Competitive play concerns

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Psit

FNG / Fresh Meat
Sep 11, 2011
18
2
0
Hello guys, i am just trying to figure out if this game will ever be viable for the competitive scene.

Until now the game is not spectator friendly at all, but thats not what worries me the most.

How can you take part in a ladder for example if the engine is not up to par.
Watch the video bellow, if there is someone hiding behind the magically disappearing object due to LOD (level of detail) management by the engine that means you can see him from afar and he cant. Due to LOD.
I would like to hear from the devs on this and also the RO2LADDER people.

RO2 LOD - YouTube

Game settings are everything high

Thanks and sorry for my English
 
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PapaGreg

FNG / Fresh Meat
Aug 30, 2011
63
32
0
There are a lot of trouble for the competitive way ... that s a part of them.
 

Psit

FNG / Fresh Meat
Sep 11, 2011
18
2
0
Then go play something else competitive.

Thanks for your input, but it would be great if a competitive scene gets created around this game meaning it will not die and maybe gain a lot of new players.
 

Dee0342

FNG / Fresh Meat
Sep 14, 2011
209
90
0
All across the Globe
Thanks for your input, but it would be great if a competitive scene gets created around this game meaning it will not die and maybe gain a lot of new players.

Problem is the game is still in a poor state to be considering competitive play, balance between russians-germans is very suggestive, the pop up you mention here, the amount of (semi-) automatic weapons etc etc etc.

Give it time for TWI to iron things out I would say.
 
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PapaGreg

FNG / Fresh Meat
Aug 30, 2011
63
32
0
They have time ... and we support them.
This thread is about that : dont forget the competitive scene please
 

[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
1,884
3,097
0
www.redorchestragame.com
The environmental artists got pretty aggressive with the LOD system to improve performance. So it is likely, as you have pointed out, that there are a few places where they got too aggressive. It is not an engine problem. Rather people should report issues like this that they find in the bug reporting section, and locations like this will be fixed.
 

Psit

FNG / Fresh Meat
Sep 11, 2011
18
2
0
Thank you for the reponses guys.

Let me tell you i enjoy this game VERY much, and it runs fine on my system with a dated graphics card.
Like PapaGreg said, we support them and give them time to improve it, but please do not forget the competitive scene :)

p.s. I really appreciate the devs replying.
 

KingLol

FNG / Fresh Meat
Feb 12, 2009
176
134
0
As far as the balance goes, at ROladder.net some preliminary rules include bans on squad leaders (not commander though), using veteran enemy weapons (i.e. spawning with enemy guns, not picking them up off the ground) and special weapons (AVT-40, MKbsuperlasercannon9000). This prevents both teams filling up with semi autos/smgs and puts the class loadouts more in-line with the first game. From several practise matches using these restriction, I can say it has had a definite positive impact on gameplay balance.

Other pressing matters include the lack of proper demo recording functionality, which is the biggest obstacle to properly kicking off serious competition in RO2 at the moment. I expect the devs will get round to this once they feel enough of the mainstream bugs have been squashed and hopefully, the same goes for the LOD bug mentioned by the OP.

edit
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There's also a very annoying problem with spectator mode at the moment where you need to join a team and can only spectate that team for the round. At the end of the round you then need to disconnect and reconnect. Again, this bug is probably in the same category as the demo recording as far as the developers' priority goes.
 
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Psit

FNG / Fresh Meat
Sep 11, 2011
18
2
0
Damn, i hate to bring up old posts but after trying out the game after a long time i have to say DAMN GOOD JOB tripwire.

Problem is, LOD occurrences like the one at first post still happen a lot, even with the bushes. I am not saying that they havent fixed some of them, but for example in station, zooming in/out we get assets appearing / disappearing. Do you guys plan on changing the LOD settings now that the performance is 2x? (for me it is !)

Do NOT forget the competitive players/scene

See you !
 

[TW]redeye

Programmer
Jun 21, 2010
336
101
0
Roswell, GA
The environmental artists got pretty aggressive with the LOD system to improve performance. So it is likely, as you have pointed out, that there are a few places where they got too aggressive. It is not an engine problem. Rather people should report issues like this that they find in the bug reporting section, and locations like this will be fixed.

Yep, the idea is to NOT have any gameplay effecting cover object LOD out. What was mentioned in the OP is clearly a bug. As Ramm said, report any and all such instances you find which genuinely get in the way if gameplay and we'll fix them.
 

Psit

FNG / Fresh Meat
Sep 11, 2011
18
2
0
Allrighty then (voice of Jim Carrey), ill keep my FRAPS ON and my recording key ready to report such cases.

Edit ! I would really like to know how the devs got so much performance out of their code in 3 months time. I used to play all high settings and dipping under 20fps now i am stuck at 60fps @ ultra settings with vsync on, rarely dipping in 50ties in a 64player server.
HOW!
 
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Nestor Makhno

FNG / Fresh Meat
Feb 25, 2006
5,758
1,118
0
57
Penryn, Cornwall
Allrighty then (voice of Jim Carrey), ill keep my FRAPS ON and my recording key ready to report such cases.

Edit ! I would really like to know how the devs got so much performance out of their code in 3 months time. I used to play all high settings and dipping under 20fps now i am stuck at 60fps @ ultra settings with vsync on, rarely dipping in 50ties in a 64player server.
HOW!

Magic :p
 

[TW]redeye

Programmer
Jun 21, 2010
336
101
0
Roswell, GA
Edit ! I would really like to know how the devs got so much performance out of their code in 3 months time. I used to play all high settings and dipping under 20fps now i am stuck at 60fps @ ultra settings with vsync on, rarely dipping in 50ties in a 64player server.
HOW!

Glad you like the new patch... We've been working on this for a long time, and we had to overhaul a few systems and rewrite them to get the game to this state. If you watch the dev diary, it mentions some of the key things done to improve the performance of the game :)