at long ranges.
If you change stance and back, or switch weapon and do not move your mouse then the weapon will look at exactly the same spot. It allows for a form of popup shooting, and sniping in combination with say a pair of binoculars.
Weapon loadouts, class selection and reinforcements:
Weapon loadouts are sectioned to 32, 44 and 64 players. Especially when servers are not full all weapons for say 64 players are available to the 20 players playing, allowing nearly everybody to have a speciality weapon.
In lesser form the issue happens as well to servers that are run at say 34 and 46 players.
Reinforcements, reinforcements are scaled based on serverslots, and are scaled linear. Making them often too low on low player servers and too high on high player servers or visa versa. As well its purely based upon server slots, while often servers are not completely filled up.
Individual players do not care at all about total reinforcements of a team, and gladly waste lives till the point when the entire pool of reinforcements is empty. Then people suddenly start playing more secure.
Once reinforcements run out there can be an afk player left in spawn, that the enemy cannot get to due to spawnprotection. Resulting in sometimes having to wait for 10 minutes while everybody is dead.
Players with fast computers can always select their weaponry first, while people with a slower loading computer are generally forced to always play with leftover weaponry.
Animations:
First and Third person animations are not always of equal length, making it sometimes seem that someone is still throwing a grenade or reloading when he actually already got his weapon ready to fire. And gives some possibilities for some other exploits.
Loads of actions cannot be interrupted, when a grenade lands next to someone his natural response would be to run away, although if in ro you were doing something like reloading, you could not run away resulting in your death.
General options:
Kickvoting, its quite hard to access the kickvoting menu in the game, especially for newer players. This causes server admins to be forced to put the kickvote amount to levels that can be exploited easily.
Readyup system, in ro the built in ready up system readies up after you selected your weapon, although usually people want to be set to ready after possibly discussing some things over chat (for which knowing which weapons one uses can be crucial). Making it that games can start before plans are discussed, because of this actually all clans use a cummunity made mutator.
Last edited on 11th of January 2010
Last edited: