Is anyone else a bit disappointed?

  • 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/

Nlogax

FNG / Fresh Meat
Dec 30, 2006
69
47
0
From the recently released trailer and gameplay videos, what I learned about the game that disappointed me so far :
  • Ugly menus.
  • Every class gets a sidearm.
  • Achievements.
  • Morale system (useless and a console gimmick) with music (I really don't want to hear it).
  • Movement seems as clunky as before.
  • Animations still seems slow and delayed.
  • The crouch running animation is especially hilarious.
  • Gibbing is still only limited to limbs, with predetermined dislocating areas.
  • Big unecessary arrow when you choose a spot for artillery.
  • Free aim is always bad in a game no matter how you put it (if you have no way to disabble it). I thought Tripwire would have learned from Arma's mistakes.
  • Unecessary cover system. Create good movements and you won't need one, and this one looks like it will be frustrating as hell, trying to get away from sticky walls...
  • Those lame old sounds featured in the trailer (which I hope won't be in the real game).
  • Zooming with every weapon. Idk if many people remembers when they said they would never fiddle with this).
  • Commander mode? really? Is this BF2?
  • Recon plane aka UAV from modern warfare (red dots on a WW2 map? really? worse new feature imo).
  • Cap bars, which I never liked, and hoped they could find a way to get rid of.
  • Still no destruction, so same tank issues as before (they didn't show anything with those mortar strikes).
  • Useless graphical gimmicks, like with the sniper scope.
  • Elite classes, as seen from the menu (I prefer my game to be fair for everyone?).
  • Green fluorescent names over people's head (destroy immersion).
  • No major graphical differences between this and the old version. It looks the same except for bloom all over the place. Almost looks like a dowgrade, as I liked the grittier version much more.
  • Text updates popping up in your face to tells you who is attacking what. I really don't need a game saturated with info. Did they tell you which bombsite the bomb was planted in counter strike?
  • MINIMAP!
  • Big symbols for cap zones which are seen through walls. Your player base can't learn basic maps?)
  • Single player mode is playing with bots with no real story?
  • Bullet time travel is good, but will probably still be linked to user lag, resulting in ridiculous sightings (like a 2 seconds delay at 100 meters, making the game effectively unplayable).
  • Blind firing makes smgs even more OP: it wasn't needed.
  • Still feels like a paying mod overall.

On the plus side :
  • Countdown mode sounds interesting.
  • Tanks animations look well done :)IS2:), but seeing your dude from a third person perspective can break the immersion. I hope there is an exit animation too (doubt it).
 
Last edited:

Lucan946

FNG / Fresh Meat
Jun 12, 2009
636
84
0
Every class doesn't get a pistol. That was for demonstration purposes.

Other than that I just downright disagree with most of your points.
 
  • Like
Reactions: shadowwill

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
From the recently released trailer and gameplay videos, what I learned about the game that disappointed me so far :

- Ugly menus.
- Every class gets a sidearm.
- Achievements.
- Morale system (useless and a console gimmick) with music (I really don't want to hear it).
- Movement seems as clunky as before.
- Animations still seems slow and delayed.
- The crouch running animation is especially hilarious.
- Gibbing is still only limited to limbs, with predetermined dislocating areas.
- Big unecessary arrow when you choose a spot for artillery.
- Free aim is always bad in a game no matter how you put it (if you have no way to disabble it). I thought Tripwire would have learned from Arma's mistakes.
- Unecessary cover system. Create good movements and you won't need one, and this one looks like it will be frustrating as hell, trying to get away from sticky walls...
- Those lame old sounds featured in the trailer (which I hope won't be in the real game).
- Zooming with every weapon. Idk if many people remembers when they said they would never fiddle with this).
- Commander mode? really? Is this BF2?
- Recon plane aka UAV from modern warfare (red dots on a WW2 map? really? worse new feature imo).
- Cap bars, which I never liked, and hoped they could find a way to get rid of.
- Still no destruction, so same tank issues as before (they didn't show anything with those mortar strikes).
- Useless graphical gimmicks, like with the sniper scope.
- Elite classes, as seen from the menu (I prefer my game to be fair for everyone?).
- Green fluorescent names over people's head (destroy immersion).
- No major graphical differences between this and the old version. It looks the same except for bloom all over the place. Almost looks like a dowgrade, as I liked the grittier version much more.
- Text updates popping up in your face to tells you who is attacking what. I really don't need a game saturated with info. Did they tell you which bombsite the bomb was planted in counter strike?
- MINIMAP!
- Big symbols for cap zones which are seen through walls. Your player base can't learn basic maps?)
- Single player mode is playing with bots with no real story?
- Bullet time travel is good, but will probably still be linked to user lag, resulting in ridiculous sightings (like a 2 seconds delay at 100 meters, making the game effectively unplayable).
- Blind firing makes smgs even more OP: it wasn't needed.
- Still feels like a paying mod overall.

