Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > Red Orchestra 2 / Rising Storm Forums > RO2/RS News and Announcements > News and Announcements

Reply
Click here to go to the first Dev post in this thread.  
Thread Tools Display Modes
  Click here to go to the next developer post in this thread.   #1  
Old 02-17-2012, 05:22 PM
Yoshiro's Avatar
Yoshiro Yoshiro is offline
In Soviet Russia, Yoshiro is a cake
 
Join Date: Oct 2005
Posts: 9,703
Default What we are up to - Refinements Part 2

Welcome back to part 2 of the "What we are up to - Refinement" series, and make sure you check out part one (here). Today we will be continuing to discuss some of the major upcoming changes to Red Orchestra 2, including selectable upgrades, key bindings, the scoreboard and the server browser. As always, keep in mind this is a WIP and subject to change at any time during the normal course of development.

Starting with one of the top requested items from the community: being able to select what level of weapon they go into battle with from the upgrades they have unlocked. The design for this system isn't fully finalized yet, but our early prototype consists of a toggle next to an available weapon on the class selection scrren that will allow the player to click between his unlocks.

Another top request has focused around key binds. Both the ability to separate binds out from the Interaction Key binding (Any Key) into separate keys if the user wishes. Also be made available on the binds list will be functionality for both toggle and un-toggle of prone, crouch and iron sights. With this change players will be able to more comfortably set their control scheme without having to play around with .ini files and scripts.

We are also making the scoreboard less cluttered with information and easier to use by both taking away and adding to it. What this means to the user is when he looks at the scoreboard, the only highlighted name he will see is his own. Players have also reported that in some cases depending on the players score, the player count of the server, and the players resolution, they might not show on the scoreboard before it is cut off. So additional functionality is being added so that the player will always show as the last line on the scoreboard if he falls below that cutoff.

The final item on today's refinement list is changes coming to the server browser. Players have made clear that they way to easily separate bots from live human players when selecting where they want to play. So what we are looking to do is add another number next to the player count to show the current amount. This will look something along the lines of Players/Server Size/ (Bot Number). In addition to that we are overhauling the information presented to the player in the lower left server info box to make sure it is both correct and useful to the player.

Now we have a few more refinements to talk about next time as we gear up for the re-opening of the RO 2 beta. In part 3 we will be covering refinements to the Squad Leader Spawn, Squad and Tank UI, Peripheral Indicators, and Enemy spotted systems.
__________________

Pretty, what do we blow up first? - Myn Donos
Reply With Quote
  #2  
Old 02-17-2012, 05:30 PM
koschi's Avatar
koschi koschi is offline
Senior Member
 
Join Date: Jun 2009
Posts: 375
Default

nice but you (here) link is not there you need to check that again
Reply With Quote
  #3  
Old 02-17-2012, 05:31 PM
Fafnir_6 Fafnir_6 is offline
Senior Member
 
Join Date: Jul 2011
Location: Edmonton, AB
Posts: 297
Default

Can we have a listen server setup tab in the multiplayer screen? This would be huge for LAN gamers. Great update as usual.

Fafnir_6
Reply With Quote
  #4  
Old 02-17-2012, 05:35 PM
Proud_God's Avatar
Proud_God Proud_God is online now
Senior Member
 
Join Date: Dec 2005
Location: Unranked IOM server. Join me.
Posts: 3,128
Default

Sound awesome
__________________

By Dibbler & Team

Support the IOM - Join unranked IOM servers - Join the IOM group
Signature:©Kleist productions
Reply With Quote
  #5  
Old 02-17-2012, 05:36 PM
Zetsumei's Avatar
Zetsumei Zetsumei is offline
Anti-Matter Games
 
Join Date: Nov 2005
Location: Falmouth UK
Posts: 12,403
Default

yai IS on hold FTW :'), No more grabbing up weapons when wanting to cover
__________________

Last edited by Zetsumei; 02-17-2012 at 05:37 PM.
Reply With Quote
  #6  
Old 02-17-2012, 05:46 PM
jalex3's Avatar
jalex3 jalex3 is offline
Senior Member
 
