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Realism/Balance, No Content, RO2's mistakes

heath4n

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Jul 15, 2009
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This community is interesting to say the least, you have your realism nuts who probably represent the greater majority of these forums and then you have your fans who just love the game because it is fun.

Even the biggest realism nuts here have to admit that there has to be a balance as realism in many cases would just kill the game where people don't want to play it anymore. For example, not having guns jam when they realistically jammed very often such as a drum magazine for a PPSH, you have to strike a balance.

Tripwire when releasing RO1, pulled off something amazing but realistically, there wasn't a huge amount of competition out there at the time. I think from memory, COD Offensive Front had just been released before RO1 was released on steam. I think a lot of people were looking for a new game because COD had been out for a while at this point and steam offered a new way of purchasing a game which is the reason why I bought it.

RO1 at its in inception was incredibly hard but it offered something different, a competitive advantage by achieving a level of balance through "realism mechanisms". Each gun had its advantage and disadvantage and I think a lot by chance, they created a level of balance that has not been matched to date. Probably the biggest problem with RO1 and the balance that they got the most wrong was the grenades. The grenades were so powerful and everyone had 2 of them, the game suffered severe grenade spam.

We then got a mod which almost absolutely nailed it, Darkest Hour.

Everything was just about perfect. PPS was fantastic short range but terrible long range. MP 40 was slightly worse than the PPS at close range but slightly better than the PPS at longer range. The bolt action was amazing at long range, more accurate than the Semi auto but lacked RPM. The MG was fantastic because if you shot somewhere near someone, they would be suppressed and they basically couldn't shoot at you. A sniper was the perfect counter to it. The 44 was more powerful than everything else but there were very few of them. Bolt actions got grenades whereas Semi autos didn't, another balancing decision which made the classes closer while still different.

The tanks in DH were fantastic, they were powerful but there was a fantastic new counter that created a great new balance. Bazookas and Shreks which also created teamwork making them fantastic in teams of 2 with reloading of them. We also had some fantastic maps that were well thought out and really got the balance between map size and player numbers. Schetnsteppe was a god of map making, sorry about his name because I know how wrong that was :)

The key point was that Darkest Hour was a mod which at one stage because it was more popular than RO itself which is an incredible achievement given it was a mod.

Unfortunately, Trip didn't learn the lessons from this. They looked at RO1 and thought the biggest competitive advantage that RO1 had was that it was realistic and focused the majority of their energy on this and created relaxed realism on the side to try and resolve the difficulty problem which cost them so many players.

The key point here is that they went for realism over fun in most areas and it has almost ruined the game. Look at tanks for a perfect example. They spent so much time working on the insides of a tank to be realistic. The hull gunner has literally a pinhole to look through making it boring as all ... to play. So they decided to allow AI gunners to play because they knew no-one would want to play as a hull gunner.

Another example, MP 40. In real life, you can smash things from 200 metres without a huge amount of problems so yes, as much as you all complain, the gun is very accurate when aimed properly. The problem is that this completely wrecks the balance and makes the game less fun. You have a gun that is fantastic from short, medium and long range, it's insane and nobody would choose another gun unless the 44 is available. I'm a very good player (don't want to sound like a dick) and I can make a mess of people from 150 metres with a PPS, the balance is broken at the moment.

Doing some comparisons to get people to understand the differences and why the game is in the state it is now. A MP 40 is DH was very good short range, average to poor at medium range and horrific at long range. It was also much harder to kill people because of the damage system in RO and you don't have a zoom. So in comparison, you have a gun which is now 3-4 times as accurate, kills far quicker, has less recoil and can zoom now. It can kill much easier with one shot to the heart, It's completely different. What was a good gun just went to bloody insane gun.

Let's look at the 44. In DH, there were very few of them. They were the most powerful gun in DH still but they didn't do as much damage as they do in RO2. Quite often, you will need to hit people in the chest twice to kill them. It has slightly less recoil than DH and now you can zoom and the gun is actually far more accurate, every single fire round hits exactly where you aim. On top of this, you can now shoot through walls making the 44 far more powerful because it has 30 rounds and bullet penetration. People who had 44's didn't have grenades (i think) they certainly didn't have a bayonet or a scope.

