I just can't get hold of this game

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Cwivey

Grizzled Veteran
Sep 14, 2011
2,964
118
63
In the hills! (of England)
And take a look at the modding scene: a handful of maps (congratz on keeping the good work btw ;) ), an unreleased project for APCs/half-tracks (stay strong !), a SD game mode mutator (recently), a few gameplay mutators almost never used on populated servers, and that's it. In 2 full years.

I count the current amount of custom maps at roughly 20.


It's hardly "a handful", I need to use my fingers AND toes to count to that many. :(
 
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CocaineInMyBrain

FNG / Fresh Meat
Sep 8, 2011
1,131
40
0
@Temorary


By focusing on the K/D, the whole concept of teamplay get thrown out of the window, even if on the RO2/RS scoreboard itself the total point (teampoint + kills) is the one sorting the players, not just the kills. The whole idea that some classes are meant to provide cover/support while other make the kills is out too, suddenly a Rifleman is like a Tankist: 80 kills per map or "lol noob gtfo L2P". Same with the Commander getting the arty, Squad Leader meant to smoke and die (so he can smoke again): get kills or gtfo scrub.

Really? this just shows you don't know the game very well, despite claiming to be a veteran. Almost the entire scoring system in this game is made to encourage teamwork - you will always get many more points killing in the cap, capping/defending with more people gets you more points, supply ammo still gives a huge amount of points, arty marks now give SL assists. Also because there is a K/D statistic hidden away in an menu, now the game is "K/D focused?" Please. You probably just got called out by some guy raging away and took it way too personally.


It's sad to see the same players who claimed (and still do) that the Medic class on TF2 is for noobs, coming on RO2/RS to maximize their epeen ratio, compromising their team victory by wasting an important class.

Two days ago we had a guy with a very fast connection and probably SSD, getting the Marksman class first all the time (3 maps in a row). Less than 10 kills per map, but hey "gota beter ratio than u nub". Indeed.
A.K.A anecdotal evidence. I've personally never seen players being berated for not having a good K/D, and guess what you can't even view other people's K/D without them screencapping for you. But I certainly have seen people get berated and kicked for, misusing a role (taking commander/sl for automatic weapon, commander not dropping arty, tankers driving around like idiots doing nothing etc).
Tactical shooter work even better in urban settings and indoors, just look at the early R6s, early Ghost Recons, SWAT3/4 or mods like Hostile Intent.
Real smart. Comparing low-player count CO-OP vs AI First and third person shooters set in a modern special forces scenarios against a 64 player realistic scale FPS set in WW2 Eastern Front. Your point would be valid if RO stayed with its initial espionage theme.



Being dishonest or in denial won't help keeping the game alive.

The game is constantly dying and only survived because of "shock" perfusions like the GOTY update, map contest update and finally Rising Storm: there's always a sudden spike of players, then 2 weeks later the place is struggling to fill more than three 64-players per regions (USA/Europe/Asia-Oceania) when it's not the late afternoon rush hour, and they're all playing the Territory mode on 'Realism'.

And take a look at the modding scene: a handful of maps (congratz on keeping the good work btw ;) ), an unreleased project for APCs/half-tracks (stay strong !), a SD game mode mutator (recently), a few gameplay mutators almost never used on populated servers, and that's it. In 2 full years.
I thought the general consensus amongst you guys was that the less people in game the better, other wise it'd be too mainstream and have too many undesireables right? Or if you want to argue by player count, even during the worst periods of RO2 (pre-GOTY) the game still had a better player count than RO:OST did for most of its life - where the "OSTFRONT IS DYING" threads then? And also real classy, belittling the hard work of the people who are actively trying to improve the game and cranking out new content to push your own flawed agenda
 
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Piscator

FNG / Fresh Meat
Jun 26, 2006
672
83
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I just tried Dibbler's Sound Mod (it has more than just new sounds) and I have to say this is much more like it. Better than Classic and miles better than Realism. I played on the OdW test server and the different running speed depending on the terrain works really well.

No zoom is great too. I wish more people would just ditch "Realism" mode and come over to this soon. It will probably be whitelisted soon.

I have to disagree with How2Skate on the run'n gun issue. I play fully aggressively often Rambo style and end up with 50-100 kills usually and in the top 3 of the board by playing so as you can train the insta-pop shot out of sprint.
I used to play a mode in RO2 where I played more cautiously because you had to and I found that much more rewarding. I don't want to start this discussion here though.
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,414
412
0
Finland
Real smart. Comparing low-player count CO-OP vs AI First and third person shooters set in a modern special forces scenarios against a 64 player realistic scale FPS set in WW2 Eastern Front. Your point would be valid if RO stayed with its initial espionage theme.

Raven Shield and Ghost Recon used to have fairly active, if small PvP community ages ago, and at least Ghost Recon does support 36p at least. It may be as hard to believe as imagining some folk trying to play Red Orchestra 2 in single player, but truth is stranger than fiction - and of course every game inevitably fades away.
 

CocaineInMyBrain

FNG / Fresh Meat
Sep 8, 2011
1,131
40
0
Raven Shield and Ghost Recon used to have fairly active, if small PvP community ages ago, and at least Ghost Recon does support 36p at least. It may be as hard to believe as imagining some folk trying to play Red Orchestra 2 in single player, but truth is stranger than fiction - and of course every game inevitably fades away.

My point was that its a folly to expect the same tight coordinated level of teamwork of small scale Spec-ops (and often stealth) focused games in a large scale WW2 shooter depicting front line troops. Of course unless you're playing clan matches, but even then a 32 player team can't be expected to be as focused as say a 4 man squad;

In OstFront things were a lot slower in pacing so people were naturally together, but that didn't make pubs any more inclined to pay attention or work with the random guy beside him.
 
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Temporary

FNG / Fresh Meat
Jan 26, 2010
211
30
0
Europe, France, Normandy
[...]
In OstFront things were a lot slower in pacing so people were naturally together, but that didn't make pubs any more inclined to pay attention or work with the random guy beside him.
Hm... not exactly.

It made a few public players more inclined to work with the random guy beside him, mostly because there was no other solution (when it took you minutes to get there, and there's only the two-three of you at that location).

It didn't solved the whole problem, but it was a little better, there were actual tangible game-related reasons to co-op, unlike in most RO2/RS situations.
 
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