Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > RO2/RS Beta Testing > RO2/RS Beta Testing > General

Reply
Click here to go to the first Dev post in this thread.  
Thread Tools Display Modes
  #21  
Old 04-23-2012, 01:16 AM
FBOTheLiuetenant FBOTheLiuetenant is offline
Senior Member
 
Join Date: Mar 2006
Posts: 640
Default

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.
__________________

http://www.righttorule.com/

Last edited by FBOTheLiuetenant; 04-23-2012 at 01:18 AM.
Reply With Quote
  #22  
Old 04-23-2012, 01:35 AM
Torio Torio is offline
Senior Member
 
Join Date: Sep 2011
Location: Vancouver, BC
Posts: 239
Default

Quote:
Originally Posted by FBOTheLiuetenant View Post
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.
Indeed the ten foot bayonets should stay in Action mode. I WANT ONE!
Reply With Quote
  #23  
Old 04-23-2012, 04:05 AM
Rak Rak is offline
Banned
 
Join Date: Nov 2005
Location: Dönerland
Posts: 3,442
Default

I was waiting for the Jetpack addon but sadly TWI closed it's thread in suggestion forums, it was such a great idea.
Reply With Quote
  #24  
Old 04-23-2012, 04:45 AM
Papa Lazarou Papa Lazarou is offline
Senior Member
 
Join Date: Dec 2011
Posts: 114
Default

Quote:
Originally Posted by Rak View Post
I was waiting for the Jetpack addon but sadly TWI closed it's thread in suggestion forums, it was such a great idea.
Red Orchestra: Secret Weapons of WW2
Reply With Quote
  #25  
Old 04-23-2012, 05:38 AM
RAF_Pstyle RAF_Pstyle is offline
Senior Member
 
Join Date: Nov 2011
Posts: 267
Default

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.
Reply With Quote
  #26  
Old 04-23-2012, 05:43 AM
ueber's Avatar
ueber ueber is offline
Senior Member
 
Join Date: Nov 2005
Location: Bavaria
Posts: 131
Default

Quote:
Originally Posted by Rak View Post
I was waiting for the Jetpack addon but sadly TWI closed it's thread in suggestion forums, it was such a great idea.
Maybe we should put RC russian mine dogs back on the agenda!
__________________
Reply With Quote
  #27  
Old 04-23-2012, 08:58 AM
Cyper Cyper is offline
On Vacation
 
Join Date: Sep 2011
Location: Sweden
Posts: 1,267
Default

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.
Reply With Quote
  #28  
Old 04-23-2012, 09:00 AM
Vapid Vapid is offline
Senior Member
 
Join Date: Mar 2012
Posts: 310
Default

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.
Reply With Quote
  #29  
Old 04-23-2012, 10:30 AM
Rak Rak is offline
Banned
 
Join Date: Nov 2005
Location: Dönerland
Posts: 3,442
Default

Quote:
Originally Posted by ueber View Post
Maybe we should put RC russian mine dogs back on the agenda!
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.
Reply With Quote
  #30  
Old 04-23-2012, 10:43 AM
Dr.Phibles Dr.Phibles is offline
Senior Member
 
Join Date: Sep 2011
Posts: 206
Default

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.
Reply With Quote
  #31  
Old 04-23-2012, 10:59 AM
Dionysos Dionysos is offline
Senior Member
 
Join Date: Mar 2006
Posts: 287
Default

Quote:
Originally Posted by Rak View Post
...
Also please make XP winnings visual so we can learn how many XP we've earned by looking at the player we've shot. ...
Visual? I want the full experience. I want to hear the sound of gold coins tinkling into my virtual ego basket.

Reply With Quote
  #32  
Old 04-23-2012, 11:25 AM
MarioBava MarioBava is offline
Senior Member
 
Join Date: Jun 2006
Posts: 810
Default

Quote:
Originally Posted by RAF_Pstyle View Post
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.
I think this is pretty much what they are trying to do, the philosophy that's at work here. The "Action mode" distinction just adds two or three of those settings that round out the spectrum from Classic through Realism to Action to give more choice for custom server settings. Devs have already said that most all the Classic mode additions are configurable so that servers can create their perfect hybrid of Realism and Classic, and I'm sure these three tweaks for "Action" mode would be the same. The "modes" are just stops on the dial, really, for admins that want to "set it and forget it" and not do too much fiddling with what would lie in between. I previously said it might be a way for TWI to wash their hands and throw them up and say "That's it, we clearly really can't figure out the perfect game for everyone here, so while we work on actual new content and bugfixes, we're also going to give you as many configurable options as we can on an even broader spectrum of what RO2 can be, and let the community settle into the RO2 that they want moving forward," but I don't think that's a bad approach, especially coming from a company birthed from modding.