Let's look at bolt actions. They don't kill as easily anymore because sometimes you hit people in the chest and they don't die, sometimes you kill them and they get 5 seconds to kill you and being a bolt, you almost certainly die because even while going dark, it's easy to kill someone. You lose your pistol now and you don't get the advantage of having a grenade and the opponent not likely having any. The bolt was the most underpowered weapon in DH and in RO2, it is way more under powered. In saying that, the bayonet is fantastic and does help out.

The key point here again is the balance between guns has been shattered making the game far less fun.

The other huge point that Tripwire got wrong was the variation in types of games. One of the best things about RO1 is the fact that you can jump in half tracks, jump in lots of different tanks, tank maps, combined maps, different maps with different gun load outs, the amount of content was insane.

Instead, TW, decided to specialise on a particular battle using two tanks which were the most used tanks in RO1 completely moving away from the second biggest competitive advantage that they had. You don't have the communication that you have in RO2 that you did in RO1. MG's don't lock down areas and teams needed to work together to save it, it's 1 out gaming pretty much at the moment.

Summing up, Tripwire blew their two most competitive advantages, weapon balance and diversity of maps and equipment. Some of the things they tried to do had the right idea but they were executed very badly. Ranking is a great idea and creates a desire to play longer and to focus on different classes but ultimately, they created a bigger skill distribution gap between new players and old players which doesn't help. They nailed some things better than any other game to date such as character movement, grenades and the territory concept but the product being released with bugs such as the fire button not working was a huge mistake.

How do TW go about fixing this mess?

The way I see it, they have 3 options.

1. Go back into Beta. Have an official announcement where they say, they were taking on the behemoths EA and Activision and released a product too early and advise everyone they are taking a game back to Beta and apologise profusely. Then in a years time, release the game again once it has been finished and people have been developing new maps, new content. I would offer 10-100 thousand dollars to content developers to help create maps, vehicles and other content. Something radical needs to be done and this may actually get them a little bit a brand capital back because the fact of the matter, the game they have created with the small team they have is still pretty amazing and to compete against monsters like EA and Activision is a gargantuan task.

2. Try to patch up the game as much as possible by addressing the big issues one at a time. Unfortunately, I think this is the option they will take because they are too stubborn to actually appreciate the two core competitive advantages they lost and try and keep the game the way it is. Tanks needs radical overhaul, balance needs to be addressed and SDK has to be finished quickly to allow more content to be created.

3. Fix the most broken stuff and then accept that they have severely damaged their brand and concentrate on the SDK and offer incentives for people/groups to do something with to hopefully resurrect people's faith in the TW engine. Darkest Hour 2 could do that, Rising Storm has the lead coder from Darkest Hour in it. I spoke with him recently and I was very happy to hear him discussing how to deal with the big problem they have. How do they balance the Japs basically only having bolt actions against the US so I'm looking forward to Rising Storm being the savior of the TW engine. As crushed as I am to say it, Darkest Hour is looking less and less likely to be a possibility as I tend to thing that the coder who left Darkest Hour for Rising Storm was the main reason behind Darkest Hours success.

Anyway, food for thought. I truly hope that the Tripwire listen to what I have said because I'm pretty confident that I have nailed the two main reasons why RO2 has had such a poor launch. Given how well Tripwire marketed RO2, Its truly disappointing to see the poor launch but even with the rough launch, I still enjoy the game a lot and will probably purchase a few more copies in the years to come. (i've bought two so far and will be purchasing 2 rising storms :) )
 
What!!!!!

I disagree they went for the twitchy COD / Battlefield crowd and moved away from the realism in most areas. It has however, almost ruined the game.
And I disagree with that! In making weapon handling closer to how it is in real life, they messed around with the balance of the weapons themselves. It was super gamey back in RO1; you can't look at the standing sway of a bolt in RO1 and tell me that's realistic. You can't fire a PPSh and say that it bucks anywhere near that much. But it's that gameyness that was providing all of the balance.
 
