[Game] Festung Europa - Darkest Hour spiritual successor

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NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,968
722
0
Yes I hope Festung Europa has pretty much the same gameplay as DH just enhanced functionality. I would love to see the ability to carry around loads of grenades for instance like in RO2 (at the cost of speed if you lug around tons of them). Also being able to go into a sprint from a prone position and things of that nature.
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,440
538
0
Screens look nice, but please don't make the same mistake a certain other developer did in moving too far away from the golden mechanics of RO1/DH. Gameplay is king and recreating these mechanics should be your main focus, imo. A slower, thoughtful, chess-like symbiosis of timings and distances while keeping all of the players' avatars equal in terms of what the avatar can do (run speed, sway, entering/leaving ironsights etc), and leaving the difference between success and failure up to player skill. Leveling, zoom, spawn on squad leader, spy planes, peripheral indicators, flashing lights on the edge of your screen telling you where shots are coming from, client-side hit detection, radar, arcade-style speeds, inability to leave tanks, avatars giving an unprompted dissertation about their current mental state, ranked servers, too many game modes (more than one is too many fyi), I could go on and on - these things need not apply. Mantling, bullet penetration, smoother MG mechanics - yes. All that other stuff - no thanks. In this case, less is more.

I hope you guys feel the same way about all of this. All it takes is to take a step back and ask yourselves what it was that made Ostfront/DH so popular with so many people. At it's core it was the non-hand-holding skill based gameplay achieved through a tight set of mechanics not bogged down by a bunch of erroneous 'features'. In addition to that, a more accessible means of adding content to the game via the community, and a comprehensive set of tools for the clan scene (both grossly underestimated) would go a long, long way.

This isn't to say that new features are unwelcome. Quite the contrary. The main concern is staying on the same philosophical path in terms of creating the gameplay we all know and love. This is achieved by tackling new features one at a time in close collaboration with your community over a period of time. What you don't do is add a dump truck full of half-baked ideas all at once without any significant community involvement, which then forces you into damage control mode because of the inevitable backlash when those ideas don't make for a good game.

Best of luck guys. We're all on bated breath hoping you come through.

This is really worth quoting. RO2 has so much fluff that, IMO, detracts from the gameplay. Give us all the content (sensible, commonly used) up front. If there are different versions or options available give us the choice at spawn/the loadout screen. Don't make us unlock it and then replace the old versions.

We also don't need multiple gameplay modes. What typically happens is some gameplay modes are half baked. For example, Rush in BF3. Variations of capture/objective based gameplay is fine, but do not drastically alter the play styles too much between the modes.

RO2 also has an odd "floaty" movement mechanic, and while running up stairs your face seemingly is just inches from the floor. This greatly annoys me and actually makes the game feel more clunky than RO1. Please don't make that mistaken. Ironically, BF3 features a slowed movement speed when going up stairs - something this game should mimic.

In short, make sure the game is realistic and gritty - and this should be the pure focus. Don't appease everyone. Little fluff but a strong core is what is needed.
 

Forssen

FNG / Fresh Meat
Nov 23, 2010
851
315
0
Sweden
I would love to see some innovative game modes. Something I think would fit the genre is having a continuously moving front and spawn instead of having capture points.
 

Sensemann

FNG / Fresh Meat
May 10, 2009
1,147
269
0
Shanghai, China
... client-side hit detection, ....

Now I agree with everything you listed, but the above quoted. What's your problem with client-side hit detection?

In my eyes, client-side hit detection is beneficial because it allows me (in China), to play with you (in the US) while not being bothered too much with my ping.

I'd say: include client-side hit detection.
 

REZ

FNG / Fresh Meat
Nov 21, 2005
3,534
482
0
45
The Elitist Prick Casino
It's perfectly understandable you feel that way considering your location. I've also had to adjust to the extra split second lead time necessary to land that distant shot while living in California and playing clan matches on deep European servers.

There's many ways to look at it, but it boils down to server-side hit detection being a major part of the skill based gameplay people are looking for. It was one of the mechanics that led to the success of Ostfront/DH and set them apart from what other games were doing.

In addition to this, client-side hit detection is only valuable for those living in extreme outlying areas with no servers near them. For the overwhelming majority of players (and no, I don't have hard data to refer to, but let's be honest with each other) this isn't an issue. You'll have servers all over Europe and the United States, as well as Australia. Most people will have no problems at all, and making a change like this, which does have a very real effect on the gameplay, for a very small group of people is not the right decision imo.