Quote:
Originally Posted by RAF_Pstyle View Post
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.
Hypothetically I LOVE this idea, but it seems to have been well established by the forums that we have a philosophical problem with how to define realism in the game. Whatever the original intentions of the devs with "relaxed" vs "realism", the spectrum we have now is not necessarily a true realism continuum anymore since "Classic" introduces unrealistic options even though it appears to be the "opposite" mode to "Action" (which is also partly unrealistic, but to the other extreme). Also, forum-goers would quibble endlessly over whether particular settings have the proper weight on such a scale. Is Classic mode more realistic because of the tactical feeling some get, or is it more realistic to model such things as fov compensation and run speed on norms closer to actuality of gun effective ranges and soldier performance? I think there will always be disagreement over those ideas.

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.
Reply With Quote
  #33  
Old 04-23-2012, 11:29 AM
Raneman's Avatar
Raneman Raneman is offline
Senior Member
 
Join Date: Jan 2011
Posts: 642
Default

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?
Reply With Quote
  #34  
Old 04-23-2012, 11:35 AM
RAF_Pstyle RAF_Pstyle is offline
Senior Member
 
Join Date: Nov 2011
Posts: 267
Default

Quote:
Originally Posted by MarioBava View Post
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.
Nice suggestion.

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"..
Reply With Quote
  #35  
Old 04-23-2012, 12:28 PM
Fishsticks's Avatar
Fishsticks Fishsticks is offline
Senior Member
 
Join Date: Apr 2011
Location: Alabama
Posts: 523
Default

Quote:
Originally Posted by Raneman View Post
Why not try to attract the FH and RNL and such crowds?
Because there is absolutely no payout in attracting all 5 of those players.
__________________
RGN - Raiders Game Net - Our support forums.
Reply With Quote
  #36  
Old 04-23-2012, 12:28 PM
ButchCassidy's Avatar
ButchCassidy ButchCassidy is offline
Moderator
 
Join Date: Feb 2006
Location: The Hole in the Wall
Posts: 2,144
Default

Quote:
Originally Posted by Yoshiro View Post
The first thread seems to be broken. http://forums.tripwireinteractive.co...ad.php?t=77940 (Page 19 is not loading) . Please continue the discussion here.

Long story - Short Version:

Action mode is an experiment that would replace Relaxed Realism with an even more casual mode. It was created over a weekend in a coders spare time and no RO 2 development time has been lost.

It features:
  • Addition of crosshairs
  • Removal of freeaim
  • Reduced weapon damage
This experiment is designed to help us see if this is worth pursuing for those who tried RO 2 and still found it too hard to get into.
I think its a worthy experiment..
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
Reply With Quote
  #37  
Old 04-23-2012, 01:22 PM
greenlemonade's Avatar
greenlemonade greenlemonade is offline
Senior Member
 
Join Date: Sep 2010
Posts: 733
Default

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.
Reply With Quote
  #38  
Old 04-23-2012, 01:22 PM
melipone's Avatar
melipone melipone is offline
Senior Member
 
Join Date: Mar 2006
Posts: 1,627
Default

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.
Reply With Quote
  #39  
Old 04-23-2012, 01:54 PM
MarioBava MarioBava is offline
Senior Member
 
Join Date: Jun 2006
Posts: 810
Default

Quote:
Originally Posted by greenlemonade View Post
Then I'll say this again.

....

New players in Action mode have a LOT of unique features to enjoy.
I think you make a very good point.
Reply With Quote
  #40  
Old 04-23-2012, 03:31 PM
Papa Lazarou Papa Lazarou is offline
Senior Member
 
Join Date: Dec 2011
Posts: 114
Default

Quote:
Originally Posted by melipone View Post
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
Completely agree.

A better tutorial would help new players way more than cutting out free aim, adding a crosshair and making weapons do less damage.
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 02:56 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2013, Tripwire Interactive, LLC