Classic: remove forced ironsight zoom

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Andreson

Member
Dec 15, 2011
755
11
18
Republic of Moldova
I tried the Iron Sight settings at -3 like on the first page. It zooms almost not at all and is real nice. I never noticed the delay I had when shooting because of the default zoom. When in an up-close fight, the zoom is a real pain in the ***. I used to wonder why I felt so closed in when hiding in a crater and confronted on maps like Winterwald or Spartanovka, and now I know why.

With that said, I sadly must continuously use the mega zoom (Shift Focus) because I find myself simply not being able to see what I am shooting at when at a distance. It'd be one thing if others couldn't see me too but they can so I am being sniped. I've made several distant kills using the no-zoom sights but it's too risky if trying to win.

I think the cyborg eyes are ridiculous. In a super-realistic game, who the hell approved this? I mean, really, who the hell did? Humans can not zoom in like binoculars. Is this some sort of joke? :confused:

I agree that firefights would occur much more without the zoom, making the battles more real. There are times I run feeling well that I am not being viewed and then I am killed because people can see SO far. It's real bad, Tripwire. I think the whole game would become scarier not being able to see what's far ahead for normal infantry. People would be more cautious too.

I think what should be done is this: Have no zoom for normal iron sights, and for the Focus, simply have the iron sights be brought closer to the eye. I notice that the iron sights are a slight bit distant and blurry. When you focus, it gets closer and clearer, but with that horrible robot zoom. So remove the zoom and you have your focus. It would make a difference and is the only option I think you have. WWII soldiers did not have bionic eyes. If you keep this stupid thing in, you better start adding infinite running stamina and the ability to fly.

I guess there isn't anything I can't agree with here!
 

Holy.Death

FNG / Fresh Meat
Sep 17, 2011
1,427
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I think the cyborg eyes are ridiculous. In a super-realistic game, who the hell approved this? I mean, really, who the hell did? Humans can not zoom in like binoculars. Is this some sort of joke? :confused:
Technology limitations. Humans can see further without zooming and have wider FOV and are capable of changing their point of view instantly, all at the same time. You simply can't match it having standard screen.

There are times I run feeling well that I am not being viewed and then I am killed because people can see SO far.
Your longest kill was...? I feel differently on this - I think maps aren't suited for current zoom mechanic RO2 has. It'd work much better on bigger maps (twice or tripple as big), not on the ones we have to play now (I mean stock maps, not custom ones).
 

Kleist

FNG / Fresh Meat
May 3, 2009
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Technology limitations. Humans can see further without zooming and have wider FOV and are capable of changing their point of view instantly, all at the same time. You simply can't match it having standard screen.

Yes, we know why they TWI have add it, but it doesn
 
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Holy.Death

FNG / Fresh Meat
Sep 17, 2011
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Sure, you can say small screens can zoom for a better chance to hit... right. But player with large screens can do the same and will beat the small screen again.
You misunderstood me - or I wasn't clear enough - I meant that you can't get proper (human) FOV with standard screens as they aren't wide enough. You'd have to get a few screens working as one.

Standard screens also can't reproduce the way human eyes are working. Take depth of field option for example - everything which isn't in center of the screen is blurred out which is annoying. People don't want to wander with their mouse to be able to scan the area properly. It feels counter-intuitive to them and that's why most of them disable this option.

I think it
 

Kleist

FNG / Fresh Meat
May 3, 2009
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Deutschland
Depends on the amount of zoom (both shift and ADS). Kill messages do one more thing - they let you measure distance between you and the target. I am not sure if that's a good thing.

But than the distance have to be adjusted for everything. You need a complete new distance for no-zoom-gameplay. It
 
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Grantovich

FNG / Fresh Meat
May 21, 2013
2
0
0
Totally agreed with that point. Need to remove any zoom and IS focusing and add much more sway. Moreover, the firing accuracy must be highly depend on the weapon resting. Weapon rest system in ROOST was the key feature to make your weapon stable.
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
Kleist, while I totally agree with you on the gameplay benefits of no zoom, there is one thing missing in your line of reasoning:

You might say: 'treat 100m as if it was 200m', but then the time it takes to walk that distance doesn't add up. Ie, you walk what appears to be 200m in the time you need to walk 100m.

So in conclusion, Classic movement speed should definitely not be increased if zoom is removed.
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
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Deutschland
But adjusting the distance is actually faking it. The distance on the map is what it is and making it seem artificially higher to boost your aiming ego isn't the way to go about it just because you want no zoom.

Accept the distance for what it is :D


I personally don
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
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Deutschland
Kleist, while I totally agree with you on the gameplay benefits of no zoom, there is one thing missing in your line of reasoning:

You might say: 'treat 100m as if it was 200m', but then the time it takes to walk that distance doesn't add up. Ie, you walk what appears to be 200m in the time you need to walk 100m.

So in conclusion, Classic movement speed should definitely not be increased if zoom is removed.


Well. I don
 
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Holy.Death

FNG / Fresh Meat
Sep 17, 2011
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Removing distance kill message could've been best approach of all. It would increase uncertainty and boost tension happenig when you do not know if your shot was fatal or not.
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
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Deutschland
The no-zoom mutator is (nearly) ready!

A big thanks to dibbler67 for his fast work

http://forums.tripwireinteractive.com/showthread.php?t=90858


He have bind it to his sound mod, but he try to release it as a stand alone mutator, too.


If I have understand it right we need a amiable server admin who add this mutator to his server.

Edit: I think I was a little bit fast, the mutator is still ready, but he don
 
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Victhor-ASH

FNG / Fresh Meat
Dec 14, 2011
1,072
41
0
Romania
WOW, that's nice hope to see it implemented in all classic mods now! Hope to see it, as a standard implementation for classic.
 
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dibbler67

FNG / Fresh Meat
Sep 4, 2011
654
6
0
Texas
Hey guys.

Some clarification: I will be making this a standalone thing come this weekend. Currently it's a serverside option in the sound mutator ini. If zoom is disabled in the servers sound mutator ini it'll be disabled in the server, for everyone. Theoretically :D. I'll do some testing Friday; I kinda of surprised myself with how quickly it came together (usually LOTS of trial and error) and it's pretty untested.