The most disappointing thing is that while the game has fairly realistic FHD (
first hit decisive) and accurate weapons -- we are limited to pixel draw distances that wouldn't even test a pistol ammunition weapons range and accuracy limitations due to FOV and pixelation.
If this were intended to be a CQC or arcade shooter this would be well and fine, but RO's render draw distances, and play area distances on LSS maps well exceed pixelation draw distance even for the most expensive 2048 * 1536 displays (
and real world vision acuity by many orders of magnitude). Even worse: the player with the higher resolution display will always see and be abile to identify the player with the lower resolution display well before he is seen by that player on large maps...
Good realism game design (
where the objective was realistic play as well as a good realism paint job) has always resorted to means to assure that either the play area did not exceed the pixel draw distance limitations of the mean resolution/FOV that a player was likely (
or able) to use.
In RO not only can I not identify a three pixel blob that's supposed to be a man-target at even a small fraction of the distance I could clearly recognize him as someone I knew in the real world; I will be able to spot and identify him as a friend or foe before he is even able to me if he has a lower resolution display then mine (
or vice versa).
The outcome is obvious; instead of a realistic emphasis on marksmanship and maneuver -- we see the typical arcade emphasis on speed, use of infinite turning speed, spam, and '
Rambo' tactics. It's no wonder the two busiest servers play the same CQB map over and over and RO's brilliant LSS infantry level designs go under appreciated and almost completely unplayed.