Hell, I remember Pongo from my clan who always had over 200 ping and he consistently kicked *** and led the scoreboard frequently. It's something you learn to adjust for (skill based), and honestly only takes a couple of rounds downrange to get a feel for how your own personal latency on any given server is going to effect how much you need to lead. I point to your forum signature.

When all you need to do is simply put your ironsights directly on the enemy regardless of distance to score a hit, the game slants much more into the twitch realm. Whereas if you have to calculate and get a feel for the lead you need to take as well as what the enemy might do as far as tactical movement, players actually miss more and this leads to longer firefights (something most people consider better gameplay). This tilts the game toward rewarding the very tangible skill of being able to judge all of these variables at once and being able to score hits where some can't or have a hard time doing the same. Again, skill based.

When you learn how to adjust and score hits in light of the variables, it is a very satisfying feeling, no? It's like leveling up except it's you the player leveling up your own personal skill, not some artificial leveling mechanic. I won't even mention the frustration of being shot after you've rounded a corner.. oh wait :p

This is why I recommend they go with server-side hit detection. For me, it really rides the game breaking line to not have it server-side. Maybe 'game breaking' is too much of a term to use, but it really lowers the satisfaction of the game to just be able to put my ironsights right on the guy and score a hit everytime, I mean, how rewarding is that?
 

Sensemann

FNG / Fresh Meat
May 10, 2009
1,147
269
0
Shanghai, China
REZ, I often had to play RO 1 with a ping of 300 or even above that. And I totally understand what you mean with "skill-leading the target", because I had to do it for almost 6 years and became very good at it.

When RO 2 came out, I could basically not play the game because of the game being too fast to lead. The movement capabilities of players, such as sprint speed, turning direction basically on the spot while sprinting, only allowed me to play machinegunner. With a ping of just under 200 ms! For example, on Grain Elevator, I played Russian Machinegunner, aiming down from the 4th floor and literally had to shoot 1m-2m in front of an enemy to hope I hit him running that direction. I gave up on the game for some time until client-side hit detection was introduced. That's when the game became playable for me.

The only thing that I really fear of client-side hit detection is the doors it opens for cheaters.

I will finally return to Germany within this year and should have a better gaming environment when it comes to online play. Happy about that. :D
 

ExoCet-NAW

FNG / Fresh Meat
Feb 17, 2006
436
32
0
fezeltbahn01.jpg



Every week, the fine folks over at Crydev.net pick a promising new project to feature in their news section. The entire staff at JBG are supremely honoured to have been chosen as the featured game for this week.

Crydev.net is Crytek's official community site for developers using CryENGINE1,2 and 3.

You can head on over to read more about us, and see some exclusive new screenies from Festung Europa.

[url]http://www.crydev.net/newspage.php?news=108292[/URL]
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,440
538
0
Sounds like a proper RO sequel. We'll see how it turns out though, but it looks like they are interested in getting historical details right and will try and implement a detailed squad system.
 

kapulA

Grizzled Veteran
Jan 4, 2006
2,240
405
83
30
Croatia
Oh my God, they implemented the Zeltbahn as a wearable item! The future is here! :IS2:

Edit: And rolled-up sleeves! Holy mother of...
 

HeadClot

FNG / Fresh Meat
Dec 2, 2010
286
110
0
Utah, United States
Allot of hope here for this project - Just as long as Crytek gets their crap together.

I have been waiting for an public indie license for the Cryengine to come out for a year and a half now...

The fine folks over at Jackboot games have my respect and support when their game comes out :)

@Jackboot games -

Will you be using the early access model that so many games currently use? (MineCraft, Starforge, Kinetic Void, etc.)
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,414
412
0
Finland
Oh my God, they implemented the Zeltbahn as a wearable item! The future is here! :IS2:

Edit: And rolled-up sleeves! Holy mother of...

But can you actually button the Zeltbahn manually? 0\10 I want my bicycle configuration.
 

kapulA

Grizzled Veteran
Jan 4, 2006
2,240
405
83
30
Croatia
Valid points, but I'm more interested in the sleeve roll-up system and how intuitive its GUI is going to be - wouldn't want all sorts of noobs and FEPlayers running around with hero-level rolled up sleeves.
 

lazerBAR

FNG / Fresh Meat
Dec 19, 2009
219
6
0
I'm looking forward to this very much. Also I heard they said there will be no pixel hunting, which I'm glad to hear.