Implementing Track IR functions is really the answer like Arma2 has.
No, it's not a good answer/solution. Mainly because it costs money.
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Implementing Track IR functions is really the answer like Arma2 has.
so... is this all about? relaxed realism and real realism shouldn't be based on realism but in what is "good" or "bad" according to the subjective views of the "real realism" crowd which holds the only true good way of playing the game and thus, you should decide whats on your game and what is not on it as you see fit?
I never said GPS map was "bad", just unrealistic gamey feature and shouldn't be on the real realism settings, just like death messages and scoreboard (more like score count, list of players should still be ok kept to a basic control of the server)
GPS map wasn't there in the first versions of RO and people did just fine without it.
TrackIR is unrealistic anyway.
The key is that the playing field stays even and fair. I mean sure a player can probably decide to not use the additional features of relaxed realism and get a similarly realistic experience as when playing realistic realism. They key issue with that is that the features you decide to turn off will then give you a disadvantage to the players that have them turned on, that's the reason for a need to have a separate server setting.
TrackIR is a great compromise. It really changed the way I played flight-sims. I recall Ramm was asking about TrackIR either on the TW forums, or on the TrackIR forums. So maybe it'll be an option.
It doesn't nativly. We are looking into adding it.
It doesn't nativly. We are looking into adding it.
Cool. Too bad my old TrackIR 2 doesn't work with Windows 7... dualboot to XP, or upgrade to a new TrackIR?!
Assuming it makes it into ROHOS, of course. Either way, I'd be pretty happy with any type of Free-look - mouse or TrackIR.
Edit: Found a linky to hack TrackIR2 into Win7 for anyone interested: http://forums.ubi.com/eve/forums/a/tpc/f/49310655/m/7741001328
you mean fov correction and perception is something that belongs to the "relaxed realism"? when its there just because real life works that way?, You mean it shouldn't be in the "real realism" mode? wouldn't it be a contradiction?
you are probably mixing concept of how realistic the game is with how basic and raw it is.
basic and raw, pretty much like the first versions of RO, doesn't mean more realistic, because crippling all those new realistic features, just because it makes your life easier, which is oh-so-terrible for the hardcores 13375, would make it unrealistic, so, how do you explain that the more realistic version will be less realistic than the relaxed-realism then?
oh, and real life should be easy. But it seems that the "realism fans" prefer a crippled unrealistic reality that only exist in their heads, such is irony.
realistic realism
Its pretty lame of you accusing me of wanting to make the game hard so I can own newbs or whatever.
I want the game to be accessible and get a huge community. But in realistic realism mode I want players to figure out what is happening around them for themselves. Rather than having it handed out to them on a silver platter.
I expect the relaxed realism part to have more functional realism, and the realistic realism part to have more visual realism. But for some features the functional realism vision will be used for both realism settings, and visa versa. Which is the exact reason why I think that relaxed realism for a big part will actually be as realistic as the realistic realism setting.
The difference would primarily be based around vision.
- Functional realism makes use of man made models to simulate abilities missing in a game that would be available in real life.
- Visual realism says that the model is too different from real life, so that it's better not modelling that ability at all.
A model is per definition different from reality, and the perception of how well it works without a set defined guideline. Depends purely on a person's opinion and preference.
For the love of god please, please, please read my post before replying ffs.
I never said that visual realism is more realistic than functional realism. Its based on opinion. What people prefer depends on their on perception of things.
thats where you are wrong, because functional realism, will encourage a realistic behavior, the battles will be fought at real ranges, people wont get separated from their squads, soldiers wont be able to ninja bayonet other soldiers that should be seeing them in real life, soldiers guarding entrances wont take their whole vision constantly away from one defensive position because they can't see the other one, and so on...
I didn't pick that name for the game mode. You could call it hardcore mode, or "dysentry simulation" mode as some might end up calling it if they don't like it.Calling it "realistic realism" is quite saying it
Beside that you are exagerating, everything comes at a cost as well. And whether the cost will be worth the benefit is an individual evaluation. And nobody will go for a game made pure out of functional or visual realism its always a mixture of things.
I didn't pick that name for the game mode. You could call it hardcore mode, or "dysentry simulation" mode.
The devs picked the names not me
The most realistic version should consist of a series of options that removes information that a soldier wouldn't know in real life. Those things that are confirmed that doesn't add neither visual, nor practical realism.