You may have to pardon a slight rage here, this seems to happen alot for me, and it really grinds my teeth.
What on earth happened to that idea for map scaling based on the number of players in the server? You know that idea where the playable area would be restricted by mine fields, boarded up windows/doors, commanders shouting "Fall back in line traitor or you shall be shot!" and such to make the game more enjoyable for servers with fewer numbers of players
It was quoted here in this video a while back:
http://www.youtube.com/watch?feature=player_embedded&v=wkk3SiywLHI
Look at 7.15 - 8.20 : Playable area scaling to team sizes
In depth description in spoiler:
Countdown works, because the focus is very much on the objectives due to the single lives. People can't afford to ruun out into no mans land away from the objective to try and catch people off guard, if they try and fail to get to their "Spot" they can't just respawn and try again, they are simply out, end of, the reward isn't worth the risk. In other game modes with small players however a player can keep going for it, and severely impair any kind of attack the other team can manage because half the team will be dead before anyone knows they are there. Usually they will only encounter 1 on 1 situations as well, and since they have the advantage of terrain, they become very hard to kill.
The idea above was a quality idea, a good solution to this very frustrating problem. It was one of the numerrous reasons I bought the game. ROHoS has loads of great features, and deserves to be recognised as the quality game it is. But this feature I feel is a bloody important one for the sake of its longevity.
I hope there is a plan to introduce it, cause right now its a total pain in the hole.
What on earth happened to that idea for map scaling based on the number of players in the server? You know that idea where the playable area would be restricted by mine fields, boarded up windows/doors, commanders shouting "Fall back in line traitor or you shall be shot!" and such to make the game more enjoyable for servers with fewer numbers of players
It was quoted here in this video a while back:
http://www.youtube.com/watch?feature=player_embedded&v=wkk3SiywLHI
Look at 7.15 - 8.20 : Playable area scaling to team sizes
In depth description in spoiler:
Spoiler!
I tend to play a Russian or German Rifleman, now I know already I'm picking a class that naturally has a hard time, but my God, it is so frustrating to have to sprint over huge open fields to try and make it to the next objective before the lockdown kicks in, or trying to hold a site while trying to cover from 7 possible entry points, 3 of which are from your own teams spawn.
When playing as a Russian on maps like Commisars House (I think thats its name), there is always one tweedy German sat behind a frickin wall or window somewhere in the 5 gazzillion possible places to hide miles away, merrily raining bullets all around me. If I do somehow make it to the objective, I have no idea where I was getting shot from and I sit cowering like a child in a small room, terrified to go anywhere near any windows or doorways in case he is still sat there waiting for me to move, cause lord knows there isn't anyone else there able to press him and draw his attention off me.
When playing German on maps like Apartments (there was a better example, but I can't think what it was called) you have players running around in dead parts the map away from the objectives behind you then coming in from your home teams spawn into objectives, simply because you don't have the bodies required to hold a back line.
Its fine in huge games because of the sheer volume of noise going on in the map allowing players to slip through, your teammates can fire to supress an enemy as you try to move up. This doesn't happen in lower player games, and maps suddenly become worthless because of it. The victory suddenly doesn't really boil down to skill or tactics, it boils down to what the map is and how many people are playing as to which team omes out the victor.
Its one of the main reasons that I didn't play RO much, because I sadly joined it late on when the player base had died down.
When playing as a Russian on maps like Commisars House (I think thats its name), there is always one tweedy German sat behind a frickin wall or window somewhere in the 5 gazzillion possible places to hide miles away, merrily raining bullets all around me. If I do somehow make it to the objective, I have no idea where I was getting shot from and I sit cowering like a child in a small room, terrified to go anywhere near any windows or doorways in case he is still sat there waiting for me to move, cause lord knows there isn't anyone else there able to press him and draw his attention off me.
When playing German on maps like Apartments (there was a better example, but I can't think what it was called) you have players running around in dead parts the map away from the objectives behind you then coming in from your home teams spawn into objectives, simply because you don't have the bodies required to hold a back line.
Its fine in huge games because of the sheer volume of noise going on in the map allowing players to slip through, your teammates can fire to supress an enemy as you try to move up. This doesn't happen in lower player games, and maps suddenly become worthless because of it. The victory suddenly doesn't really boil down to skill or tactics, it boils down to what the map is and how many people are playing as to which team omes out the victor.
Its one of the main reasons that I didn't play RO much, because I sadly joined it late on when the player base had died down.
Countdown works, because the focus is very much on the objectives due to the single lives. People can't afford to ruun out into no mans land away from the objective to try and catch people off guard, if they try and fail to get to their "Spot" they can't just respawn and try again, they are simply out, end of, the reward isn't worth the risk. In other game modes with small players however a player can keep going for it, and severely impair any kind of attack the other team can manage because half the team will be dead before anyone knows they are there. Usually they will only encounter 1 on 1 situations as well, and since they have the advantage of terrain, they become very hard to kill.
The idea above was a quality idea, a good solution to this very frustrating problem. It was one of the numerrous reasons I bought the game. ROHoS has loads of great features, and deserves to be recognised as the quality game it is. But this feature I feel is a bloody important one for the sake of its longevity.
I hope there is a plan to introduce it, cause right now its a total pain in the hole.
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