Also add in all of the free content for KF and RO1Hey, don't worry man, I fixed that for you and made sure to include games TWI has worked on or had some substantial say in as "Dwarfs" might be pushing it slightly in terms of "hands on" work.
Also add in all of the free content for KF and RO1Hey, don't worry man, I fixed that for you and made sure to include games TWI has worked on or had some substantial say in as "Dwarfs" might be pushing it slightly in terms of "hands on" work.
All of our patches are focused on community complaints. Some fixes however are easier then others. When we get enough of them together we push out a patch.
A. No i just kind of skimmed
B. Nope. But i was under the assumption that even a 5 man team was still considered a part of the community.
All of our patches are focused on community complaints. Some fixes however are easier then others. When we get enough of them together we push out a patch.
There you go. Part of the community, not the whole community. Huge difference.
And if you had of actually read my original post on it, you would have noticed the bit where I mentioned that Part of the community would have split off to actually accomplish something.
Three cheers for reading comprehension and all that.
For all the armchair designers that are in this forum, why are you here if you're such great designers? Why aren't you off leading your own team if you can do such a better job?
Number of assault and semi-auto weapon is still imba.
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Ping is a red herring. Even if you magically reduce server-side delay to nothing, you'll still be left with a networking model that turns kill shots into grazes or misses even with just a 50 ms delay. It's 2011, a game should just plain be playable with 200ms latency. There are several approaches to make that happen that have been mature for well over a decade. Even the patient zero of the tactical shooter genre, Rainbow Six of 1998, was perfectly playable on a dialup connection's 300 ms latency, and that was a significantly faster paced game than RO. You didn't have to lead your targets, you didn't have to wonder if shots would hit, what you saw was what you got.
They just need to get around to refining Unreal's built in networking model. The basic system works passably if you're fighting with weapons that have a 5 meter blast radius, and not so passably when you're using pinpoint weapons with high enough player speed that even a tiny amount error can radically change the outcome of an encounter. The only time RO2 shooting is ever right is on a LAN connection.
Is there an approximate date for the co-op modes that were advertised as being included at release?
Several co-op modes are listed in this link:
[URL="http://forums.tripwireinteractive.com/showthread.php?t=48698"][URL="http://forums.tripwireinteractive.com/showthread.php?t=48698"][URL="http://forums.tripwireinteractive.com/showthread.php?t=48698"][URL="http://forums.tripwireinteractive.com/showthread.php?t=48698"][url]http://forums.tripwireinteractive.com/showthread.php?t=48698[/URL][/URL][/URL][/URL][/URL]
And, co-op is also listed on the retail box.
2 months is a long time to wait for something we thought we were going to be able to play when we got the game.
I also noticed a skirmish mode .. it that something that will be coming soon?
Even a hint as to what we can expect concerning these modes would be appreciated.
BF3 and MW3 have both been released recently, and it seems that the co-op modes might just breath a little new life back into RO2.
Number of assault and semi-auto weapon is still imba.
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I'm aware that's apartments - CQF map in HoS - however there is a point - number of bolt rifles still should be around 60-75% of total players.
Now we still have:
13 assault/semi/LMG players and 3+1 bolt action players which is ~22% of total (and new players still can take another assault or two LMGs).
Solution is quite simple, change loadout to:
1x TL
1x SL
2x MG
1x marksman
1x elite
1x assault (+ MKB/AVT available only for hero)
rest bolts
That would give us
6 auto/semi/lmg weapons and ~10 bolts on 32 players server. It is really way simple to improve gameplay and bring back some players back to HoS.
Another option is: make loadouts same as they were in RO:O.
Edit: community also requested to remove mobile spawn point ability from SL, if so we can permanently remove him from game and add one more assault or semi.
Considering that most places in the world haven't significantly upgraded their internet infrastructure in the last 10 years...no, not really. If you're living somewhere ahead of the curve like the SF bay area or South Korea, and are lucky enough to have populated servers also in the area (itself small odds in a niche game) then sure, that might be a plausible goal. For the general case though, 150ms to 200ms is far more likely.I don't know if I've ever seen a game that was remotely fun to play with a high ping. Even games with zero ping mods, the lag was still evident and hindered the experience. It's 2011 so working out ways to make a higher ping playable shouldn't even be an issue. Everyone should have a ping below 100.
Is there an approximate date for the co-op modes that were advertised as being included at release?
Several co-op modes are listed in this link:
http://forums.tripwireinteractive.com/showthread.php?t=48698http://forums.tripwireinteractive.com/showthread.php?t=48698http://forums.tripwireinteractive.com/showthread.php?t=48698http://forums.tripwireinteractive.com/showthread.php?t=48698http://forums.tripwireinteractive.com/showthread.php?t=48698[url]http://forums.tripwireinteractive.com/showthread.php?t=48698[/URL]
And, co-op is also listed on the retail box.
2 months is a long time to wait for something we thought we were going to be able to play when we got the game.
I also noticed a skirmish mode .. it that something that will be coming soon?
Even a hint as to what we can expect concerning these modes would be appreciated.
BF3 and MW3 have both been released recently, and it seems that the co-op modes might just breath a little new life back into RO2.
Yes how bout some info on this these. The co op modes were a big selling point for me.
It's funny how you go like "You must agree with this or gtfo, my opinion is so obviously right that yours MUST be wrong", whether or not you're right is not the point. But the disrespect towards other opinions than your own is just ironic because I don't consider that to be an "improvement for this game".
Yes how bout some info on this these. The co op modes were a big selling point for me.
Considering that most places in the world haven't significantly upgraded their internet infrastructure in the last 10 years...no, not really. If you're living somewhere ahead of the curve like the SF bay area or South Korea, and are lucky enough to have populated servers also in the area (itself small odds in a niche game) then sure, that might be a plausible goal. For the general case though, 150ms to 200ms is far more likely.
And frankly, RO is such a fast paced game compared to the precision of its weapons and hit areas that even latency as small as 50ms is still entirely capable of radically altering the effect of a shot. It takes very little timing error to turn a chest shot into an arm shot.
I thought this was just me!! It seems to vary during the game! one minute I can't see very far at all, then I can!
- Strange problem with FOG on Fallen Fighters. One time everything around me is foggy, another time there is NO FOG in approx. 10 meters around me...
Yoshiro ... how hard is it to give a response of some form to our questions??
TWI stated that these modes would be available at launch .. they weren't, so all we want to know is when we might expect them to be released in a patch.
Complete silence makes me concerned that Tripwire may have dropped these modes completely?? (Going back on your word?)
That would really discredit TWI if that happened, so at least be honest with us now and let us know what the status of these modes is, and when we might see them in a patch!!
Or .. just tell us straight up that TWI has dumped all of the extra modes promised!!
Considering that most places in the world haven't significantly upgraded their internet infrastructure in the last 10 years...no, not really. If you're living somewhere ahead of the curve like the SF bay area or South Korea, and are lucky enough to have populated servers also in the area (itself small odds in a niche game) then sure, that might be a plausible goal. For the general case though, 150ms to 200ms is far more likely.
And frankly, RO is such a fast paced game compared to the precision of its weapons and hit areas that even latency as small as 50ms is still entirely capable of radically altering the effect of a shot. It takes very little timing error to turn a chest shot into an arm shot.