Having put quite a few hours into the beta and been impressed and frustrated at the same time, I now have a love / hate relationship with RO2. Love in the fact that it's a very atmospheric, entertaining (when things are going well) and addictive game. I find myself coming back for more even though I can easily hate the game too.
I think I've nailed why I can hate the game too. Theres no real sense of teamwork. The squad system is going someway to sort this but I do beleive that some sacrifice of the 'pure time' RO experience should be made in order for team work to flourish.
At the moment, there are too many situations where a squad leader is on his own. The restrictions on spawning on the squad leader is not condusive to gameplay. I understand that the restrictions are to enforce a sense of authenticity but im afraid it falls flat on its face. Due to the fact that players spend quite a bit of their time dead, the restrictions amplify the fact that the ability to actually spawn on your squad leader is a rare occurance.
I hate to say it and I know im going to get flamed for this, but system more akin to Battlefield would work better. Im not suggesting an exact copy, but for gameplay purposes the system needs to be looked at. At the moment because of the lack of a cohesive squad system, everyone is effectively a lone wolf.
Some issues are:
1. Your squad leader is mostly dead or unavailable. There needs to be some incentive to stay alive and rewards for allowing your squad to spawn near you. Also there needs to be more information about where the squad leader/squad mates are. HUD Icons or situational awareness cues for example. I know the Realism fan boys are going grumble at this, but this is a computer game, we need assistance to ascertain the situation a player is in. In real life, we instinctively know. Its not possible in a game looking at a 2D screen with a llimited field of view.
2. Make the squad system customisable by the squad leader. Instead of fixed slots, allow the squad leader to choose what kind of classes he wants.
3. While in a squad, give the squad members more information about what the squad leader wants them to do. The orders system is too ineffective. Theres no obvious way to know what the objective is.
4. Bonuses for squad members while in a squad leaders area of influence. Harder to supress, more accurate aiming (perhaps) and other morale bonuses.
I think we're getting there, but the game as it stands is too confusing. This is just my opinion though and it's probably been covered already
I think I've nailed why I can hate the game too. Theres no real sense of teamwork. The squad system is going someway to sort this but I do beleive that some sacrifice of the 'pure time' RO experience should be made in order for team work to flourish.
At the moment, there are too many situations where a squad leader is on his own. The restrictions on spawning on the squad leader is not condusive to gameplay. I understand that the restrictions are to enforce a sense of authenticity but im afraid it falls flat on its face. Due to the fact that players spend quite a bit of their time dead, the restrictions amplify the fact that the ability to actually spawn on your squad leader is a rare occurance.
I hate to say it and I know im going to get flamed for this, but system more akin to Battlefield would work better. Im not suggesting an exact copy, but for gameplay purposes the system needs to be looked at. At the moment because of the lack of a cohesive squad system, everyone is effectively a lone wolf.
Some issues are:
1. Your squad leader is mostly dead or unavailable. There needs to be some incentive to stay alive and rewards for allowing your squad to spawn near you. Also there needs to be more information about where the squad leader/squad mates are. HUD Icons or situational awareness cues for example. I know the Realism fan boys are going grumble at this, but this is a computer game, we need assistance to ascertain the situation a player is in. In real life, we instinctively know. Its not possible in a game looking at a 2D screen with a llimited field of view.
2. Make the squad system customisable by the squad leader. Instead of fixed slots, allow the squad leader to choose what kind of classes he wants.
3. While in a squad, give the squad members more information about what the squad leader wants them to do. The orders system is too ineffective. Theres no obvious way to know what the objective is.
4. Bonuses for squad members while in a squad leaders area of influence. Harder to supress, more accurate aiming (perhaps) and other morale bonuses.
I think we're getting there, but the game as it stands is too confusing. This is just my opinion though and it's probably been covered already