GDC video's (Tanks, destruction, and Beta info).

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

bazookatooth

FNG / Fresh Meat
May 14, 2009
127
137
0
It looks great, and some of the posters in this thread need to switch to decaf

nothing wrong with people expressing their opinions as long as it is constructive......I thought there was way too much stuff being displayed on the screen that detracts from the immersion. I also really dislike the font and think the text size is way too big. Overall the game is obviously amazing, but I am taken back a bit by the incredibe amount of info/text/icons/whatever displayed all over the place during gameplay
 
Last edited:

Britney Federline

FNG / Fresh Meat
Nov 22, 2005
1,174
123
0
I'm glad to see it coming along. Here's hoping I get some input on deciding how techno the Terminator HUD gets.

And my thought on a non-visual magazine weight indicator? Each time you jam in the magazine, your avatar gives a little grunt or exhaling sound indicating the amount of physical effort used. A light grunt means an easy to insert light magazine, a slightly louder grunt means a heavier magazine.
 

smokeythebear

Grizzled Veteran
Nov 21, 2005
2,299
634
113
33
Sheppards house
Looks amazing but there is so many hud elements on screen and a few of them shouldn't even be there. Not a fan of the proggression system at all. Leveling player stats like speed and stamina have no place in any multiplayer fps. I understand TW is trying to appeal to new players but still just seeing something like a leveling server in RO2 will make me die a little inside.
 

wahoo4

FNG / Fresh Meat
Dec 29, 2010
286
290
0
NE, USA
THANK YOU TWI. Thanks for adding the experience rank on a realistic rank system. Less recoil, reload times for veteran players. LOVE IT!!! Don't listen to the *****ing, people love to work for things. It's fits right into RO2 realism model, and it's smart marketing. You should get something for being a veteran player. lol It's so balanced and realistic in every feature. Sounds and fire rates are great. Best of all I'm very happy with the bolt function and speed. Bolts BABY!!! :D:D:D The video quality/lighting sucks, but I know it's not a true visual quality of the game. Be proud TWI, I am.
 
Last edited:

Krazyxazn

FNG / Fresh Meat
Mar 23, 2009
407
117
0
I-think-i-just-jizzed-my-pants.jpg

This. Can't wait for drum magazine mosin nagant :eek:
 

wahoo4

FNG / Fresh Meat
Dec 29, 2010
286
290
0
NE, USA
My only complaint schneidzekk is the bottom hud icon in the bottom center. It's too large and distracting. A nice thin line bar indicator smaller text shows capping. My only feed back. I hope to get into the beta. ;)

That pic is exactly what your HUD is going to look like 1000% of the time.

If:

  1. You are playing relaxed
  2. and you are the team leader
  3. and your team just captured an objective
  4. and you just reloaded
  5. and you just killed some dudes
  6. and you are holding down the tactical view button
 

Dwin

FNG / Fresh Meat
Jun 10, 2007
520
247
0
That pic is exactly what your HUD is going to look like 1000% of the time.

If:

  1. You are playing relaxed
  2. and you are the team leader
  3. and your team just captured an objective
  4. and you just reloaded
  5. and you just killed some dudes
  6. and you are holding down the tactical view button

Quoted for emphasis.

In addition to the fact that by default, your HUD will be practically empty (as we've seen from previous demonstrations and explanations by devs), there is a lot of information that you would have in real life that is impossible or very difficult to communicate to you in game, thus facilitating the need for a HUD.
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
3,228
1,982
0
The RO Elitist's piano bar
www.youtube.com
Wow this thread really went to negative town since I last posted.

I agree with some of the comments here, don't get me wrong, but wow some of you need to put your comments in context. It's clear how much TWI listens to feedback and I have seen some really great improvements since the last gameplay videos. We should be jumping up and down for joy that TWI is getting the BIG and IMPORTANT things totally right, such as improving the fluidity of the game.

Do I like all of their additions? No. You can see my posts to get that. But at the same time I am willing to see my complaints within the bigger picture of what's important. Did none of you hear the last bit that Yoshiro said at the end of the video?

"When we have the beta our testers will be telling us all the things we are doing wrong, which we know they will." (not verbatim)

A development team that doesn't care about what people suggest or think doesn't say things like this, and it would be nice if some people in this thread would show more respect towards the developers in giving their criticisms. Especially given that so many people posting here (including me) were crying desperately for new media as recently as two days ago.
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,438
538
0
Get rid of it. Count your shots / learn how quick a weapon uses ammo.

It should be there. The difference in weight between an empty 30 round AR/AK magazine and one with 10 rounds inside is a very noticeable difference. You can apply this to all gun magazines.

And when you stuff your mags back into your pouch during a wet/tactical reload you will eventually come back to the magazine. You should be able to know if you're pulling a fresh one out or if you are pulling out a previously used one.

The feature should be in as it is perfectly realistic, but it should just be off to the side. Even in relaxed realism mode. Text appearing in the center of your screen is just annoying and distracting.
 

Dwin

FNG / Fresh Meat
Jun 10, 2007
520
247
0
Get rid of it. Count your shots / learn how quick a weapon uses ammo.

Um, no. In real life, you can feel the weight of the magazine in your hand.

Get rid of it. If you are that slow in brain power that you nead a suppression bar to tell you when you are being suppressed.....
Um, no. In real life, you intuitively know how "suppressed" you are. A bar is the easiest way to communicate this information to the player.

