I was not dissapointed by the decision not to include tanks in RS. It always came across as an infantry focused add on.
In my honest opinion combined arms doesnt really work in the Unreal 3 engine. Its very clunky and just doesnt feel right to me. Vehicles getting stuck and sticking to pieces of terrain. The sizes of map just dont suit the inclusion of vehicles, they end up just sitting at spawns farming players.
I realise that isnt good news for the original players that loved RO for tanks, but the current game does infantry really well but tanks, not so much and i'd rather they didnt put any more time into it as they wont ever work well in the game engine.
Just my thoughts.
In open area maps, the tanks must be accompanied by twice as many armored halftracks as infantry spawn points. Otherwise, the infantry would have to jog..
Great debate, and glad we are maintaining a civil discourse- for the most part. I will admit that I understand the argument for excluding the combined arms, and it is mainly to do with the engine. However, there is evidence from other games that UDK can do the job- to what degree, well I am sure there has been some testing and the difficulty rating as suggested is higher. However, look at the history of these pacific battles, combined arms played a rather large role in some very small island and jungle settings. Look at many of the island battles they were small and confined for example in the extreme of the atoll Tarawa- where even there it was the LVTs, Higgins boats and a handful of tanks (combined arms) that figured in the causality for winning the battle and might I say minimizing life loss on one side. So yes balance could be a problem, but I am not sure what the objectives are anymore. When we talk about game balance, do we mean, that we want to defy history and pretend that the despite the level of entrenchment that the Japanese encased themselves in, the technologically advanced and better equipped US could overcome these obstacles and win. Why would we need to worry too much about balance when history did not. It is a matter of level design that will ensure the balance and the nature of the scenario and equipment allocation. Mines and At guns will take care of things. Really though- lvts and a light tank would have pushed this game into a whole new space that would have held more potential.
My reason for raising the issue "again" as some have stated, is despite what the claims are that the game sold well, it surely is not being played- which to me is problematic for this genre- which personally semi-realism not COD and not Arma is my space and I do like a lot. We need to be sure the gate keepers of this genre are well aware of their responsibilities. If it did sell well, why is it not being played. And if it did sell well then money should not be an issue (like it usually is as we do live within a space that has finite resources and profits do dictate deterministically) potentially that is more grist for our cause to ensure the content is developed as that would mean the hired help should be abounding.
If the UE3 engine is that difficult, and I am merely a level designer by night and a statistician by day, then potentially a move to a new engine in future will be needed. Can UE4 handle it. Maybe the Cry engine or an alternative is something to be considering.
I just want to say I think it's a damn shame that engine limitations stunt the creativity and spectrum of what was capable with RO2. I feel like they spent a lot of time and effort on coding and animating and stuff that could have been spent on content and breadth. Not blaming TWI - just the times and technology we live with.
This has happened in the gaming world a lot. I think just now we are on the edge of a paradigm shift... especially with the rise of indie games (the common gamer embraced minecraft, entirely based on freedom and content as opposed to new graphical developments) and the fact that good graphics are becoming easier and easier to come by.
I'd love to see TWI immediately refocus their efforts to RO3... this time focusing on entirely content and maps and weapons and vehicles - and also revisiting the 41-45 concept but try to include more historical unit names/badges+patches+uniforms/weapon limitations (It's obvious the Germans and Russians around here are very interested in these very specific events of the war and the units who participated - I also find it cool, and if there's a focus on content why not?). With RO2 they kind of had to reinvent the wheel and THEN work on content. Obviously in 2016 there are going to be that handful of games that look freaking incredible... I mean hell look at Arma 3.... but as I said with my minecraft example - I think if RO3 retained RO2's graphics, they would be a bit outdated yes, but still entirely sufficient ... and there IS a trend of compromise emerging in the average gamer world!! Every day, average 6-pack joe gamer is willing to compromise his cutting edge tech for quality content! It's happening on iPones, it's happening on steam, it's happening on PC, and it will even seep into the console world. GTA5 is gonna blow people's minds, not because of it's graphics (GTA4 tried to do that and ended up being quite mundane) - but because of the sheer scale of it's world and content. I also predict that developers will be focusing more on this digital world immersion aspect on XBOX one and PS4 - look at the success of far cry 3, GTA 5 will be successful, MGS5 is going open world, the people of the world are growing weary of the corridor experience - young and old alike.
IIRC they said they're been working on KF2 - and that there is a section of TWI that only works on the KF franchise.... but again I think it would be great to refocus their efforts and make RO3 the ultimate WW2 game. RO2 and RS did well, we can either keep throwing around the hot potato of development and get a few cool free things in RO2 over the next year or two, but I highly doubt it's going to ever be the combined arms game that Berezina and Hedgehog and Kongisplatz players remember... or we could be patient little boys and girls, pay TWI for RO3, and have a vastly superior game.
That's just me though, I know a lot of people disagree because they want more now and they want it free now. I, for one, would rather enjoy the intense infantry experience of RO2/RS right now without the size and vehicles etc and get a sick CA RO3:41-45 game in 3 or 4 years.
"Dev team making a **** casualised console game that's been in development hell for years say UE3 is alright".Hmm. Thief 4 (a little out of topic) is on Unreal Engine 3.
Dev team said that there is no substantial difference, moreover UE3 has everything they need, which is why UE4 was not necesarry to wait for....
Interesting bit of detail eh?
"Dev team making a **** casualised console game that's been in development hell for years say UE3 is alright".
blah blah blah.......Why would we need to worry too much about balance when history did not. It is a matter of level design that will ensure the balance and the nature of the scenario and equipment allocation. Mines and At guns will take care of things....blah blah blah
Solution to "long walks" is to allow spawning "on command vehicle" instead of spawning on SL...![]()
.... No, it has not. RO has always been about infantry first. Always.
How long have you played RO? Were you around during the UT2K4 mod days before RO:CA (which was also the latter part of the UT2K4 mod)? If not, then I wouldn't go spewing crap about "roots."
From my memory, the early versions of UT2k4 did not have vehicles. Are you sure? RO did not have vehicles when I started playing. By the time it won the contest, it was RO:CA, yes.Um.... RO:CA.... The CA stands for "COMBINED ARMS" it was a pretty big part of the mod, it was in the name, jeez....
It was a big part of why the mod won Epic's contest.... it was a big part of RO1 as well..... it was a big part of why I got into RO in the first place.
From my memory, the very first version of the UT2004 RO had PIV's, T34's, Half-Tracks and Trucks..... all of which moved very very fast and all were very prone to flipping if you turned at full speed.
The only version of RO that didn't have vehicles was the UT2003 version, which is understandable considering
#1 - UT2003 didn't have vehicle support
#2 - RO was originally planned as an espionage type game
#3 - RO was still early in development and basic functionality was being worked on.
Maybe you need to dig a little deeper for those "Roots" you speak of.
.... 2) We do watch what the community is doing, and playing with vehicles, while done, is not a large amount. So we did not prioritize their inclusion. Yes, this is chicken and the egg but we prioritized the players who are actively playing first.
RO2RS is an excellent infantry game. I've seen no one use the vehicles in RO2 to any particular effect since I started playing. I've never been killed by one, or even shot at by one. I've never needed to avoid one. If someone told me RO2 was based on vehicular combat, I'd laugh at them. The Battlefield series is what vehicular combat is about.