[Game] Festung Europa - Darkest Hour spiritual successor

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Rak

FNG / Fresh Meat
Nov 23, 2005
3,539
677
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Anyone know how good (or not good) the netcode in Crysis 3 engine is as far as multiplayer goes? Server-side hit detection possible? etc. Are there actual projectiles or is it hit-scan type thing? etc.

Judging by the state Mechwarrior Online(Cryengine 3) is in, server-side hitdetection is just horrible.

It looks like it doesn't have built-in anti-lag measures so you have to lead ridiculously to land your hits. MWO team is currently hard at work trying to rewrite the netcode and introduced state-rewinding for some weapons, but it'll take months before it's fully implemented.

Client side should be fine though?(Anybody played the Crysis 3 multiplayer?)
 

CocaineInMyBrain

FNG / Fresh Meat
Sep 8, 2011
1,131
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How accurate he is? Unless you mean Ram working with Jackboot, Rak makes no claims to quality.. simply that, at this point, there is still hope the golden formula once present will in some way remain intact as there has been no word on major changes in mechanics. I'm really curious to see how the original philosophy of RO/DH translates on this engine; granted they intend on sticking to the formula.

Anyone know how good (or not good) the netcode in Crysis 3 engine is as far as multiplayer goes? Server-side hit detection possible? etc. Are there actual projectiles or is it hit-scan type thing? etc.

This sort of "oh these guys are good, they'd never do X" kind of hope will very likely lead to massive disappointment or even people taking it downright personally if things don't go as they envision at launch. It certainly happened in RO2, and a smaller and newer dev like Jackboot doesn't need this. Not that all of the hype in this thread isn't a generally positive thing, but don't get over-zealous as it only leads to the kind of disappointment that RO2 brought for some.

Also I'm slightly worried about the "spiritual successor" part. This could mean anything from keeping the exact same mechanics down to the numbers in the code, or it could just keeping with the gritty WW2 Western front theme with largely different mechanics. I guess its a bit early to concretely say stuff like this, but given the amount of flak RO2 got for not keeping to RO1, you'd think the first thing they'd say is "We're definitely going to keep the mechanics very similar/same to the original DH"

Cautious optimism is the way to go, not "this is going to be the savior of my vision of tactical FPS".
 

Forssen

FNG / Fresh Meat
Nov 23, 2010
851
315
0
Sweden
I think RO2 mostly got flak because it promised one vision and attracted people who was interested in this vision, then by release it turned out to be something different than most expected.

If FE is open on their vision of the game and don't deviate from it too much during development, people who don't like their idea of a game wont be disappointed at launch.
 
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Lord_Lovat

FNG / Fresh Meat
Dec 18, 2011
446
20
0
Belgium
I'm really looking forward to FE. I've always been more interested in the British and Canadian forces in the ETO it is good see them getting attention for a change. Maybe it is not nice to say, but I hope that they take lessons from the mistakes TW made/makes.
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,440
538
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Judging by the state Mechwarrior Online(Cryengine 3) is in, server-side hitdetection is just horrible.

It looks like it doesn't have built-in anti-lag measures so you have to lead ridiculously to land your hits. MWO team is currently hard at work trying to rewrite the netcode and introduced state-rewinding for some weapons, but it'll take months before it's fully implemented.

Client side should be fine though?(Anybody played the Crysis 3 multiplayer?)

I played plenty of Crysis Wars a few years back. Assuming I was on a good server hit detection was very solid.

I do hope it played more like RO1/DH. Just tone back the suppression and remove the extremely awkward spawn in a bunker then spawn somewhere else mechanic. I never understood that. Spawn, cram through a tiny room, respawn, get shot by enemies at spawn (it did nothing to prevent spawn killing).

Would be great for In Country/a Vietnam War mod to be featured on Cryengine as well.
 
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BlackLabel

FNG / Fresh Meat
Jan 9, 2007
3,137
1,063
0
Churmany
Just tone back the suppression and remove the extremely awkward spawn in a bunker then spawn somewhere else mechanic.

That was a clever workaround by SEPP to enable players to spawn on different points of the map.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
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Newton, NJ
I played plenty of Crysis Wars a few years back. Assuming I was on a good server hit detection was very solid.

I do hope it played more like RO1/DH. Just tone back the suppression and remove the extremely awkward spawn in a bunker then spawn somewhere else mechanic. I never understood that. Spawn, cram through a tiny room, respawn, get shot by enemies at spawn (it did nothing to prevent spawn killing).

Would be great for In Country/a Vietnam War mod to be featured on Cryengine as well.

Hard to say how the engine will handle everything with balistic and hit calculations like Jackboot will want it to, especially with the number of players they most likely will hope to have. I don't think it will be so easy and smooth like we all hope it will be.

I actually liked the spawn system (in a room) as it allowed you to choose where to spawn on the actual map, go where you were needed if you wanted to. As far as spawn killing, they just never put anything into the maps to prevent the enemy from camping the respawn spots. Guess they wanted the maps to be more open. Pluses and minuses...
 

Sensemann

FNG / Fresh Meat
May 10, 2009
1,147
269
0
Shanghai, China
I played plenty of Crysis Wars a few years back. Assuming I was on a good server hit detection was very solid.

I do hope it played more like RO1/DH. Just tone back the suppression and remove the extremely awkward spawn in a bunker then spawn somewhere else mechanic. I never understood that. Spawn, cram through a tiny room, respawn, get shot by enemies at spawn (it did nothing to prevent spawn killing).