On the plus side :
- Countdown mode sounds interesting.
- Tanks animations look well done :)IS2:), but seeing your dude from a third person perspective can break the immersion. I hope there is an exit animation too.

Ummm...no. I don't agree.

Well, besides the lack of functioning wall clocks, and (only noticeable in slow motion) bad arty particle effects with the dirt (looks like rotating 2D sprites).

BTW: A lot of your points have either been addressed already as works in progress, or your info is wrong. Other points are simply a matter of preference.
 

Pvt.Skoko

FNG / Fresh Meat
Sep 12, 2009
256
41
0
Canada
lol this is a ragefest

I disagree with most of the points aswell. Please return to the Black Ops forums.
 

213

FNG / Fresh Meat
Jul 22, 2009
917
371
0
some of those points are reasonable, but a lot of them are plain idiotic.
 

Floyd

Grizzled Veteran
Feb 19, 2006
4,313
725
113
Waterproof
www.ro50pc.net
May I simply suggest that you read up on them before making broad assumptions?
In addition bone up on TW's use of "realism" and "relaxed realism" modes.
And remember, it has been noted that individual servers will have options on a lot of things.
 

Nlogax

FNG / Fresh Meat
Dec 30, 2006
69
47
0
The more I think about the movement, the more I realize what's so bad about it. It's an exemplified example of everything that is wrong with Counter Strike: Source in regard to CS 1.6 : there is this kind of "floating" feeling following you everywhere, with everything you're doing, which put off so many pros.

I don't think anyone can qualify Red Orchestra movements and animations as "sharp", even though that's certainly what they are IRL...

I know my free aim comment probably attracted some hate, but it holds some responsibility in making the movements sluggish.
 
Last edited:
  • Like
Reactions: Pvt.Skoko

Nlogax

FNG / Fresh Meat
Dec 30, 2006
69
47
0
And remember, it has been noted that individual servers will have options on a lot of things.

Is ostfront is any indication, my hopes aren't set really high. I struggled the entire time I played to find a server on the east coast with kills indicators disabled. Still liked the game though. I only feel this version hardly qualify as an upgrade.
 
Last edited:
  • Like
Reactions: Pvt.Skoko

Bobdog

FNG / Fresh Meat
Nov 22, 2005
1,916
218
0
Texas
Answers in bold.

From the recently released trailer and gameplay videos, what I learned about the game that disappointed me so far :

- Ugly menus.

Alpha build.

- Every class gets a sidearm.

False.

- Morale system (useless and a console gimmick) with music (I really don't want to hear it).

None of us even know how this works and what it does yet.

- Free aim is always bad in a game no matter how you put it (if you have no way to disabble it). I thought Tripwire would have learned from Arma's mistakes.

Do you want players to be able to tape their screens so they don't have to use ironsights at all?

- Unecessary cover system. Create good movements and you won't need one, and this one looks like it will be frustrating as hell, trying to get away from sticky walls...

