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  #241  
Old 08-23-2009, 01:21 PM
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For Ramm.

http://img196.imageshack.us/img196/7862/cookiesjpg.jpg

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  #242  
Old 08-23-2009, 01:23 PM
Zennousha Zennousha is offline
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Good god. That looks so smegging delicious. Ugh, I was hungry before, and now I see this? Curse you, lul.
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  #243  
Old 08-23-2009, 01:23 PM
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Magical brownies?
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  #244  
Old 08-23-2009, 01:40 PM
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Magical brownies?
I hope so
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  #245  
Old 08-23-2009, 02:20 PM
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RO-Berlin= The most awesomest bestest mappest evar!

Oh Btw:

Great- advanced hit detection, weapon collision, MG deployment, cover system
Good- mantling, bleeding out, improved AI, blind fire

fail- players run too fast, tunnel ironsights, ammo indicator
absolute fail- radar

Divided by zero- being told where you've been hit from.
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Last edited by Jono; 08-23-2009 at 02:22 PM.
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  #246  
Old 08-23-2009, 02:47 PM
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stop saying "fail" please what stupid kid started that nonsense
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  #247  
Old 08-23-2009, 03:04 PM
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I say it in a facetious sense

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  #248  
Old 08-23-2009, 03:19 PM
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Here are my thoughts. TWI, you know I love you guys but I have to be honest.

  • Radar showing where teammates are - come on TWI, this really doesn't belong in RO. I hope this will be removed from the game.
  • Hit direction detection and incoming hit detection - same. I understand that in real life you'd know where you are hit, or where the shot is coming from, but I have no problem doing this in RO either. In RO:OST you have to hear where the shots are coming from and if you wear a decent headset, this is not difficult at all. Again, I hope this won't make release, even if it's optional or dependent on difficulty level. It just doesn't belong in RO imo. If anything, give the player sound feedback instead of HUD indication.
  • Current objective indicator - not too sure about this. It doesn't decrease realism because you can see that on the overhead map too, but I do think it's too big. It should be twice as small. I would like to see a slider in the menus that allows you to scale the HUD.
  • Sprinting speed is a bit too fast to my liking. RO:OST sprinting speed was perfect. Why not just give the player twice as much stamina? I'd much rather see that. Also, when beginning to sprint, the screen "warps" a little bit (like the Photoshop radial blur effect), not a fan of that.
  • Aim zoom - I understand the reasoning behind that decision. I'd rather not have it but it's not a big deal.
  • Dirty / worn environment - it's a little bit exaggerated here and there (yes I know it's Stalingrad), it would be good to tweak that down a little bit.
  • Weapon stays in place when mantling. A nice animation to go with the mantling would be cool.
Other than that... looks good. Some of the new features are really cool. I've always wanted mantling in the game, as well as a better squad command system. Blind firing and weapon collision looks cool, too. AI obviously needs work but it's Alpha.

I really hope RO:HOS will have bigger maps with long engagement ranges. Again, I refer to EvilHobo's hueg Berlin map. Fallen Heroes is a good example too. Speaking of the maps, the level design is really good! Can't wait to see the others.
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  #249  
Old 08-23-2009, 03:28 PM
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Totally agreed with Nimsky

Insted of adding radar, current objective indicator add tutorial in single player how to use normal map from RO! Most players just don't know how to use real map and where to go (even with marked player position and direction). In real world on battlefield they were lost or dead, here you add hud elements to help them and make game arcadish - wrong.
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  #250  
Old 08-23-2009, 03:50 PM
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stop saying "fail" please what stupid kid started that nonsense
LOL!

It's a word in the dictionary, just like nonsense and overreact
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  #251  
Old 08-23-2009, 04:49 PM
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Quote:
Originally Posted by Jono View Post
RO-Berlin= The most awesomest bestest mappest evar!

Oh Btw:

Great- advanced hit detection, weapon collision, MG deployment, cover system
Good- mantling, bleeding out, improved AI, blind fire

fail- players run too fast, tunnel ironsights, ammo indicator
absolute fail- radar

Divided by zero- being told where you've been hit from.
Go read Ramm's post please.
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  #252  
Old 08-23-2009, 04:51 PM
GaGrin GaGrin is offline
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I think, for once, I'm actually pleased with just about all the changes that have been made.

And for all those that think the objective marker is arcade: it's no more arcade than knowing the entire layout of the battlefield because you've fought over it countless dozens of times before. It simply serves to provide information that new players won't have until they've played on the map several times and which the vets will have from their own experience, as well as making it clearer what orders have been given (which can only be a good thing).
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  #253  
Old 08-23-2009, 04:53 PM
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while I'm grateful to have seen some video of the presentation, I can understand why TW would prefer to not having something like this shown to the general public b/c people are jumping to conclusions about what might or might not be in the final product or what should be changed even though it's still alpha stage.
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  #254  
Old 08-23-2009, 04:54 PM
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I say it in a facetious sense

Check my sig :P


Now, do you think that servers like DonD or The Wild Bunch will run the relaxed setting?
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  #255  
Old 08-23-2009, 05:00 PM
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+ New weapon/movement/gamemode/squad featues

- Fluff GUI elements

I love the tactical view idea but its not being fully utilized if you still have a radar icon which shouldn't exist to begin with.

