Fine. If you die once, the game deletes itself, your computer explodes and TWI dispatches the hit squad.
It's just a gameplay concept.
I'm in the "game balance" ideological camp.
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Fine. If you die once, the game deletes itself, your computer explodes and TWI dispatches the hit squad.
It's just a gameplay concept.
As for things specific to the conflict, such as soldiers deteriorating as the battles go on etc - who the hell would want to play that? This is supposed to be fun after all - I like realism as much as the next man but I'm not looking for a simulation of hell on earth.
Hmm, with all due respect Ramm, but the idea of improving your character with level seems like it is something you, or more likely your publisher, pushes to boost sales, seeing how all hugely popular games (CoD, Battlefield, WoW, etc) use a 'level-up' system.
Not saying I won't buy your game because of this, it's just a bit sad to hear.
Various you're acting like every new player that joins is going to be under a constant hail of machinegun fire.
Take a moment and think of what has been said/revealed, these are all effects that make no difference to a person who would otherwise kill you if you were in their sights.
It's not like being a Hero is going to make your aim any better, or make your body sustain more damage. And the best part? IT'S ALL GOING TO BE CONFIGURABLE VIA SERVER SETTINGS! You can bet there will be purist servers which don't allow Hero bonuses.
This. I don't know why everyone's getting so worked up, because a new player with a Mosin-Nagant can still easily kill a Hero with an MKb42. As Ramm said in the video, it's not like a green soldier can't aim for **** and a Hero is Vasily Zaiytzev
Therefore, it fails from a sim and gameplay perspective. What are its redeeming qualities? Some people should feel special because they worked really hard at making their experience bar get bigger? Give me a break.
People get desensitized.
It's a fact whether you like it or not.
People get desensitized.
It's a fact whether you like it or not.
Matter of fact on the last page I suggested that people only obtain levelups for as long as their avatar stays alive, but this was confronted as being "too realistic."
Quite frankly it'd be the opposite. Sure we all know that people don't usually want to die and have hard time accepting death, while given such system in RO:HoS it would result into "I don't want to die because I lose all my rank and unlock progression." and we would have Camping unlockfest of Stalingrad at our hands and in sort of twisted way it would reduce the game's overall level of realism rather than increase it.
Extreme realism rarely works unless there is major effort done to make it work. They could add arbitary shoepolish feature in RO:HoS and polishing your shoes would improve their water repellancy and make your movement more fluid in some ditches\something like that with water (presuming it's not deep enough to sink your whole boot in it) to simulate the important benefits of taking care of leather has, but it would be very twisted in game's scale that half of the team are polishing their shoes under combat conditions just to get through some small ditch faster and once again as a result, it would reduce the overall level of realism.
What exactly is realistic or beneficial about a global, persistent progression system that follows every single one of your avatars, as Bobdog suggested in the last page, as though you were a ghost reincarnating into different soldiers?
What exactly is realistic or beneficial about a global, persistent progression system that follows every single one of your avatars, as Bobdog suggested in the last page, as though you were a ghost reincarnating into different soldiers?
Is it, as I suggested a few posts ago, so that we can let a few people feel really nice about the work they put into to game and give them a reward? What is the purpose for this system, seeing as it's neither realistic, nor beneficial?
ROHOS doesn't need a suppression system other than aesthetic effects. You know what the best suppression is? Having weapons that are actually accurate enough to kill the target at whatever range you need them to be "suppressed".
YouTube - Facing the German MG-42 Machine Gun!
I think this is enough evidence of how you would feel.
Any discussions of returning accurate rifle fire when a MG is shooting at you should hereby be settled.
Exactly. That is why something like the Resistance & Liberation suppression system would be ideal, IMO. It still allows you to return accurate fire if someone has just come around a corner two meters away from you and started spraying with a Tommy gun, but if anyone is putting sustained accurate fire on your position, you find it very difficult to return fire at a distance as your vision becomes blurred and cropped and your hands start shaking a bit, making it hard to take accurate shots at anything more than 5-7 meters away.
What bullets and gunfire sound like also has a huge part in making someone feel suppressed, IMO.