You don't stick to walls like you do in Gears of War. You walk up to them and press a cover button.

- Those lame old sounds featured in the trailer (which I hope won't be in the real game).

All the sounds in the demo are placeholders from Ostfront, as are probably the majority of the sounds in the trailer.


- Zooming with every weapon. Idk if many people remembers when they said they would never fiddle with this).

Read point 3 of this post.


- Commander mode? really? Is this BF2?

Encouraging realistic squad based combat is bad?

- Recon plane aka UAV from modern warfare (red dots on a WW2 map? really? worse new feature imo).

The dots aren't instantaneous. The commander has to be standing by the radio to receive them, and the information makes its way down the chain of command with a time delay. It isn't instant info.

- Cap bars, which I never liked, and hoped they could find a way to get rid of.

You want a territory capturing game with no indicator of capturing territory, good luck with that.

- Still no destruction, so same tank issues as before (they didn't show anything with those mortar strikes).

Did you watch the gamescom videos? You said you did. Destructible buildings are in.

- Useless graphical gimmicks, like with the sniper scope.

You have peripheral vision IRL, you have it ingame.

- Elite classes, as seen from the menu (I prefer my game to be fair for everyone?).

And SMG classes vs Rifle classes is fair?

- Green fluorescent names over people's head (destroy immersion).

It's a game; you can't cooperate with your teammates if you don't know who they are.

- No major graphical differences between this and the old version. It looks the same except for bloom all over the place. Almost looks like a dowgrade, as I liked the grittier version much more.

Are you blind? Have you ever even seen a screenshot of Ostfront?

Ostfront Screnshot Heros of Stalingrad Screenshot


- MINIMAP!

Relaxed realism mode only.

- Big symbols for cap zones which are seen through walls. Your player base can't learn basic maps?)

2d maps can't tell you the cap zone is on the 8th story of a 10 story building. Those symbols only show up when you hold down a button.

- Single player mode is playing with bots with no real story?

The maps will be tied together via cutscenes.

- Bullet time travel is good, but will probably still be linked to user lag, resulting in ridiculous sightings (like a 2 seconds delay at 100 meters, making the game effectively unplayable).

Only if you're playing on a server on the other side of the planet. Lag compensation would do more harm than good.

- Blind firing makes smgs even more OP: it wasn't needed.

You can barely aim it. It is only really useful if the enemy is 5 or 10 feet away, if you're lucky enough to hit them. No one said you can't blind fire with other weapons.

- Still feels like a paying mod overall.

Watching a video is not the same thing as playing the game itself.

- Tanks animations look well done :)IS2:), but seeing your dude from a third person perspective can break the immersion. I hope there is an exit animation too.

You won't see yourself from 3rd person inside a tank anymore than you will see yourself from 3rd person as an infantryman (as in, not at all). They just stuck a virtual camera inside the tank so you can see what is going on.
 
Last edited:

213

FNG / Fresh Meat
Jul 22, 2009
917
371
0
The more I think about the movement, the more I realize what's so bad about it. It's an exemplified example of everything that is wrong with Counter Strike: Source in regard to CS 1.6 : there is this kind of "floating" feeling following you everywhere, with everything you're doing, which put off so many pros.

I don't think anyone can qualify Red Orchestra movements and animations as "sharp", even though that's certainly what they are IRL...

I know my free aim comment probably attracted some hate, but it holds some responsibility in making the movements sluggish.

the animation/movement looks very crisp and realistic even at the wip stage. you should study kinesiology to better understand why the animations look like that. don't use counter strike as a reference.
 

