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What will we see from RO:HoS at GamesCom 2009?

Weapon ammo amount indicator? Its not heavy or light anymore? What is up with this?

I presume a white list will appear for maps and mods for RO:HOS since it has a KF style leveling system.

WTH man, where did you saw those 2 things?

I only saw the same "numbers of magazines you have" and when he swapped mags it appeared "magazine is full"
 
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And I really don't care if you think I should be polite or not to you. That's not my job.

So your job is just to ban users witch have another point of viev? And if you would be a good employee you should care...

I have pretty much same(better processor E8500) and nowhere near can I call it smooth gameplay on high+abowe. It's just OK(bearable, 30fps, if you don't count the fps increase and drops on some areas).

:eek: I have 40fps at least! (checked by fraps) maybe you have old drivers or you have many programs turned on.
 
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Well I see most of you are caught up on graphics, which you really shouldn't be as most of you still play RO. What I find disappointing is that this game is even less realistic than RO:OST. Ok, first off why are there floating icons on the HUD? Did soldiers wear plastic shields to reflect real time combat info to their eyes? It can be turned off yes, but the fact that it was even included is worrying. Weapon ammo amount indicator? Its not heavy or light anymore? What is up with this? And I was really hoping that TWI would get rid of the awkwardly standing man in the bottom left. If I am injured, I don't have a "lets look at a generic picture of a Western European caucasian man to see where I was hit" button. If a run of the mill soldier is shot, he looks down to see where, this would have been a neat implementation, and a fun game of "where is the bullet hole", this is what RO:HOS should have used. The radar I won't cover much, it shouldn't be there. I see RO:HOS has taken a page from Resistance and Liberation's book that once you are looking down the iron sights, your eye magically magnifies the image. They also copied the page of RnL's book about climbing over walls and what not (believe they call it mantling). This I like very much, and is arguably the best feature in RnL.

(I step away from the mic to breathe)

Now about the squad command system, now matter how in depth or how detailed it is, this is never a replacement for a good (or bad) microphone. Reliance should not be placed on this command system, but rather on another of RnL's features of sound dissipation over distance. The GPS map is also in RO:OST, and I feel should just be a map without a magical cursor of your location (as the mod had if I remember correctly). The floating text is again veering from realism, if you want to know if a point is capped or not, go visit it yourself or send a teammate to check. Kind of hard to flank an opposing force when they have invisible sentries at every point. Also I am a bit worried about the "Hero" status, enabling a player to receive rarer weapons. I presume a white list will appear for maps and mods for RO:HOS since it has a KF style leveling system. Will this hurt mods for RO:HOS? One superb thing about RO:OST are the awesome mods, vehicle/weapon packs, mutators, and maps availabe. If people had to wait for an update to get their custom content white listed, this could discourage the community from adding custom content. Sure it doesn't matter for consolers (who the game seems purpose built for), but with custom content being somewhat inhibited, what advantages do us die hard PC users have over the kid who picked it up at Gamestop because it got rave reviews?

The "ideal" RO:HOS for me would be ultra realism. I like RO:OST's method of determining ammunition amounts, mantling and cover using in RO:HOS looks and appears to work great, that is a very nice improvement. I feel that the Communication could be needed, I suppose the highly detailed squad command system is necessary for those who are microphone shy, but making it as well as voice communications distance based would be a nice gem of realism tossed into the mix. Perhaps give overhead maps identifiable objects to help orient themselves with relation to the map, but I feel a GPS system for the player and teammates is a bit over the top and plushy. Weapons have always been very nicely done by TWI and I can only wait in suspense to see what will be included. Undecided about the bandage system yet, even if you were shot in an non-vital area, you would still have damage and loss of some function. Vital area death shots are nice though.

This view is mine and my own, and I will likely still purchase the game when the time rolls around (Yoshiro turned down a chocolate chip cookie cake for some slivers of RO:HOS :D). I am not trying to be mean or unjust or unfair to TWI for I have been a loyal fan for years, I just fear that they may be going the way of larger studios of making easy pretty console titles. Please respond to this post only if you are willing to swap constructive critcism (even if nobody upstairs is listening). But lets all remember, the game isn't out yet so nobody (but TWI) knows fo shizzle.

Living in a dream world. :rolleyes: ULTRA REALISEM IS THE ONLY THING I WANT.

RO "failed" to draw in the big amounts of players because of its steep learning curve. All RO:HOS is doing is implementing new features/designs which make the game easier to navigate for new players. Knowing where objectives are comes with playing a map several times, on your first couple of times you don't know where an objective is so the HUD simply helps with orientation in the game world. It doesn't mean you won't ub3r pwn him with joo sniper rifle when he gets there.

How many times have you played a map and seen a new player looking lost or going in the wrong direction, this solves this problem. Why is this a bad thing? In REALISM the soldiers would know exactly where they are going thanks to orders from officers, this is a game, so obviously in real situations you would know things that in game you dont Therefore you need to convey this to a player.

As for the look down to see an injury. WTFOLOLBBQ. In REALISM you would feel where you got shot not look round for half an hour to see. Again, a nice little man cuts out this long winded pointless excercise.


