I remember the FK server. I used to play on there all the time back in the Darkest Hour days. Then I was banned
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1) The broken sprint physics are exactly why we're stuck with a piss poor choice Realism's arcade movement vs. Classic's asmatic lung cancer movement. Under the present physics, the faster you go, the more capable you are of making break-neck turns on a dime, completing ridiculous zigzag manuevers, and defying gravity with superhuman speed up staircases and inclines. If the sprint physics were correct, then we could have 1 sprint speed which is both reasonably fast AND realistic, and half the conflict between realism and classic players would be gone.Remember kids, some things you may think are "broken" are actually just the way you interpret them and are based on opinions.
Exactly, the damage is done, it's too late. Maybe RS could have been treated as a "reboot" of sorts, discarding RO2's flawed way of doing things, wiping the slate clean, and implementing everything with a revised approach. But that didn't happen.I think this is sort of a case of too little too late. Even if everything you just listed was fixed, most of the players that would want them have been gone since RO2 launch basically . Add to that, almost 2 years into the game's life making those changes is a bit late and would fundamentally make it into a different game - at that point you may as well save it for the sequel.
Sounds like ARMA 3 is the right game for you...
As for me, I am quite happy with Realism.
* (disclaimer) If its anything like its predecessor, I have not personally played it and am going partially on here-say
1) The broken sprint physics.... *snip*
Too much changed between RO:Ost and the subsequent games to keep me interested beyond that. The goofy unlock system, and the absolutely moronic class progression system where your avatar gets better at the game over time just continuously remind me that the game is not what it should be.
It's really not that hard. I did a quick mockup in photoshop and had space to spare!2) By having a Scoreboard, Role Selection screen (or squad selection) and Team Selection screen, you reason that things are TOO complicated, and want to put EVERYTHING into a single jam-packed, information over-loaded screen? People with smaller monitors are not going to be happy with that idea of yours.
You're assuming here that being similar to the RO1 role select screen is a good thing, which is not necessarily the case. Many of us bought RO2 expecting an improved iteration of RO gameplay design; not just RO1 with better graphics.There are two differences between the Role Select menu from RO:OST and the one in RO2 (barring overall look), the little descriptions for class and the fact that there are small icons for choosing the weapon level.
The point of disabling zoom is also not to turn SMG's into assault rifles, but in practice it does, because without ballistics adjustments, preventing zoom effectiveless removes all the ranges from the game where an SMG would be less accurate than a rifle. Rifleman can no longer see and hit as effectively at the distances they should beat out SMG's, so an assault troop becomes a jack of all trades that can hit anything the naked eye can see - that is until you start adding unrealistic recoil exagerations and damage nerfs, so that someone can survive an infinite number of pistol caliber hits as long as they take 3 seconds to bandage between injuries.So...across the FallenFighters park would no longer be 250 metres, it'd be 400 metres just because I can't see as well and need to wear my glasses? The whole idea of not zooming is to make things harder to see and make gunshots more rewarding (for some folk), not to funk up the ballistics so things change massively from server to server.
Our only hope for a better and more simplified squad screen is if a modder does it. Even if someone figured out how to make the squad select screen the default one would be a great help.
Our only hope for a better and more simplified squad screen is if a modder does it. Even if someone figured out how to make the squad select screen the default one would be a great help.
Like many things with RO that bug me it seems that a lot more is possible but TWI and the players prefer the easy "default" option. New custom maps empty servers, mods are generally not accepted (Dibbler's mod looks so sweet but I think it is doomed by the current playerbase not being open for changes). I know you guys here on the forums are open to that but we are not enough.
You'd be surprised at how easily swayed your average pubber is. We've had custom maps on 2.FJg for a long time now and they don't kill the server. You might get a few of the really, really new guys leaving, but within 2 or 3 minutes the server fills up.
We had Thors HUD mutator running on there which again, either went unnoticed or was well received by the community. Sadly, its been making our server crash and we really aren't sure why... which is a shame because I loved that thing.
People are here to blow off some steam. They will generally play what you give them play (as an admin). The few that choose to leave because it isn't the easy default option? Good for them. If they're too impatient to download or try something new then there are slots for people who are.
edit: we also have a lot of people interested in Dibblers sound mod.
I know there is always a few good servers that have a dedicated population. And I know there is interest in Dibbler's mod. But will it be enough people or will it kill population? I hope it will be successful and I would not have doubted it back in RO Ost or DH days. RO2 seems to be different though.
Agreed. Admins can toggle off most of it I believe, I can see this being everywhere once it's whitelisted. I think the dynamic movement won't be much of an issue, it's not overdone IMO.
I'm sure most servers will leave zoom on though unfortunately.
I fear this topic is entirely academic now. It is either "realism" or moving on to something else at this point.