slavek

Grizzled Veteran
May 4, 2006
3,074
943
113
UnrealEd: Viewport #1
  • Ugly menus.
  • Every class gets a sidearm.
  • Achievements. Whats wrong with achievements?
  • Morale system (useless and a console gimmick) with music (I really don't want to hear it). You will probably be able to turn off the music if you don't like it.
  • Movement seems as clunky as before. I liked RO's movement. It is even more stream lined now that mantling and aiming enhancements are now implemented.
  • Animations still seems slow and delayed. The game is just an alpha still. I noticed the player animations are kinda twitchy(3rd person anim) but this is all WIP still.
  • The crouch running animation is especially hilarious.
  • Gibbing is still only limited to limbs, with predetermined dislocating areas. Would be nice if they added some more gib spots and allowed gore adjustments for those who do/do not want to see it. Still, RO gore in the first game was still good and not over the top.
  • Big unecessary arrow when you choose a spot for artillery.
  • Free aim is always bad in a game no matter how you put it (if you have no way to disabble it). I thought Tripwire would have learned from Arma's mistakes.
  • Unecessary cover system. Create good movements and you won't need one, and this one looks like it will be frustrating as hell, trying to get away from sticky walls...
  • Those lame old sounds featured in the trailer (which I hope won't be in the real game). They already stated they were placeholders as they have not recorded the new ones yet.
  • Zooming with every weapon. Idk if many people remembers when they said they would never fiddle with this).
  • Commander mode? really? Is this BF2?
  • Recon plane aka UAV from modern warfare (red dots on a WW2 map? really? worse new feature imo).
  • Cap bars, which I never liked, and hoped they could find a way to get rid of.
  • Still no destruction, so same tank issues as before (they didn't show anything with those mortar strikes). If the map maker puts enough though into it, it can/should be able to be done.
  • Useless graphical gimmicks, like with the sniper scope. I thought it was cool personally. Just adds some more nice effects that you would see in real life.
  • Elite classes, as seen from the menu (I prefer my game to be fair for everyone?).
  • Green fluorescent names over people's head (destroy immersion).
  • No major graphical differences between this and the old version. It looks the same except for bloom all over the place. Almost looks like a dowgrade, as I liked the grittier version much more. Its all in the map and textures. You can get classic RO look if the map is made accordingly.
  • Text updates popping up in your face to tells you who is attacking what. I really don't need a game saturated with info. Did they tell you which bombsite the bomb was planted in counter strike? I recall them saying that it can be toggled depending on player preference.
  • MINIMAP! Relaxed Realism/Full realism most likely. Selling to a wider audience is not bad, it gives us a larger potential playerbase. Who knows, maybe the players that like arcade style might try out Realism mode and like it.
  • Big symbols for cap zones which are seen through walls. Your player base can't learn basic maps?) Can be toggled if I recall. Maybe they will give it to relaxed realism only or allow servers to set it as an option. Time will tell.
  • Single player mode is playing with bots with no real story? Not sure where you got this. They said they are working on a campaign for single player. I also recall them saying that there will be a coop mode.
  • Bullet time travel is good, but will probably still be linked to user lag, resulting in ridiculous sightings (like a 2 seconds delay at 100 meters, making the game effectively unplayable).
  • Blind firing makes smgs even more OP: it wasn't needed.
  • Still feels like a paying mod overall.

On the plus side :
  • Countdown mode sounds interesting.
  • Tanks animations look well done :)IS2:), but seeing your dude from a third person perspective can break the immersion. I hope there is an exit animation too (doubt it).
 

Nlogax

FNG / Fresh Meat
Dec 30, 2006
69
47
0
My own answers.

Encouraging realistic squad based combat is bad?

Ala BF2? Yes, any day of the week.

The dots aren't instantaneous. The commander has to be standing by the radio to receive them, and the information makes its way down the chain of command with a time delay. It isn't instant info.

Doesn't matter. Recon planes were never used in this manner.

You want a territory capturing game with no indicator of capturing territory, good luck with that.

I don't want something that tells me how many ennemies are in a cap zone. And with tiny capzones, like in ostfront, it basically tells you where the ennemy is too.

You have peripheral vision IRL, you have it ingame.

What about hiring better animators instead next time? ;)

And SMG classes vs Rifle classes is fair?