Maybe this seems simple because I am studying game design at university but surely its common sence. :confused:
 
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Dear god... apart from the fact that there is a long way to go... we also employed a specialist graphics coder with 18 years experience a couple of weeks ago. OF COURSE IT WILL CONTINUE TO IMPROVE!


m8..srsly..stop to try to explain the terms "ALPHA BUILD" and "will progress during development" to nitpicknazis...focus on your vision...;)
 
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having a diferent POV and trolling are not the same thing, if critizism = trolling for you

Not for me but for Zips. I just want to say what dont fit me in this movie - ok it's alpha but are you sure that they will repeair everything in final version?

They have plainly done it in a better manner than you though.

Have I posted any bad word or insult someone...?
 
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I see RO:HOS has taken a page from Resistance and Liberation's book that once you are looking down the iron sights, your eye magically magnifies the image.

I didnt notice and im so glad is finally implemented, and here is the explanation why the image is not magically magnified but is a realistic feature instead:

auto zoom would compensate for the distorted FOV which wraps the objects making them appear smaller than what they should be in reality giving that "tunnel vision effect". that would not be "magic eyes of zoom" but FOV correction to the "magic eyes that wraps 90
 
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Not for me but for Zips. I just want to say what dont fit me in this movie - ok it's alpha but are you sure that they will repeair everything in final version?

Do you believe that, with the exception of a few bugs that may slip thru as do in all games, that they will fix everything possible? I myself am certain they will attempt to and hopefully succeed.

I guess your criticism is being seen as over the top considering it is an alpha build. You are coming across to us (at least me) that you think what you have seen is they way the game will be released. Constructive criticism is good and encouraged, how else will things ever improve? Maybe read some other threads, see what they say, and do realize that your concerns/criticisms have been directly addressed by those in charge of Tripwire themselves. How many new people on the forum can really say that? And if you do stick around, and are not a troll, you will realize that Tripwire is a company that does listen to its consumers.
 
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Actually Sam realistically, unless it was a major wound, some soldiers wouldn't realize that they were wounded until after the battle. Not due to lack of pain, but due to the adrenaline and overload of the senses. Fedorov you have a point, I see now that it is implemented. Perhaps the method is to narrow one's FOV, which in turn magnifies the view in order to give the same height to width ratio when in iron sights, because when I am looking down them I have one eye closed cutting my FOV in half. Makino, you have a point, in game I saw him push a button and what appeared to me a plethora of HUD icons displayed at the bottom, upon closer and fuzzier inspection it does seem to show two bars to the right and ammo mag count. Once again I refer to RnL in how they show what would be a soldier's belt for the ammo HUD, showing what you have left. Come on guys keep the criticisms coming, orderly discussion is fun! (other than Sam, he smells of cabbage :eek:)
 
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Not for me but for Zips. I just want to say what dont fit me in this movie - ok it's alpha but are you sure that they will repeair everything in final version?

No, I'm not sure, but they said it, so the best thing I have is their word so I take it, but being a troll wont make me sure, you can't be sure of anything, you can't even be sure if you'll wake up tomorrow (I had to go to the hospital yesterday for anoher new health problem, they just keep coming). I'm starting to apreciate more the trust than the certainty, because certainty is just an ilusion

And about fixing everything... I agree that some things can be fixed but there is not THAT much to fix, you are just making unfair comparisons and exagerating things.
 
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Heyo,
from my perspective and considering that it's an early built of what we will get in the future I'm very trustful in Tripwire. Everything seems more dynamic, even in this early stage, which is imho very realistic, because movement and combat and interacting with the enviroment is very dynamic in reallife, whilst in RO:Ost it's sometimes very statical or reduced to certain steps which the player can perform. That doesn't mean, that i don't love Ostfront ;). And I bet, when this game reaches final stages, and the morale system kicks in, we will get some serious, brutal, teamplay oriented battles out there.
So I'm very sure, that the final RO:HoS we are all waiting for will kick our butts.

Greets and Thumbs up
primalheretic (playing the Soldier McSChwoartZ in Ostfront.)
 
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My only criticisms are of the radar on the HUD, and of the AI, which I'm sure will be tweaked and improved. At one point in the video, one friendly AI took cover at a corner, and another took cover on the corner next to it. They both leaned out and looked at each other face to face, which I thought was kinda silly.

Didn't you know? Man-to-man love ran rampant among the Russian army in Stalingrad.
 
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I think it looks really good so far. I am more worried about the multiplayer though than single player story.
Ha nice Russian "go" sound at 1:50 on the second vid.
Very nice how you are a squad leader ordering squads like that around.
What a nice tease this is though keep up the good work.
 
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really impressive, but what i liked the most was the blindfire.

my one question for the blindfire is, that if you hide behind a wall, blindfire, and then come back to the same spot later and blindfire, will both blindfires shoot in the same areas, or will there be freeaim like there is normally?

also, does the radar show enemies or not? i couldnt really tell
one thing i didnt like was that arrows seemed to pop showing you where you were being shot from
 
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