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  #21  
Old 04-18-2012, 11:15 AM
MarioBava MarioBava is offline
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Quote:
Originally Posted by ueber View Post
How comes? Most changes had to be done manually in the ini anyway.

Annoying people with that depth of field etc. isn't really an improvement. Same goes for the low FOV settings.
The last patch made it easier to turn off Depth of Field without turning everything else off. As such it seems unlikely this "Removed the ability to disable gameplay effecting rendering settings" refers to turning off Depth of Field. After all, I don't know how precise the term "rendering settings" is in this case, but I was under the impression that post-processing is not included in this term.
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  #22  
Old 04-18-2012, 11:16 AM
Lord_Lovat Lord_Lovat is offline
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I hope the depth of field thing won't be forced as it gives me a headache!
And when being a spectator and following a player in 3rd person view, the player is blurred. Not comfortable at all.

But let's not get too far ahead and await the patch.
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  #23  
Old 04-18-2012, 11:56 AM
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Can I still play with DoF (?) at 90 instead of 70? I like to see more of my gun.
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  #24  
Old 04-18-2012, 12:10 PM
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Quote:
Originally Posted by Vapid View Post
Can I still play with DoF (?) at 90 instead of 70? I like to see more of my gun.
That's FoV, not DoF
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  #25  
Old 04-18-2012, 12:34 PM
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Quote:
Fixed achievements: Marksman (Bronze/Silver/Gold)
...definitively not working like it should. I got Silver + Gold with one pistol killed AI on 2 m distance.

BtW: it was the first shot after trying the new beta version!

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Last edited by Cultivator; 04-18-2012 at 12:41 PM.
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  #26  
Old 04-18-2012, 12:51 PM
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Quote:
Originally Posted by Vapid View Post
Can I still play with DoF (?) at 90 instead of 70? I like to see more of my gun.
from the april 5th changelog:
Quote:
Originally Posted by [TW]StragoMagus View Post
Modified the settings menu to display the proper aspect ratio adjusted values for the FOV setting. Before the menu only listed the FOV values for 4:3 aspect ratio. This incorrectly led poeple to believe that the FOV was lower than it actually was in game. For example, if the FOV value in the menu was set to 70 (using the 4:3 FOV values), at a standard widescreen aspect ration of 16:9 the players in game FOV was beind adjusted to 86 degrees.
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  #27  
Old 04-18-2012, 01:01 PM
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Quote:
Originally Posted by Yoshiro View Post
  • Characters should no longer pop up/down when running along trenches

This one was important, all is left as far as I'm concerned is removing AI in tank.
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  #28  
Old 04-18-2012, 02:10 PM
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Thanks, it's looking good, but is hard to test against 2 other humans and a bunch of annoying bots
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  #29  
Old 04-18-2012, 03:33 PM
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Nice, pings silky smooth at 64 players. Looks like the performance issue is finally solved :-)
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  #30  
Old 04-18-2012, 03:45 PM
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What about the reduced MG recoil?
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  #31  
Old 04-18-2012, 04:20 PM
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Quote:
Originally Posted by Spindle View Post
What about the reduced MG recoil?
Quote:
Originally Posted by Yoshiro View Post

Upcoming (NOT IN THE NEXT PATCH) changes to gameplay based on user feedback:

General (Applies to 2 or more game modes)
  • Reducing overall machine gun recoil. We may go overboard and have to dial them back up a bit. We'll be looking for feedback on this.
http://forums.tripwireinteractive.co...ad.php?t=77537

It'll be on a later one it seems.
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  #32  
Old 04-18-2012, 06:26 PM
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Well the server browser works beautifully now in the beta!

Interesting WARNING message for Classic ... Beware, this mode is not for the faint of heart.

I guess we don't have to mention the bug involving flying soldiers on Mamayev?




One thing--i didn't notice this before, maybe because the trenches were lighter at one point, but it seems like both Germans and Russians glow a little too much underground at the moment. The trenches look awesome though with all the bunks, crates, lamps, stretchers, etc... cluttering the tunnels.
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Last edited by Nikita; 04-18-2012 at 06:53 PM.
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  #33  
Old 04-18-2012, 11:38 PM
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Quote:
Originally Posted by Yoshiro View Post
Maps
  • Spartanovka
    • Inceased spawn time for Allies by 5 seconds
    • Improved Axis spawn protection for their last spawn attacking the Town Hall
    • Gave Axis more reinforcements
    • Reduced Allies' artillery amounts slightly
  • Station
    • Decreased Axis reinforcement times by 5 seconds
    • Increased Axis reinforcement
It has has been my experience since this game was first available to the public, that both Station and Spartanovka have been extremely biased in favor of the attacking Axis team, especially when it comes to the final territory in each map. So I wonder why in the world would any changes be made to increase the odds for the Axis teams?

I'll grant that it's possible things play out a bit differently in this classic mode beta, I don't know, as I've spent the majority of my beta time on Mamayev, but to me it feels like somebody got these few bullet points backwards.

Aside from that, I really like the changes thus far and the ones that are coming down the line. Definite progress overall.
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  #34  
Old 04-19-2012, 04:40 AM
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Had some great games on the new beta last night against 14 odd devs and assorted other players. The beta is improving with every update ( save the new orbital bodies ), and several hours passed in no time at all.

The beta is great fun
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  #35  
Old 04-19-2012, 05:34 AM
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Dead bodies flying into sky like balloons? Is this a new condition of the agency for youth protection?
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  #36  
Old 04-19-2012, 06:41 AM
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Joined a server this morning. It said I was joining a Classic server, yet all other indicators including the intro screen said the Realism was Normal, not Classic. Just a bug?
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  #37  
Old 04-19-2012, 09:20 AM
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Hey has the sprint speed been accelerated at all. In classic I feel like I am wearing a soggy pair of depends or something... I like the reduced sprint time but it is to slow.... Like on downers or something.
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  #38  
Old 04-19-2012, 09:37 AM
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i think sprint speed wasn't altered, but the slow sprint when exhausted definitely makes it feel more fluid, even if it isn't much faster than default jogging.

i had a great time on the beta server yesterday. until half the players left because gumrak came along. shortly after that steam decided to stop working.
i hope there will be some players on tonight for further testing.

mamayev is looking awesome, the tunnels are nicely furnished.
pings seem more stable now, at least when i checked, they always stuck around 100 without spiking like before.
the only (hilarious ) bug i encountered so far is players flying into the air after being shot in a tunnel.

i'm very happy with the progress so far and hope to see those changes roll into the stock game soon!
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  #39  
Old 04-19-2012, 12:39 PM
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I'll be there again this evening, ingame name = Krink0v, or something else equally silly
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  #40  
Old 04-19-2012, 03:51 PM
Just | Death Just | Death is offline
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Default Marking Arty Issues

I encountered a problem with the commander role since the latest patch.
When marking arty with the binocs in a protected area, you used to get a hint so you can retarget.
Since the patch this hint is missing, or better you get it after calling in arty at the radio.
This bug (i guess) had me running my *** off on mamayev.
I hope that was of some help for you guys

You do a real nice job with RO2 and espacially with the classic mode.
Can´t wait to see what´s coming with the next patch(es).

Cheers
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