Join Date: Oct 2009
Location: Australia
Posts: 1,540
Default

An option for sprint as a toggle would be great also.
__________________
Reply With Quote
  #7  
Old 02-17-2012, 05:59 PM
_Dariuszek_'s Avatar
_Dariuszek_ _Dariuszek_ is offline
Senior Member
 
Join Date: Jan 2011
Posts: 602
Default

Cool!
Reply With Quote
  #8  
Old 02-17-2012, 06:07 PM
Andrew Blake's Avatar
Andrew Blake Andrew Blake is offline
Senior Member
 
Join Date: Dec 2011
Posts: 680
Default

Omg this can't be....... It's scary how much you guys are listening to us. It almost makes me worry that maybe you are running out of important things to improved told by us.

You are like completely remaking the game..

Yoshiro It would not be a bad idea for you to keep a summary list over things that are changed. I find it highly likely that you will find it useful in the future. (Yes I meant a personal list.)
Reply With Quote
  #9  
Old 02-17-2012, 06:12 PM
hockeywarrior's Avatar
hockeywarrior hockeywarrior is offline
Senior Member
 
Join Date: Nov 2005
Location: The RO Elitist's piano bar
Posts: 3,182
Default

Though it has taken a very long time, it's good to finally see some big issues being addressed. Keep up the flow of info!
__________________

A Dedicated RO Veteran since 2003
Check out my RO videos! RED ORCHESTRA: Overture to War - YouTube
Reply With Quote
  #10  
Old 02-17-2012, 06:21 PM
Comrade Kaizer's Avatar
Comrade Kaizer Comrade Kaizer is offline
One Man Ostfront Band
 
Join Date: May 2009
Posts: 1,096
Default

Some good things on the lists. I really can't wait for part three of these Refinement threads though as Squad/User UI will be a huge factor for better team relay and communications. It is much needed.
__________________
Reply With Quote
  #11  
Old 02-17-2012, 06:41 PM
Bashenka's Avatar
Bashenka Bashenka is offline
Senior Member
 
Join Date: Oct 2009
Location: Cahors, France
Posts: 447
Default

Selectable upgrades!!!! Finally
__________________

Reply With Quote
  #12  
Old 02-17-2012, 07:09 PM
defektive's Avatar
defektive defektive is offline
Senior Member
 
Join Date: Sep 2011
Location: UK
Posts: 663
Default

Quote:
Originally Posted by yoshiro View Post
in part 3 we will be covering refinements to the squad leader spawn...
*big grin*
__________________
defekt
Reply With Quote
  #13  
Old 02-17-2012, 07:45 PM
Kashash Kashash is offline
Banned
 
Join Date: Jan 2008
Posts: 503
Default

Quote:
Originally Posted by Yoshiro View Post
In part 3 we will be covering refinements to the Squad Leader Spawn, Squad and Tank UI, Peripheral Indicators, and Enemy spotted systems.
Don't mean to ponce about and thanks for info but may I enquire will there be later about post penetration tank issues covered? We the community have long been anticipating this please, to for at least the classic mode this be fixed.

Last edited by Kashash; 02-17-2012 at 07:47 PM.
Reply With Quote
  #14  
Old 02-17-2012, 08:00 PM
Nezzer's Avatar
Nezzer Nezzer is offline
Senior Member
 
Join Date: Feb 2010
Location: Porto Alegre, RS
Posts: 2,329
Default

Since you are tweaking the server browser, can't you merge the ranked and unranked server tabs? Right now making your server unranked is server suicide, because the ranked tab is the default one and nobody bothers to look at the other one. Ranked/unranked should be a server filter option instead.
__________________
http://forums.tripwireinteractive.com/image.php?type=sigpic&userid=22825&dateline=131155  0301
Reply With Quote
  This is the last developer post in this thread.   #15  
Old 02-17-2012, 08:01 PM
Yoshiro's Avatar
Yoshiro Yoshiro is offline
In Soviet Russia, Yoshiro is a cake
 
