![]() |
![]() |
|
#241
|
||||
|
||||
|
__________________
YOU DARE AGREE WITH ME?! |
|
#242
|
|||
|
|||
|
Quote:
|
|
#243
|
||||
|
||||
|
Magical brownies?
__________________
#1 Bonzai charger |
|
#244
|
||||
|
||||
|
|
|
#245
|
||||
|
||||
|
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.
__________________
![]() Whey-hey! Last edited by Jono; 08-23-2009 at 02:22 PM. |
|
#246
|
|||
|
|||
|
stop saying "fail" please what stupid kid started that nonsense
|
|
#247
|
||||
|
||||
|
I say it in a facetious sense
__________________
![]() Whey-hey! |
|
#248
|
||||
|
||||
|
Here are my thoughts. TWI, you know I love you guys but I have to be honest.
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.
|
|
#249
|
||||
|
||||
|
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. |
|
#250
|
||||
|
||||
|
Quote:
It's a word in the dictionary, just like nonsense and overreact
|
|
#251
|
||||
|
||||
|
Quote:
|
|
#252
|
|||
|
|||
|
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). |
|
#253
|
|||
|
|||
|
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.
|
|
#254
|
||||
|
||||
|
Check my sig :P
Now, do you think that servers like DonD or The Wild Bunch will run the relaxed setting?
__________________
#1 Bonzai charger |
|
#255
|
||||
|
||||
|
+ 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. Last edited by Amerikaner; 08-23-2009 at 05:05 PM. |
|
#256
|
||||
|
||||
|
Quote:
|
|
#257
|
||||
|
||||
|
Quote:
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? |
|
#258
|
||||
|
||||
|
Quote:
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? Last edited by Amerikaner; 08-23-2009 at 05:40 PM. |
|
#259
|
||||
|
||||
|
Quote:
|
|
#260
|
||||
|
||||
|
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.
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|