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#21
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The first time I saw this I thought it was just a late April Fools joke.
But if TW employees want to experiment and broaden the game, that is all good. I'll simply not touch it with a 10 foot bayonet. Last edited by FBOTheLiuetenant; 04-23-2012 at 01:18 AM. |
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#22
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#23
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I was waiting for the Jetpack addon but sadly TWI closed it's thread in suggestion forums, it was such a great idea.
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#24
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#25
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Yoshiro,
No harm in adding extra features, particularly if they don't require any development time.. however, I think the "modes" (action, realism, yadda yadda) is a little bit redundant, with respect to the pragmatics of how this plays out server side. Aren't server operators going to simply select the set of realism options that they feel best attracts the right player base anyway? This might not match the particular set of options that TWI has placed within each "mode". My suggestion would be to do away with the "modes" and simply allow full control of realism settings server side. If you really wanted to distinguish servers based on some kind of realism "rating", allocate a % score to each realism option and then let the "realism" rating of the server reflect that score. |
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#26
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Maybe we should put RC russian mine dogs back on the agenda!
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#27
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If people want this action mode - sure. But I don't think its the right time to focus on this now. Regarding the mode I'll do a nomad: whatever...
Personally, I'll get some action with far cry 3.
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#28
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John's quiet - has he hanged himself? I just feel embarrassed at this point. There's no point me lurking around here simply to make negative comments (as many tend to) so I'll just say thank you and good bye. This really isn't what I wanted in this game.
Good luck with your future endeavours; I might hop back on a server or two if and when we get more vehicles. |
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#29
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Why not as an engineer unlock?
BTW an idea, why don't you remove commander/squad leader etc. from the Action mode and give his abilities as "killstreaks" to players? I mean getting recon plane for 5 kills, mortar barrage for 10 kills, artillery for 15 kills. They are already in the game and surely will be easy to implement? Also please make XP winnings visual so we can learn how many XP we've earned by looking at the player we've shot. Some perks such as ninja/steady aim could also make other shooter fans feel at home. Possibilities with the new mode is endless! I'm excited. Last edited by Rak; 04-23-2012 at 10:35 AM. |
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#30
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there just testing something a member of the devs made in his spare time stop being so sarcastically whiny I personally hope this over rites relaxed realism mode so more servers go full realism and we all get the RO2 we want.
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#31
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#32
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Alternatively, your idea could be conceived as percents of each mode's default setup rather than a scale of how realistic the settings are. Server info could display at a glance for example, this server is running 100% of default Classic mode settings, or this server is 90% Classic, 10% Realism, or 100% Realism, or 75% realism, 10% Classic, and 15% Action. That type of thing. Another click on the percent info could display all settings in detail. I think that would work really well. Last edited by MarioBava; 04-23-2012 at 11:31 AM. |
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#33
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If Tripwire really wants a new audience, aren't there better option for audiences to attract then ADHD Cawadoody kids?
Why not try to attract the FH and RNL and such crowds? |
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#34
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In addition maybe TWI could replace the term "realism" with "difficulty" and that should help calm a few expectations and prevent some forum rants, especially given (as you say) that some features in the higher difficulty modes are not strictly "realism".. |
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#35
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Because there is absolutely no payout in attracting all 5 of those players.
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#36
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I personally think that "action" mode should be a pretty long way from Classic..Allowing new gamers to ease into the game and if they find themselves enjoying it would allow them to move into a much tougher gaming experience be it realism or classic.. Afterall not everyone enjoys being thrown to the lions and then ripped apart during the first couple of hours of playing a new game. Making things easier for first timers and allowing them to grow into the game is surely of benefit to the overall playerbase and the community. With players who are more used to arcade shooters like COD or BF3 (and their are many hundereds of thousands of them) it could offer them a chance to get to grips with the basics of an RO game and also offer them further steps beyond action mode should they choose to take them.. If we did not take a few chances now and again we would all still be throwing rocks at each other..or could they be virtual rocks..
__________________
I'm on a vodka diet, I've lost 3 days so far. Beta test rig: I7-920 overclocked to 3.5ghz, 6gb DDR3, ATI 4890 2gb, Realtec HD sound,Win 7 x64 |
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#37
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Then I'll say this again.
I've introduced RO2 to a lot of people and the most common reaction is: "There's a lot of stuff to take in all at once. Hard to learn at first." Even in Action mode, RO2 has plenty of things you don't see in CoD and others these days: Realistic recoil Heart Shots Class Restrictions Shift hold breath/zoom Bleeding out (much different from "last stand" or whatever) Suppression (big one there) "Flinching" from close bullets First-person cover system/blind fire Bracing weapons (weapon collision) Dial-in sights 64 person servers MUCH larger, open battlefields Limited Re-enforcements Spawning in waves More realistic tanks Dynamic MG deployment (we did see this in a few games, but never done right) WW2 Eastern Front (rarely done, especially in recent years) Commander role So even with the "training-wheels" of: Cross-hair/no free-aim (Minimal compared to other games. Still NEED ADS for precision) Faster pace (Still not as fast as COD) More health (but still not as much as the super-humans in COD and it doesn't "regenerate") New players in Action mode have a LOT of unique features to enjoy. |
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#38
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I don't see why you need to alter core elements like remove freeaim in order to attract more players. This is one of the things that makes RO unique, and it probably just needs to be explained to the player better.
There could be Multiplayer Tutorial mode that you can access from the main menu that explains the free aim mechanic and allows you to experiment with it a bit. There will be people who won't do the single player but might click on a "multiplayer tutorial" on the main menu that would explain the mechanics of the game and overall goal for the player. A part of the tutorial could be to actually match new players together in a small territory map Some kind of Ranked server mode could exist too that only allows players of <10 rank to join. You could have matchmaking that tries to assess a players ability based on stats obtained, like average teamwork points, average KPD, how long they played etc. I just noticed for the first time that the beta has "instant match"..that could work well There are lots of options to ease players into the game without cutting out large chunks of what makes it unique imo Last edited by melipone; 04-23-2012 at 01:27 PM. |
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#39
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I think you make a very good point.
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#40
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A better tutorial would help new players way more than cutting out free aim, adding a crosshair and making weapons do less damage. |
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