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exactly desiq, the thing I'm not sure about is whether tripwire did that on purpose or by accident?

I think they did it on purpose because at the time, even with the gamishness you talk about, it was more realistic than anything else.

Either that or it was completely accidental which is quite possible because that would mean that Tripwire decided to completely change tact and go with realism over balance in RO2 which is mindboggling that a company would go completely away from a formula that worked so well.

It's a bit like Company of Heroes. When they created OF, they took everything away that was so much fun in COH, snipers, mg teams, mortars, reinforcing just to be different.
 
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We then got a mod which almost absolutely nailed it, Darkest Hour.

Everything was just about perfect. PPS was fantastic short range but terrible long range.

Saying there was a PPS (which is Russian) in DH (wich does not feature Russians) kinda undermines your credibility, just saying;) (unless I'm missing something and making myself completely rediculous)
 
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Either that or it was completely accidental which is quite possible because that would mean that Tripwire decided to completely change tact and go with realism over balance in RO2 which is mindboggling that a company would go completely away from a formula that worked so well.
I feel that it was completely accidental. They looked at the history enthusiasts and tacticians in the community and said to themselves, "They like everything to be realistic, so we should make the next game more true-to-life." And so they did, with unintended consequences.

I think the only way that they would have realised that they were changing the underlying gameplay of RO2 is if they had a longer and earlier Beta period. So many of us were asking them to open the Beta for greater numbers of people, and they just didn't for some reason. They had our money from pre-orders, so funding shouldn't have been an issue about a month before launch. A longer Beta would have caught a lot of problems with this game and would have given it a much more successful launch.

And they shouldn't have listened to all the people on this forum who opposed further delays and demanded that they should release it as-is.
 
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Ranking is a great idea and creates a desire to play longer and to focus on different classes but ultimately
That's actually not true, it works opposite for me. In RO:O I played 4? 5? years and never had needs to "level up" something. I played other games with leveling system and never did it that long as RO:O, because it gets boring after couple weeks (sometimes months - Battlefield 2).
Also RO2 introduced one of the worst progression system ever made for PvP FPS game: stats progression, that's very unforgiving for newcomers. Players who just play, spend time in game, gets stat bonuses like: reduced recoil, sway, more magazines, better spring and character movement, where new guys has nothing. RO2 suppose to be newcomers friendly, but it isn't.
 
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That's actually not true, it works opposite for me. In RO:O I played 4? 5? years and never had needs to "level up" something. I played other games with leveling system and never did it that long as RO:O, because it gets boring after couple weeks (sometimes months - Battlefield 2).
Also RO2 introduced one of the worst progression system ever made for PvP FPS game: stats progression, that's very unforgiving for newcomers. Players who just play, spend time in game, gets stat bonuses like: reduced recoil, sway, more magazines, better spring and character movement, where new guys has nothing. RO2 suppose to be newcomers friendly, but it isn't.

agree.

Weapon and Character Upgrades wasn
 
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3. Fix the most broken stuff and then accept that they have severely damaged their brand and concentrate on the SDK and offer incentives for people/groups to do something with to hopefully resurrect people's faith in the TW engine. Darkest Hour 2 could do that, Rising Storm has the lead coder from Darkest Hour in it. I spoke with him recently and I was very happy to hear him discussing how to deal with the big problem they have. How do they balance the Japs basically only having bolt actions against the US so I'm looking forward to Rising Storm being the savior of the TW engine. As crushed as I am to say it, Darkest Hour is looking less and less likely to be a possibility as I tend to thing that the coder who left Darkest Hour for Rising Storm was the main reason behind Darkest Hours success.

DH as the public knows it is a collection of work from various members of the community from 2006-2011 we've had many coders whom have shaped DH into what it is, The Mortars were created by Basnett the tanking by Shurek the Radiomen by fennich, just to name a few things off the top of my head insinuating that 1 member basically made DH is unfair and diingenious to DH as well as all whom have worked on DH over the years.

