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View Poll Results: Do you want the addition of an official Authentic Mode? Tripwire willing.
Yes 97 68.31%
No 31 21.83%
I don't care 14 9.86%
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  #761  
Old 08-28-2012, 10:35 AM
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Originally Posted by ross View Post
Obviously I can't speak for all modders, but several of those I do know have given up all hope on this game and would rather work on something else where they don't feel as though the game itself is out to sabotage all attempts to improve it.

I asked a good friend if he'd be willing to pitch in on an idea I had and was straight up told, in much harsher language than I can get away with posting here, that he wanted nothing to do with RO2 and I was wasting my time even entertaining the thought of improving anything.
I know EXACTLY what you mean, same thing happens when the RO Vets I know saw I was making a map and the sound mod it's like "why do you even try to improve the game" considering RO1 is my favourite game of all time it's the least I could do you know. Shame I know nothing about Unreal Script or making a mutator or I would of tried at this already.

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Originally Posted by Sarkis. View Post
Two people attempted to make the colored chat. They were unable because it was hardcoded. But I think that is soon to come.
Yeah I have a feeling it will come soon in a patch, no reason it wouldn't
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  #762  
Old 08-29-2012, 09:06 AM
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Quote:
Originally Posted by ross View Post
Obviously I can't speak for all modders, but several of those I do know have given up all hope on this game and would rather work on something else where they don't feel as though the game itself is out to sabotage all attempts to improve it.

I asked a good friend if he'd be willing to pitch in on an idea I had and was straight up told, in much harsher language than I can get away with posting here, that he wanted nothing to do with RO2 and I was wasting my time even entertaining the thought of improving anything.
So no one is willing to help you guys out with a mod to test your list?

As a mod you could put all your theories into practice and prove there viabillity and popularity.
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Last edited by ButchCassidy; 08-29-2012 at 09:08 AM.
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  #763  
Old 08-29-2012, 09:42 AM
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Considering I only know a very limited number of modders, I would hardly equate them not seeing any hope for the game to 'nobody' wanting to do it.
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  #764  
Old 08-29-2012, 09:46 AM
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Maybe you should invest some time in getting a modder involved.
I'm sure there are others who could offer you a hand.
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Last edited by ButchCassidy; 08-29-2012 at 09:48 AM.
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  #765  
Old 08-29-2012, 10:57 AM
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Quote:
Originally Posted by ross View Post
Obviously I can't speak for all modders, but several of those I do know have given up all hope on this game and would rather work on something else where they don't feel as though the game itself is out to sabotage all attempts to improve it.

I asked a good friend if he'd be willing to pitch in on an idea I had and was straight up told, in much harsher language than I can get away with posting here, that he wanted nothing to do with RO2 and I was wasting my time even entertaining the thought of improving anything.
Yes. If the game itself is developed in one way, and the modders have to work the other way in order to improve it, then it all becomes very counterproductive and uninspiring to keep on going because then you're fixing rather than adding.
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  #766  
Old 08-29-2012, 12:48 PM
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well, i'm not very good with coding, but if someone makes a "per server stats" mut for ro2, it will make things easier to extend weapons without having to figure out how they are called from ropawn perks.
that and having to fight the whitelist sure makes things unnappealing to modders/
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  #767  
Old 08-30-2012, 05:46 AM
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Another suggestion;

Currently spawning is ridiculous, if you die and get put into the spawn list, no matter how little time is on that spawn list, you will spawn.

I.e. you die whilst spawn timer is at 2 seconds, you will spawn in 2 seconds after dieng.

This means that the death had little meaning and encourages people to just sprint straight into the fight again rather than taking it slow and tactical.


I propose a system where any death that allows a player to spawn under 7 seconds, gets put into the next spawn list. Meaning they will have to wait the default duration + 7 seconds. This will discourage people from running and gunning.
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  #768  
Old 08-30-2012, 06:00 AM
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Quote:
Originally Posted by MrHello View Post
I propose a system where any death that allows a player to spawn under 7 seconds, gets put into the next spawn list. Meaning they will have to wait the default duration + 7 seconds. This will discourage people from running and gunning.
Nice suggestion! I like that.
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  #769  
Old 08-30-2012, 06:54 AM
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I don't remember which game it was that used this kind of feature but I think it was Delta Force: Black Hawk down using it on certain multiplayer servers. From what I remember it worked similar to this:

Directly when you re-spawned or spawned an invisible timer started counting down from about 4 minutes. If you manage to stay alive for 4 minutes or longer your next spawntime would be 30 sec. But if you died before these 4 minutes had elapsed the remaining time would be added to your next spawntime.

