I think the next patch should be focused on community complaints.

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SCandChives

FNG / Fresh Meat
May 5, 2011
311
83
0
New Zealand
Hey, 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 RO1
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,791
890
0
56
Newton, NJ
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.

^^^ Yeah!

Some people here think that just because a fix or optimization doesn't show up in a patch, that they are not being worked on. Some things take longer and will just show up in a future patch.

Honestly, if everything was so quick and easy to fix, don't you all think it would be done by now?

:D
 

Luckless

FNG / Fresh Meat
Aug 28, 2011
250
97
0
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.

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?
 

Lethall

FNG / Fresh Meat
Aug 11, 2011
173
42
0
Florida, U.S.A
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.

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.
 

Limz

FNG / Fresh Meat
Sep 17, 2011
79
47
0
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?

They don't have the funding, the will power, the talent, the luck, the team composition, the charisma, the vision, the courage/the stupidity, the right psychology, the time, the logistics, the contacts/connections etc.

A lot of reasons ;P

But if we're going to confine our armchair designership to this community, I think you would have to be quite bold and foolish for the most part if you wanted to sink in material resources.
 

Apos

FNG / Fresh Meat
Dec 3, 2007
1,749
1,436
0
Europe
www.enclave.pl
Number of assault and semi-auto weapon is still imba.

2011111000001.jpg


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.
 
Last edited:
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Sojuz

FNG / Fresh Meat
May 21, 2008
163
67
0
Sorry for spamming, i just noticed this theme. Well i really want some changes which improve gameplay etc. so i copy my post here.

What i dislike, not mention all because i dont have whole day, just few from last sessions.

  • More informations spamming all the time is needed !
    4q329i.jpg


  • I played apartments on 32 slot server, i was able to take 4 (four) MG's, plenty SMG's also SL's, TL and SEMI's. Bolt action rifle not needed :eek:

  • 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...

  • I played TL, when i wanted check how much time is left to next spawn and push reinforcements if its needed, timer always indicated 0:00 .....


    edit
  • oh and Attack/Defend indicators when spectating other players is not needed all the time. When someone want that he can press button for tactical view.

  • HUD customization like in Ostfront, font size for chat and kills or ability to turn off compass or other parts of HUD.

  • Fix welcome screen for some maps. I'm not interested in exploring the underworld.
 
Last edited:

JayTac

FNG / Fresh Meat
Aug 29, 2011
146
54
0
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.


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.
 

derbefrier

FNG / Fresh Meat
Aug 7, 2011
90
22
0
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.

Yes how bout some info on this these. The co op modes were a big selling point for me.
 

Nordlander

FNG / Fresh Meat
Dec 11, 2010
216
171
0
Number of assault and semi-auto weapon is still imba.

2011111000001.jpg


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.

You dumb in the head or something?

I got a k98 as russian, And i still slaughter the MKB up front, From close combat etc.

Just because you suck does not mean that its to many guns of that kind in the game.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
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.
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.
 
Last edited:

Matkailija

FNG / Fresh Meat
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.

Btw, co-op was pushed post-release before the release of RO2... just FYI, though it could be too late now, if it was the big selling point for you :rolleyes: :IS2:

http://www.heroesofstalingrad.com/about/

See part And coming after release...
 

Cyper

Grizzled Veteran
Sep 25, 2011
1,290
1,005
113
Sweden
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".

Some opinions are facts. Some opinions are universal laws. If someone told me that RO2 should become a fullblown arcadegame like COD I would tell them to go back where they came from. Anyone that want to steer RO2 away from It's own formula have invalid opinions in my opinion.

Should perks be optional? Should skillpoints, lockdowntimer, unlocks, twitchy movements, ninja bandaging, paper weapons? Yes, they should, no one should say anything agianst that. It doesn't belong in the game in the first place. It's way out of the formula. If anyone want RO to become another arcadegame there is no point to litter down the boards with prays for more arcade game. Those games already exist out there. Those people know that. RO have nothing to do with these games and I don't want RO to become one of these generic shooter. Then everything that is and was unique about RO is gone. Few games like RO exist out there so anyone that want to take this game from us could leave the board. These casual gamers already have hundreds of games to choose from while we only have two - Ro ost and RO2. That shall not be lost.
 
Last edited:
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Lethall

FNG / Fresh Meat
Aug 11, 2011
173
42
0
Florida, U.S.A
Yes how bout some info on this these. The co op modes were a big selling point for 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!!
 
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ComeAndSee

FNG / Fresh Meat
Oct 1, 2011
149
37
0
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.

They sure enjoy raping you on costs and giving you ****ty amounts of bandwidth. :rolleyes:
 

FAFFER

FNG / Fresh Meat
Sep 23, 2011
132
40
0
  • 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...
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! :confused:


Annoys me as I get shot, and the killcam zooms in on where they are, and I STILL can't see them after its zoomed in! :confused:
 

Matkailija

FNG / Fresh Meat
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!!

Dear sir,

before accusing TWI, please check your facts and pay attention what's been said before. I'd like to ask you to check my post about the matter, only one post up and it's there.

Best regards,

Matkailija

p.s. Yes, the original plan was to release co-op at the launch but they postponed it post-launch well-before they released RO2. As you'll see in my post.
 

Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,575
4,165
113
I'm sorry I don't see every question asked, but as it has been noted:

Both games modes were pushed post launch. When we have more to share on them we will. However we are still prioritizing performance and several categories of bugs before anything else.
 

JayTac

FNG / Fresh Meat
Aug 29, 2011
146
54
0
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.


You definitely don't need a South Korean connection to ping well, assuming that you're connecting to servers within your region. Right now the type of internet that they have is overkill really, for gaming at least. Though I still wouldn't mind having it :D

Nonetheless any fios are similar connection will score you under 100ms. At 50ms there's virtually no delay. Any timing delay at that ping is almost purely the time it takes the bullet to travel. Any quick twitch on the other end, can alter the shot, but that's not lag at all.