The core members of DH who shaped DH 1's releases through steam is still 99% intact and I am still it's Project Lead.
So as Project Lead I am just enlightening those that seem to think DH's Success was down purely to the 2 Members who are now on the Rising Storm team.
Everyone that has worked on the DarkestHour Project over the years have been fully comitted and talented people, who have given up their spare time to create something we thought Like minded people would enjoy playing.

Thank you all for your comments and carry on the discussion.

http://www.darkesthourgame.com[url]http://www.darkesthourgame.com[/URL]
 
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Heroes, leveling up and unlocks were a bad idea. They just focus players on themselves, not on their team. I always preferred servers that had all kill stats turned off until the end of the match for that reason as well.

Even as the game and maps are now, just a few minor tweaks would make it far more interesting and playable IMO. And while I'm a big realism fan, some changes I'd propose are not realistic from a historical perspective, but would make it more fun to play.

Unlike the OP, I think on a whole, weapons work pretty well as they are, however, the time involved in all weapon handling needs to be increased. Longer to ADS, switch weapons and nades. It would help stop the instastop from full sprint/ADS/headshot that's just a fail. More inertia would be great as well, but I don't think it's a simple fix.

Weapon loadouts - drop the fantasy weapons, make bayo's detachable and available on any bolt. Grenades only for assault and bolts. Reasonable numbers of each; 3 Smgs, 1 LMG, 3 semis, 9 bolts per 16 man side for a simple example. Add in a sniper and AT role as needed. Waves of riflemen assaulting a building make for more fun CQ battles than circle strafing SMGer's.

Ability to carry only a single primary weapon and only pick up weapons with it's associated unused ammo.

Decrease sprint time and add increased negative effects from sprinting as well. Slightly more and longer, heavy breathing sway etc. Players would have to plan their movements better or pay the price. You couldn't sprint blindly anywhere and expect to shoot your way out of trouble.

Make lockdown and reinforcement amounts configurable serverside. Some maps playing TE would benefit greatly from longer times. It's pretty common for the tide of battle to be turning and......time runs out.

Get rid of Protected Areas and replace it with decent spawn protection. Being able to use more of the maps and flank would mix up strategies.
 
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Saying there was a PPS (which is Russian) in DH (wich does not feature Russians) kinda undermines your credibility, just saying;) (unless I'm missing something and making myself completely rediculous)

There were a few maps where the Axis could choose PPSH in some classes (like the awful map Hurtgenvalley iirc). But yeah, it was a rare occurrence.
 
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Saying there was a PPS (which is Russian) in DH (wich does not feature Russians) kinda undermines your credibility, just saying;) (unless I'm missing something and making myself completely rediculous)

Hi Proud God, I was actually talking about the thompson, thanks for pointing out that mistake. The thompson is basically the same as the PPS, but more damage but less rounds i think but balanced none the less against the MP40. I do remember though we could use Russian weapons in Darkest Hour though.

hat's actually not true, it works opposite for me. In RO:O I played 4? 5? years and never had needs to "level up" something. I played other games with leveling system and never did it that long as RO:O, because it gets boring after couple weeks (sometimes months - Battlefield 2).

Hi Apos, I actually agreed with you that the current system is broken in my statement but I disagree with you that a ranking system is a bad thing. It gives players something to play for long term, something to be proud of, a reward for putting in the hours ontop of the fun they get from just playing it. A good ranking system would only be a good thing, the problem is their ranking system is atrocious. They had the right intention but squandered it because they ran out of time because they were spending stupid amounts of time on realism rather than game play. Giving the drum at level 25 and single fire capability at lvl 50 just shows how rushed RO2 was imo.

I would like to see a system that provides a bare minimum reward, something like a mp44 very occasionally for doing really well for just a single life. I would also like it to be dynamic, occasionally giving a bit of a boost to new players. Players who are doing really badly given a slight advantage occasionally to help bridge the gap.

Hi Lugnut,

Heroes, leveling up and unlocks were a bad idea. They just focus players on themselves, not on their team. I always preferred servers that had all kill stats turned off until the end of the match for that reason as well.

