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| View Poll Results: Which of the stats would you like to see reduced so that the new lvl 50 = old lvl 0? | |||
| Reload Speed |
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17 | 36.96% |
| Recoil Control |
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18 | 39.13% |
| Sway Reduction |
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20 | 43.48% |
| Entering Sights |
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20 | 43.48% |
| Deployment |
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11 | 23.91% |
| Melee Strength |
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12 | 26.09% |
| Stamina Amount |
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12 | 26.09% |
| Movement Speed |
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14 | 30.43% |
| Suppression Resistance |
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15 | 32.61% |
| Weapon Focus |
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13 | 28.26% |
| Stamina Resistance |
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12 | 26.09% |
| Ammo Restribution |
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11 | 23.91% |
| None of the above |
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19 | 41.30% |
| Multiple Choice Poll. Voters: 46. You may not vote on this poll | |||
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#21
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If the RO franchise continues with its current model, and RO 3 comes out in 5 years, then a huge number of people will be 'heroes' in many classes by that point-- which makes being a 'hero' moot.
So, maybe, either scale down the abilities as a player progresses, make it more difficult to rise at higher levels, or both. |
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#22
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I voted for everything except for ammo distribution (simply because it has little to no affect on direct combat). I don't see the theme of hero grind fitting well with tactical shooter at all.
Not to mention current progression scheme of RO2 is terrible for new players who are at a great disadvantage compared to the veteran players from not knowing the maps and having worse gun control/movement speed. First is unavoidable nor is it bad as experience and knowledge of the game should be advantageous but... the latter is just terrible for an action oriented games like FPS. Nothing ensures that game goes into perpetual decline more than a system that puts veterans on pedestal and discourages new comers by gimping them. If people want hero theme to stick around (still think it's an oxymoron for tactical milsim to focus on having "heroes"), or just want progression/unlocks in general (which if done well, would be excellent), it should focus more on cosmetics and sidegrades. Like killcount marks on butt of your rifle via achievement (like getting 5 kills in a row unlocks 5 marks, etc.), commendations like the iron cross for the Axis, worn out uniforms, etc. Not sure how gun unlocks could be done well without completely butchering historical accuracy when the game focuses on standard infantry combat. This isn't some modern day special forces who have access to hundreds of guns and accessories available to them... these are grunts who used generic weapons handed out to them during the era when there weren't all these 'cool' accessories for the guns. |
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#23
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I can't see kill tallies on guns being a thing, not even for snipers (who were the only soldiers who would record kill counts) - usually a book was used, if they bothered to keep count at all.
__________________
![]() Current name ingame - killallmkb42s.exe |
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#24
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Okay, so I voted: Sway (that is numero uno), Sight picture, and reload time in that order.
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#25
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Quote:
if there's a just-bought-the-game brand new player is going up against someone maxed out ...and if they get into a quick-draw situation where both spot each other at the same time ...and if they're both caught by total surprise / not planning ahead (not sighting before contact? Poor play) ...and if they both have similar reaction times ...and if they both have exceptionally low latency ...and if they both decline to hipfire then one of the stat bonuses might start to make a difference. And I agree, it could influence things in this scenario, but this scenario is an inconsequentially small part of RO2 gameplay. Heck, just filtering to events where both people spot each other at the same time excludes probably more than half of all kills. |
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#26
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Pretty much all of the stat improvements come into play throughout normal play. Reduced sway/recoil control/suppression resistance/sight speed gives edge to the veteran avatar's shooting all the time. Movement speed and stamina improvements let veteran characters cover more ground faster, which is also a definitive edge throughout the game since mobility is a big deal. In a way you are right that none of the improvements will give a "free" kill to veteran avatar, but they will make every little aspect of the game's challenge easier to deal with, which adds up to a substantial advantage. I have no problem with scrapping that idea then. |
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#27
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Playing, killing, going through things, experiencing them, seeing, doing.. you cant say that after reloading hundreds of times you wont do it better, faster.. is applies to the rest as well. |
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#28
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__________________
aka Wakke |
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#29
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Training will make you go faster and better, the current problem is that it goes too fast. And it is undesirable, we are not really wanting to take into account who is a more trained soldier and who isn't based on playtime. All the times you spawn, you are always the same guys with the same training. Even if people want the feature, which is ok, at least they should make lvl 0 20% slower so that heroes are equal to current lvl 0. Even ammo distribution bonuses introduce miscalculations and bugs in our initial ammo. The whole system is BAD. |
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#30
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Any type of computer aid is absurd. Didn't vote.
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#31
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No, its not realistic and it was never added for the sake of realism. This is exactly what most people expect out from a FPS these days hence why it was added. Its just artificial skills. Its not your skills, or someone's else, the game simply awards you and makes you better than other players for simply playing it. If you want to become better play the game. If you don't get better, too bad. That's what makes generic FPS different from tactical shooters and simulators: they don't give players aids or hold them in the hand. If you want to go this far in terms of ''realism'', then its absolutely recessionary to make it possible to lose all these skills. So that if you die its all gone. |
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#32
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For example, let's take BF3 and MW3, two of the biggest FPS franchises on the market. They both give you unlocks based on fancy ranks that you can progress, but none of them are meant to be a straight up performance boost over lower ranking players. |
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#33
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#34
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#35
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All these unlock on both BF and COD give performance boost. BF has stronger weapons* + attachements. COD has stronger weapons* + attachements + perks + kill streak rewards (CODBO has also classes with upgrades).
* Stronger, but "balanced". Not like owning everything. Example: very fast shooting gun has very low damage, very high damage gun is very slow shooting, thats how it works. Last edited by eM*; 07-02-2012 at 07:10 AM. |
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#36
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#37
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Best gun (as in most widely used for competition purpose) is the starter gun for medic class in BF3 the M16A3. Then you get lot of side-grades that outperform the M16A3 in certain situations but underperform in others (hence M16 being most popular because of its versatility). Doesn't even exist in MW3 and the replacement for it is nowhere near as useful in MW3 cause the game is overall much louder to bother with footsteps. And it's still nothing like 20% -/+ lower recoil/suppression/sway/fasterreload/ADSspeed of RO2's level 50 gun because RO2 one comes with zero trade off. Last edited by Gaizokubanou; 07-02-2012 at 07:23 AM. |
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#38
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#39
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It existed in MW2 and Call of Duty 4. And it made you a ghost. So my point is valid. Ever tried playing without Stopping Power ? It was not pleasant
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