Example: Let's say you spawn and then die after just one 2 minutes. Then there is 2 minutes remaining of the total 4 minutes. Plus the initial spawntime on 30 seconds. This means that if you die after just 2 minutes your spawntime would be 2 minutes + 30 sec. If you would die 3 minutes after spawn your spawntime would be 1 minute + 30 seconds. And of course if you die after 4 minutes or more your spawntime would only be 30 seconds. The direct result of such a system however is that if you pay attention, use tactics, hold a slower pace, and stay with your team, you will be awarded. But if you're acting careless running around like a headless chicken, trying to go rambo and lonewolf, you will be punished immediately.

In my opinion this system was very good. One may think that you'll end up looking at the spawntimer all day but that was not how it was. Because if you were more carefull it was not a problem simply because everyone had to adapt. It was only those who did not who would suffer the consequences.
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  #770  
Old 08-30-2012, 06:59 AM
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Quote:
Originally Posted by Cyper View Post
I don't remember which game it was that used this kind of feature but I think it was Delta Force: Black Hawk down using it on certain multiplayer servers. From what I remember it worked similar to this:

Directly when you re-spawned or spawned an invisible timer started counting down from about 4 minutes. If you manage to stay alive for 4 minutes or longer your next spawntime would be 30 sec. But if you died before these 4 minutes had elapsed the remaining time would be added to your next spawntime.

Example: Let's say you spawn and then die after just one 2 minutes. Then there is 2 minutes remaining of the total 4 minutes. Plus the initial spawntime on 30 seconds. This means that if you die after just 2 minutes your spawntime would be 2 minutes + 30 sec. If you would die 3 minutes after spawn your spawntime would be 1 minute + 30 seconds. And of course if you die after 4 minutes or more your spawntime would only be 30 seconds. The direct result of such a system however is that if you pay attention, use tactics, hold a slower pace, and stay with your team, you will be awarded. But if you're acting careless running around like a headless chicken, trying to go rambo and lonewolf, you will be punished immediately.

In my opinion this system was very good. One may think that you'll end up looking at the spawntimer all day but that was not how it was. Because if you were more carefull it was not a problem simply because everyone had to adapt. It was only those who did not who would suffer the consequences.
The downside that pops in my head when reading that is that players will have less fear of death after surviving for 4 minutes.
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  #771  
Old 08-30-2012, 07:19 AM
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Originally Posted by Proud_God View Post
The downside that pops in my head when reading that is that players will have less fear of death after surviving for 4 minutes.
And it might chase away new players.
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  #772  
Old 08-30-2012, 08:03 AM
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Originally Posted by Proud_God View Post
The downside that pops in my head when reading that is that players will have less fear of death after surviving for 4 minutes.
Correct. But right now there is no fear of death at all because you can not only spawn almost instantly but you can spawn very close to where you died. If would in my mind be possible to change the initial spawntime. Here is a visual example of what I was thinking about. The Actual spawntime is simply the spawntime you will get after dying no matter when you die. The dynamic spawntime will count down from the defined value when you spawn and if you die before the defined value have reached zero the remaining value will be added to your actual spawntime.





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And it might chase away new players.
True. As a matter of fact it most likely will chase away those who have insufficient patience and skill since there is no perks or other aids to help them. In my opinion this is positive. But these players got other modes to choose from. No one is forcing anyone to play my, or anyone else's vision of Hardcore mode. It's up to each and everyone.

Last edited by Cyper; 08-30-2012 at 08:06 AM.
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  #773  
Old 08-30-2012, 09:15 AM
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Originally Posted by Cyper View Post
--SNIP--
True. As a matter of fact it most likely will chase away those who have insufficient patience and skill since there is no perks or other aids to help them. In my opinion this is positive. But these players got other modes to choose from. No one is forcing anyone to play my, or anyone else's vision of Hardcore mode. It's up to each and everyone.
That's a valid point. I forgot this thread was about hardcore realism suggestions. My mistake
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  #774  
Old 08-30-2012, 11:38 AM
Neuromante Neuromante is offline
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I would be extremely happy if the default spawn timer was set to at least 50 seconds on all maps. It used to be the RO mod standard if I remember right.

Last edited by Neuromante; 08-30-2012 at 11:43 AM.
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  #775  
Old 09-16-2012, 05:14 PM
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Nice ideas. I hope something of this get into the game.
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