Even as the game and maps are now, just a few minor tweaks would make it far more interesting and playable IMO. And while I'm a big realism fan, some changes I'd propose are not realistic from a historical perspective, but would make it more fun to play.

The bottom line is that while you may not need this, a lot of people enjoy the concept of slowly leveling and being rewarded for putting in the time. In a way, they get the benefit of having a great fun game and having something to check out afterwards for their efforts. People like to see how their going in comparison to others, competition is fun and seeing if you get more kills that other people is fun, the more fun the game is, the more people want to play it.

I must say though, I can't for the life of me understand how you think the weapons are ok as is. If I want to, I can single handedly make people drop out of a server left right and centre if I start playing seriously with a 44, they are out of control, same as the PPSH with drum at high levels and the MP40 straight out of the box. I'm very good at the game but even I can see that using the bolt is extremely hard, especially so compared with RO1 which means anyone but the most stubborn and gifted are not going to enjoy playing with a bolt because you are going to struggle.

Hi Exocet,

I apologise if I came across as dismissive, I'm in awe of what your team accomplished at Darkest Hour. I can't believe Tripwire didn't approach you guys and give you guys special access to the engine, I think jealousy is one of the main reasons.

I guess I'm just frustrated a little that you guys haven't announced a Darkest Hour 2 given how much fun I had with your mod. You guys nailed the game, fantastic tanks, fantastic balance and fantastic content.

Who was responsible for the balance decisions over there? From what I understood, it was Psycho Chicken. I again apologise if I insinuated that you would make bad decisions now that he left to go to rising storm.

I truly hope you are negotiating with TW on getting the announcement right for Darkest Hour 2 and thats why you guys are refusing to say anything. You should charge $5 to $10 for early access to the beta and then decide based on the quality of the game if you are able to charge $5 to $10 for the mod, it might be better to offer it free but I know heaps of people who would pay $5-$10 just to play the beta.
 
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The bottom line is that while you may not need this, a lot of people enjoy the concept of slowly leveling and being rewarded for putting in the time.

Don't take this personally, I don't mean it that way, but I went through this fiasco in COD. When I and my Tactical Realism clan moved from COD2 to COD4/MW, players went from no leveling, just basic stats, to being able to level up and sport totally BS crap like tiger stripe camo and gold plated Desert Eagles. And what sort of players did the game attract? Those who find having the most kills and superficial leveling important, not those who get their satisfaction from working as a team and their personal skill level contributing to a victory. I agree, there are many who find leveling up pretty cool and it feeds their ego, I'd just rather they get their jollies elsewhere.

I must say though, I can't for the life of me understand how you think the weapons are ok as is. If I want to, I can single handedly make people drop out of a server left right and centre if I start playing seriously with a 44, they are out of control, same as the PPSH with drum at high levels and the MP40 straight out of the box.

The weapons are for the most part OK, the biggest problem is that the distance on the maps are too small. Because of the small window we're peering through, distances appear @ 200% farther than they do IRL. You should be able to easily hit man sized targets with a 44 at 50-150m which is the most common range on pretty much any map. Go to a range and see, even an untrained shooter can get on paper with any rifle at that distance. The game makes you think you're shooting at much longer ranges than you are. I agree that the mp40 is a little too accurate at 100m+, but most of the other weapons seem realistic.

And I don't think the 44 or any of the "Hero" weapons should be in game at all, it's just silly :D
 
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Your points about the game are good, but your ballistics knowledge is fantasy.

Ok read just the same.

200M with the MP 40 made me stop reading the rest. Anybody who things a 9mm round can "smash anything at 200M" is not somebody I take very seriously. Not only is the pistol rounds ineffective at such range, the MP-40 is only good out to 100M really. Wikipedia says it's 200M...but that stinks of pure German fantasy. it's like putting 1000M on the K-98 and Mosin sights. Just because the sights have graduations for that distance.....

but heck, the ppsh is supposed to be effective to 150M...oh wait...we'd be dreaming to be able to do that in game as it is now. It tells me something is broken about SMG's. either give the ppsh similar accuracy, or rethink the MP
 
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