Smg and rifle classes have different roles. Elite is just a better version with no purpose at all except to deliberatly unbalance the game.

It's a game; you can't cooperate with your teammates if you don't know who they are.

There is a better way to do it in a ww2 game than fluorescent indicators.

2d maps can't tell you the cap zone is on the 8th story of a 10 story building. Those symbols only show up when you hold down a button.

It could be written on the map. (We need to take ground floor!) No need to be included in the hud.

The maps will be tied together via cutscenes.

Cutscenes are definitely key to a good sp experience...

Only if you're playing on a server on the other side of the planet. Lag compensation would do more harm than good.

Over 50 in ping was already pretty bad in Ostfront.

You can barely aim it. It is only really useful if the enemy is 5 or 10 feet away, if you're lucky enough to hit them. No one said you can't blind fire with other weapons.

Still an useless buff. Oh and you mean blind firing with a bolt action? Sounds usefull. Like a shot in a million.
 

Peter.Steele

FNG / Fresh Meat
Sep 6, 2006
2,128
779
0
Chambers of the Grand Council
son-i-am-disappoint.gif




In you, Nlogax. In you.
 

VariousNames

FNG / Fresh Meat
Aug 6, 2009
1,226
521
0
No, I'm not disappointed at all.

I'm not buying the game because I don't like leveling systems but I think there is a tremendous amount to be extremely appreciative of and a lot of stuff that is staggering to think that Tripwire actually included in this game.

I mean, consider that it's shipping with a Pacific Front mod and a full campaign.

This is just a small, self-publishing mod team. And the kind of attention this game is receiving is head and shoulders above Ost. These guys struck gold and for what it's worth I respect them greatly. You should too.

And on top of that, Tripwire maintained their integrity. Mod support, Dedicated server browsers, distributing DS software, it's everything you could ask for. Just enjoy it.
 
  • Like
Reactions: doomis

slavek

Grizzled Veteran
May 4, 2006
3,074
943
113
UnrealEd: Viewport #1
Only if you're playing on a server on the other side of the planet. Lag compensation would do more harm than good.

Over 50 in ping was already pretty bad in Ostfront.
I can play up to 150-175~ ping before I notice the delay affecting me too much, 100 ping~ was just fine. There will most likely be plenty of local servers to play on.

2d maps can't tell you the cap zone is on the 8th story of a 10 story building. Those symbols only show up when you hold down a button.

It could be written on the map. (We need to take ground floor!) No need to be included in the hud.

You can toggle it and you won't have to use it if it bothers you that much. I think its a good thing. It is much more stream lined and user friendly for new players and older players.
 

Moyako

FNG / Fresh Meat
Jan 10, 2008
2,163
636
0
Venezuela
www.xfire.com
From the recently released trailer and gameplay videos, what I learned about the game that disappointed me so far :
  • Morale system (useless and a console gimmick) with music (I really don't want to hear it).

Like everygame, you can toggle music. I play RO without music, for your information. If you're too lazy to do it yourself, is not TWI's fault

  • Movement seems as clunky as before.
  • Animations still seems slow and delayed.
  • The crouch running animation is especially hilarious.
  • Big unecessary arrow when you choose a spot for artillery.
Again.... i'ts alpha

  • Those lame old sounds featured in the trailer (which I hope won't be in the real game).

I love RO sounds, as a matter of fact, I'm one asking TWI to keep them in ROHOS

  • Useless graphical gimmicks, like with the sniper scope.

Why is it useless?


  • No major graphical differences between this and the old version. It looks the same except for bloom all over the place. Almost looks like a dowgrade, as I liked the grittier version much more.
Man, you must be blind :p

  • Single player mode is playing with bots with no real story?

Where did you read that?

  • Bullet time travel is good, but will probably still be linked to user lag, resulting in ridiculous sightings (like a 2 seconds delay at 100 meters, making the game effectively unplayable

You're kidding, right?.

I'll take your post as comedy, I can't believe this is for real :s