The obvious solution would have been to spread the items out, not to introduce some fancy garbage Terminator GUI menu.
That's a terrible solution, as it would require modifying the in game physics or weapon bounding boxes such that they never touch each other. Not realistic.

And will 99% of players be playing realism mode? No. Especially as the game grows older.
Oh, I'm sorry, I didn't realize this game was meant to tailor to your exact needs and that 99% of players should play exactly the game you want to play. :rolleyes:

The question is will the enemy team do so as well?
Like schniedzekk said, all these HUD elements only appear when they need to, and by default are not visible. So it's not an issue. Besides this, the HUD elements are necessary to communicate realistic amounts of information to the player.

So better that in fact no suppression bar is needed.
No suppression bar is needed in DH because the suppression is instant, unlike RO2's gradual suppression.

Ideally the relaxed realism mode for RO2 should have consisted of manual weapon pickup with no menu, teammates names at 15 meters & less, and about five HUDs / icons / things on screen:

1.) Death Messages
2.) Health indicator
3.) Ammo indicator
4.) Cap zone bar
5.) Combination compass & map

Realism mode should have removed #1, #3, #4, and #5 and teammates names only at 5 meters & less when looking at them.
Once again, HUD provides realistic amount of feedback to the player.

Overdone show off feature. Think DOD:s bloom.
Agreed. Unless there's a typhoon in Stalingrad, the trees shouldn't shake that much.

In conclusion: HUDs are realistic.
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
3,228
1,982
0
The RO Elitist's piano bar
www.youtube.com
The feature still has the capacity to completely destroy the gameplay of RO as we know it and turn it into some sort of insta-spawn 15 meters away from objective/enemy spammy nadefest. And I really don't want that to happen.

And even if that doesn't happen, except for some limited dynamics in the way a map plays, I simply can't think of one single positive thing about mobile respawns. Only loads of exploits, potential problems and bad impact on overall gameplay.

PS: I love how Fedorov completely ignored my previous post.
Oh and btw Lemon I can't send you PM's for some reason.
 

Bashenka

FNG / Fresh Meat
Oct 5, 2009
475
111
0
Seattle
OK, just going to step in here and say I have NO problem with the HUD we've seen. I personally will be turning almost everything off (except for kill messages), but the HUD elements will be incredibly useful for first time players. My brother played RO, and though he liked it, he could never get fully into it because he would get frustrated with a number of things and be confused about where to go/how to do things at times. With these HUD elements, the game tells you exactly what's going on, when you're being supressed, how much stamina you have left, where the objectives are, when a cap is being attacked, etc. and this is going to be IMMENSELY usefull for first time players. Once they learn the maps/get a feel for the mechanics, they can start turning off HUD elements one by one. These elements would have made RO's introduction for many people a lot smoother and more enjoyable, because people want to know what's going on! These HUD elements are not for me, for you, or probably even the devs really, but more for our friends who we want to get into HOS without scaring them off. People might not understand RO like we do right away (the people who've been playing for years), but this will help ease them in, and hopefully, convert them to the light side of gaming forever.
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
3,228
1,982
0
The RO Elitist's piano bar
www.youtube.com
OK, just going to step in here and say I have NO problem with the HUD we've seen. I personally will be turning almost everything off (except for kill messages), but the HUD elements will be incredibly useful for first time players. My brother played RO, and though he liked it, he could never get fully into it because he would get frustrated with a number of things and be confused about where to go/how to do things at times. With these HUD elements, the game tells you exactly what's going on, when you're being supressed, how much stamina you have left, where the objectives are, when a cap is being attacked, etc. and this is going to be IMMENSELY usefull for first time players. Once they learn the maps/get a feel for the mechanics, they can start turning off HUD elements one by one. These elements would have made RO's introduction for many people a lot smoother and more enjoyable, because people want to know what's going on! These HUD elements are not for me, for you, or probably even the devs really, but more for our friends who we want to get into HOS without scaring them off. People might not understand RO like we do right away (the people who've been playing for years), but this will help ease them in, and hopefully, convert them to the light side of gaming forever.
The ONLY issues I have with the current HuD are:

1) the magazine weight notification is too big and is right in the middle of the screen. Just moving it out of the way would fix this.

2) I don't like the suppression bar, and I think it should at least be only visible in relaxed realism mode. The way they are implementing suppression right now, it seems pretty obvious when you are being suppressed through visual and audio cues. A bar is simply unnecessary in my opinion.

3) Player names being seen without the player looking at them. I'm all in favor of only having names of allies show when they are close and being looked at by the player. Otherwise, I don't want their names showing.

These are all pretty minor changes and usually things like HUD art and menus are the last things to get polished and completed. Hence the reason I'm not too worried, but certainly want to give my opinions.

Oh and ...
That's because he's On Vacation. ;)
Are you just being sarcastic?
 
Last edited:

Witzig

FNG / Fresh Meat
Jan 16, 2006
2,189
52
0
Germany
My only complaint schneidzekk is the bottom hud icon in the bottom center. It's too large and distracting. A nice thin line bar indicator smaller text shows capping. My only feed back. I hope to get into the beta. ;)


Don't like the UI ?

Than just play on Servers using Realism Mode ! Problem Solved.
 

DraKon2k

FNG / Fresh Meat
Nov 22, 2005
4,045
2,802
0
Vienna, Austria
Gotta agree with whoever said that on the last page: The animation don't blend into eachother well enough, especcially the dying animation->ragdoll doesn't look right imo. The dying animation itself already looked kinda weird, then having the guy suddenly fall down like his brain was deactivated in 1 milisecond doesn't seem authentic to me.