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#121
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I hope there will an official update to the realism vs standard mode thread when this beta is over, the 3 realism presets are a bit confusing,
here are my personal findings so far action mode player speed : 100% stamina pool : 100% time to go ADS : 100% weapon sway :100% extra sway when fatigued/supressed : disabled zoom : enabled zoom when suppresed : enabled bleeding : enabled bandage speed : 100% crosshairs : enabled freeaim :disabled spawn on SL : enabled killcam : enabled peripheral vision indicators : enabled lockdown : enabled teammate names : always visible tactical view minimap : enabled realism mode player speed : 100% stamina pool : 100% time to go ADS : 100% weapon sway :100% extra sway when fatigued/supressed : enabled zoom : enabled zoom when supressed : disabled bleeding : enabled bandage speed : 50% crosshairs : disabled freeaim : enabled spawn on SL : enabled killcam : enabled peripheral vision indicators : enabled lockdown : enabled teammate names : visible only when the gun is pointed at their general direction tactical view minimap : enabled classic mode (<3333) player speed : 75% stamina pool : 75% time to go ADS : 75% weapon sway :125% extra sway when fatigued/supressed : enabled zoom : disabled bleeding : disabled crosshairs : disabled freeaim : enabled spawn on SL : disabled killcam : disabled lockdown: disabled peripheral vision indicators : disabled teammate names : close range only tactical view minimap is replaced with a compass any corrections / additions to this list are more than welcome, I wish the TWI guys a smooth free weekend and a successfull re-launch Last edited by SoFGR1; 05-18-2012 at 03:31 AM. |
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#122
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the reason RO2 isn't holding a playerbase isn't because it's too 'extreme' it's because it's full of holes and doesn't know what it wants to be. Tripwire didn't have time to play a balancing act yet they tried to and look how well that went, they should have stuck to their own niche and attracted more players with the games own unique style and gameplay instead of trying to please literally everyone and release a half-baked confused product that appeals to nobody |
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#123
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One of the biggest negative reviewing by the industry at original launch, as seen in metacritic, was not necessarily the bugs of the game-- that was one negative point raised by most of the reviewers-- it was that RO2 was 'too specialized or extreme' for some players to get into playing.
So, for the action mode to be created over a weekend with no effect on the rest of the dev team-- is really a no cost solution by TWI to address those industry concerns. After the free weekend(s), there may be some new players to RO who say "realism and classic are little too tough for me right now, so I'll stick to action for a while first". Action mode is another way TWI can try to bait new players into the game. |
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#124
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I don't have any problem with action mode, even the cross-hair is one of the most discrete I've seen and when you go into IS it feels like regular RO2.
Roll it out.
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#125
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the type of players that'll play action because it suits them, wouldn't have spent the time to learn RO in the first place, so i wouldn't expect a massive cross over to the other modes with luck we'll get some but i certainly dont forsee a big cross over
But if it brings in some and get's more to take a look fingers crossed we'll get some out of it
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#126
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The power of independent games is their originiality. There aren't alot of COD-esque indie games because that's the big boys' territory, the most popular indie games are also the most original like minecraft, mount and blade, etc. Last edited by Crusher; 05-17-2012 at 01:47 PM. |
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#127
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A far better way to tell if a game is good or popular is discussion boards, the one on which I frequent had people overwhelmingly say RO2 was too buggy and directionless. Now it's only the latter, sadly RO2 is still going nowhere. Regarding the other responses to my post: My original point was not really about "casualization" (I don't think this happened to RO2) or making the game easier being the problem, but making the game less unique. The games I listed up are all successful by being unlike anything else, RO2's big problem is that it's too close to the mainstream for the realism/tacticool crowd, yet too far from the mainstream for the mainstream crowd. OFP: DR was a massive flop for exactly the same reason. Either you make it full on mainstream style (and end up competing with the likes of COD) or you make a truly unique game, which is how indie titles tend to succeed. RO2 chose neither, and it hasn't worked IMO. Last edited by Scarf Ace; 05-20-2012 at 07:58 AM. |
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#128
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Put that industrious person on a path of removing player aids, not adding them. Challenge him to be creative, and offer the player a gaming experience, instead of blahsperience. |
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