Would be great for In Country/a Vietnam War mod to be featured on Cryengine as well.

1000% agreement. The 2 things that most annoyed me about DH:
The freaking suppression, especially when next to a friendly machinegunner and the awkward spawning system. EVERY life, immersion is gone through this teleporting in bunker, appearing somewhere in nowhere the next moment.
 

NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,968
722
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Ya the suppression was a great part of DH.

And like was already mentioned I'm pretty sure the spwaning system was just a way to let people spawn in multiple locations.

On at least a couple maps though the spawn zone are several roads outside rather than inside a bunker. That is better.
 
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REZ

FNG / Fresh Meat
Nov 21, 2005
3,534
482
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The Elitist Prick Casino
I still play DH on a regular basis to this day. The one thing that always bugs me about DH is the suppression mechanic; not the fact that there is a suppression mechanic but how extreme the 'attack' of the flinch is. It's way too overdone and I think they could have achieved the same results without making it so over-the-top. I've gotten used to it, but there's no argument that it can result in some very wonky outcomes if a player(s) knows how to exploit it. Besides that, it just looks and feels lame.. it could have been done better.

And by the way, there is a spawn protection timer, so you're safe coming right out of spawn. I've had enemies unload full magazines into me, my whole body turning red, and you don't die.. so I don't really 'get' the claim of spawn killing.

The only thing awkward about the spawning system, to me, was that the mapmakers didn't forsee 4 guys trying to cram themselves into a one person wide doorway.. those doorways should all be at least two persons wide (if not more) so there is never a chance for gridlock when exiting. Nothing worse than having only moments left to accomplish something and the whole team gets screwed because a couple of douchebags don't understand it's one at a time through the doors.
 

Zennousha

FNG / Fresh Meat
Mar 1, 2006
1,019
266
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Kelowna, British Columbia, Canada
I still play DH on a regular basis to this day. The one thing that always bugs me about DH is the suppression mechanic; not the fact that there is a suppression mechanic but how extreme the 'attack' of the flinch is. It's way too overdone and I think they could have achieved the same results without making it so over-the-top. I've gotten used to it, but there's no argument that it can result in some very wonky outcomes if a player(s) knows how to exploit it. Besides that, it just looks and feels lame.. it could have been done better.

And by the way, there is a spawn protection timer, so you're safe coming right out of spawn. I've had enemies unload full magazines into me, my whole body turning red, and you don't die.. so I don't really 'get' the claim of spawn killing.

The only thing awkward about the spawning system, to me, was that the mapmakers didn't forsee 4 guys trying to cram themselves into a one person wide doorway.. those doorways should all be at least two persons wide (if not more) so there is never a chance for gridlock when exiting. Nothing worse than having only moments left to accomplish something and the whole team gets screwed because a couple of douchebags don't understand it's one at a time through the doors.

Personally I just think the whole "warping around" thing really pulls me right out of the action. Nothing says "you're playing a video game" more than that to me.

But I definitely agree with the flinching. I feel like someone who's had too much caffeine, is easily startled, and has to check what colour the sky is whenever a gunshot is heard.
 

MeFirst

FNG / Fresh Meat
Mar 26, 2006
1,302
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Germany
While the surpression system in DH id probably not perfect I think it is the "less worse" system I have seen in a video game so far.

And by the way, there is a spawn protection timer, so you're safe coming right out of spawn. I've had enemies unload full magazines into me, my whole body turning red, and you don't die.. so I don't really 'get' the claim of spawn killing.

Server Setting.
 

Zennousha

FNG / Fresh Meat
Mar 1, 2006
1,019
266
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Kelowna, British Columbia, Canada
While the surpression system in DH id probably not perfect I think it is the "less worse" system I have seen in a video game so far.



Server Setting.

Really? I think it's probably the worst. Anything that actively takes that much control away from the player is just awful. Making his aim shake a fair bit as he holds the weapon uneasily? Heavy tunnel vision when under incoming fire? Those would be fine. But I don't want to look at the ceiling when a Thompson opens up, only to die to the last sprayed bullet before I can even hope to bolt a round into his midsection.
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,440
538
0
Hard to say how the engine will handle everything with balistic and hit calculations like Jackboot will want it to, especially with the number of players they most likely will hope to have. I don't think it will be so easy and smooth like we all hope it will be.

I actually liked the spawn system (in a room) as it allowed you to choose where to spawn on the actual map, go where you were needed if you wanted to. As far as spawn killing, they just never put anything into the maps to prevent the enemy from camping the respawn spots. Guess they wanted the maps to be more open. Pluses and minuses...

True, but from what I understand Cryengine is rather good from a technical standpoint. So hopefully that is not an issue.

As for the spawning, I would prefer to select a location on the map (like UT and BF).

Personally I just think the whole "warping around" thing really pulls me right out of the action. Nothing says "you're playing a video game" more than that to me.

I feel the same. Even if the game has a DH style spawn and suppression I might pick it up assuming the rest is similar to RO1/DH.
 

Zennousha

FNG / Fresh Meat
Mar 1, 2006
1,019
266
0
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Kelowna, British Columbia, Canada
I feel the same. Even if the game has a DH style spawn and suppression I might pick it up assuming the rest is similar to RO1/DH.

Same here. I just hope of course they realize that some aspects they tried with DH just weren't all that well done, and could be improved on.

I don't think they were intending to deliver DH 1:1, but it's always better to voice these things.