The bullet sensing indications are going to get annoying really quick as well as the damage indicators.

Graphics and missing features/animations cannot be critiqued until much later down the road. This isn't a complaint but this doesn't look ready for anything closer than fall 2010.

Overall the game looks like it has a solid gameplay base that is getting marred by poor presentation and very poor GUI decisions.

Edit: I should clarify poor presentation as being the look of the GUI and menus (although I understand this is is subject to change) as well as the title's name.
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  #256  
Old 08-23-2009, 05:13 PM
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Quote:
Originally Posted by Amerikaner View Post
+ New weapon/movement/gamemode/squad featues

- Fluff GUI elements

I love the tactical view idea but its not being fully utilized if you still have a radar icon which shouldn't exist to begin with.

The bullet sensing indications are going to get annoying really quick as well as the damage indicators.

Graphics and missing features/animations cannot be critiqued until much later down the road. This isn't a complaint but this doesn't look ready for anything closer than fall 2010.

Overall the game looks like it has a solid gameplay base that is getting marred by poor presentation and very poor GUI decisions.

Edit: I should clarify poor presentation as being the look of the GUI and menus (although I understand this is is subject to change) as well as the title's name.
Once again, about the radar, read Ramm's post- he talks about how this was the best way they could find to model a sense of awareness and peripheral vision.
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  #257  
Old 08-23-2009, 05:34 PM
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Originally Posted by Lucan946 View Post
Once again, about the radar, read Ramm's post- he talks about how this was the best way they could find to model a sense of awareness and peripheral vision.
It's just that some of us disagree with that. If I see my teammates moving into the room next to me, or if I hear them firing their guns in there, I don't need a radar that tells me what I already know. It's redundant and unnecessary, especially in a game like RO.

Same thing goes for the hit- and almost-hit detection, I have never had a problem locating gunshots in RO:O. And even if you get in a situation where you don't know where the shots are coming from, isn't that fun (challenging) and realistic?

By the way, just now I read about the magazine check function, I like that. I wonder if it's possible to visually model the amount of rounds left in the magazine?
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  #258  
Old 08-23-2009, 05:35 PM
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Originally Posted by Lucan946 View Post
Once again, about the radar, read Ramm's post- he talks about how this was the best way they could find to model a sense of awareness and peripheral vision.
I read his post. By looking at the bottom right of the screen at some icon I think you're losing battlefield awareness and sacrificing immersion. Maybe I'll like it but I doubt it.

I like the two different game modes relaxed realism and realism. Thats a perfectly fine way of getting and keeping new players.

And stfu about the graphics. The game looks great already and just needs a toning down of some of UE3's more overdone effects. What really matters is the models and textures and like always Tripwire is far beyond the competition. These postprocessing effects are the afterthought so give them some time. Plus I really dont get the whole Crysis comparison. Tone down the bloom, add some AA and the new RO is on par or better than anything out there. And this is from a small company.

EDIT: Oh and whats the point of getting indications of where bullets are passing you? How much, if at all, will that help the player in combat? Am I missing something?
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Last edited by Amerikaner; 08-23-2009 at 05:40 PM.
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  #259  
Old 08-23-2009, 07:38 PM
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Quote:
Originally Posted by Nimsky View Post
It's just that some of us disagree with that. If I see my teammates moving into the room next to me, or if I hear them firing their guns in there, I don't need a radar that tells me what I already know. It's redundant and unnecessary, especially in a game like RO.

Same thing goes for the hit- and almost-hit detection, I have never had a problem locating gunshots in RO:O. And even if you get in a situation where you don't know where the shots are coming from, isn't that fun (challenging) and realistic?

By the way, just now I read about the magazine check function, I like that. I wonder if it's possible to visually model the amount of rounds left in the magazine?
How would you see that? Would you sit down and start taking the rounds out of the magazine of your MP-40 or something? Or do you mean that the rounds would be at a certain depth depending on how many you had fired? That wouldn't be very effective.
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  #260  
Old 08-23-2009, 07:50 PM
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Quote:
Originally Posted by Lucan946 View Post
How would you see that? Would you sit down and start taking the rounds out of the magazine of your MP-40 or something? Or do you mean that the rounds would be at a certain depth depending on how many you had fired? That wouldn't be very effective.
Some modern magazines have small holes on the back side through which you can see the cartridges. This allows to determine the approximate ammount of rounds you have.
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