Join Date: Oct 2005
Posts: 9,703
Default

I will talk about tanks a bit, yes.
__________________

Pretty, what do we blow up first? - Myn Donos
Reply With Quote
  #16  
Old 02-17-2012, 10:06 PM
Private Who?'s Avatar
Private Who? Private Who? is offline
Senior Member
 
Join Date: Mar 2006
Location: Texas
Posts: 721
Default

man this is really good stuff! THANK YOU!
__________________
Reply With Quote
  #17  
Old 02-18-2012, 12:30 AM
GrimReality's Avatar
GrimReality GrimReality is offline
Senior Member
 
Join Date: Nov 2009
Posts: 242
Default

Especially pertinent with the addition of being able to select the "level of weapon" is the question: Will the game remember what we selected previously, or we have to reselect each option whenever we open the Change Role menu? Because right now the Change Role menu doesn't remember that I chose "x" primary weapon and "y" sidearm for the "z" class and it's a little annoying having to choose that each time a new match starts/team is switched/etc., but with even more options to choose from it could become significantly more annoying.
__________________

Reply With Quote
  #18  
Old 02-18-2012, 12:47 AM
Cultivator's Avatar
Cultivator Cultivator is offline
Senior Member
 
Join Date: Mar 2011
Location: Siegfriedlinie/Germany
Posts: 240
Default

That's the spirit!

Keep it up Mr. Tripwire!
__________________

Support the IOM - Join the unranked IOM Servers!
Reply With Quote
  #19  
Old 02-18-2012, 12:52 AM
dsi1's Avatar
dsi1 dsi1 is offline
Senior Member
 
Join Date: Dec 2006
Posts: 224
Default

Quote:
Originally Posted by Nezzer View Post
Since you are tweaking the server browser, can't you merge the ranked and unranked server tabs? Right now making your server unranked is server suicide, because the ranked tab is the default one and nobody bothers to look at the other one. Ranked/unranked should be a server filter option instead.
This please, it'd be awesome if people actually played the kick-*** in progress mutators :(
Reply With Quote
  #20  
Old 02-18-2012, 02:13 AM
RoastinGhost's Avatar
RoastinGhost RoastinGhost is offline
Senior Member
 
Join Date: Jul 2011
Location: Minnesota
Posts: 230
Default

this sounds like an opportunity to bring up a previously posted idea!

Quote:
Originally Posted by RoastinGhost View Post
This idea assumes that the unlocking process will be removed and the attachments will be selectable (at minimum in Realism Mode/Server Options)

I propose a system of chance upon spawning. Let's say that the TT-33 is allowed for 40% of Allied soldiers. The default choice would remain unrestricted -choose M1895, you're going to get it- and if you choose the TT-33, you're going to get it as long as the percentage of players who want it is less than 40%. But if you select the TT-33 and more players want it, you're effectively participating in a drawing for it.
The percentage at which the weapon or attachment is restricted can be based on the historical likelihood of seeing them.

Maybe it could be annoying at times, but I see it being less annoying than everyone spawning with the best equipment (why not use always use MG 34 belts, for instance?) or as it is now with everyone being stuck with versions of weapons they don't necessarily like (for example, some consider the removal of the Kar98k's sight hood not to be an upgrade)

Thanks for reading!
I realize the idea may be too complex, and it's a bit unrefined as of now, but I think something like it might be worth considering as a balance between player choice and limiting the appearance of rare or more effective weapons that would be an obvious choice otherwise (like MG belts and semi-auto snipers). From what I gather, we can't select attachments in Classic- variations of weapons did exist and this might be a reasonable way to show that. Thoughts, anyone?
__________________
My Steam ID is RoastinGhost, surprisingly enough

This is a still from my current project, War According to Video Games-
Preview of "War According to Video Games" - YouTube

Last edited by RoastinGhost; 02-18-2012 at 02:15 AM.
Reply With Quote
Reply
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:46 AM.


Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2014, Tripwire Interactive, LLC