RO1 vs RO2

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Josef Nader

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RO2 has about as much in common with Arcade shooters as Warhammer 40k has with RISK.

No, it's not a milsim either. It never was. RO1 had some big maps and brutally hard gameplay, but that doesn't mean it was a milsim.

RO2 cut out the unnecessarily high difficulty of RO1 because it -hurt- tactical gameplay more than it helped it. It cut off a lot of real tactical maneuvers to "balance" things and unnecessarily slowed the gameplay to a crawl. RO2 shed all of these constraints. That doesn't mean it's any easier. Au contraire. It's -far- more brutal and lethal now than RO1 ever was. If you aren't careful coming out of your spawn, you can get picked off from 200m+ away by a rifleman who isn't suffering from paulsy and cataracts.

Close quarters fights are about speed and reflexes, as they are in real life. It's not two guys slowly trudging back and forth desperately trying to strafe and emptying an entire clip of rifle ammunition from the hip before drunkenly staggering around trying to bayonet each other. There are two fit, healthy human beings with a pretty good will to live and a sense of urgency about the idea that the guy in the room with them wants to ram a sharp piece of metal into their sternum. They're desperately trying to kill the other before getting killed themselves. This is why real soldiers -hate- CQC, and why urban combat is so bloody dangerous. If you aren't faster or smarter than the other guy, you're going to be dead. It's brutal, violent, nasty warfare.

If you want slow advancing on a target from multiple angles, go play RO1 or ARMA for a few months and come back to RO2 when the big forest and plains maps roll out. As it stands, the maps in the game simulate the CQC in Stalingrad, not the miltiary manuvering taking place in the countryside.
 
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Colt .45 killer

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My point is this, RO1 had a -very- mature community by the time RO2 rolled around, and RO2 is the "latest and greatest tacticool awesome realism shooter" to a lot of folks waiting for the other fall releases (not because TWI marketed towards this crowd, but because it has a dude with a gun on the front of the box and promises "REALISM". You could sell boxes of parasitic beetles if you put a guy with a gun on the cover and called it realistic). Give them time to filter out, give people time to learn the maps and the mechanics, and let the game and it's community mature a bit more. I've just scratched the surface of the teamplay in the few weeks I've been playing RO2, and I can already tell you that the door is open to far more depth and tactics than Vanilla RO:OST ever had (mods don't count). Just give it time. Tactics don't develop overnight.


I agree on lots of this. However let me draw on a few points.

First. RO:Ost had that same level of team work compatability, as in what those guys are doing there is something I did plenty of times in Ost. It was fun to join the loosing team and get a bit of coordination going( and start winning), and I like that it is still possible to do that in Hos. But please, dont go on saying that one has more depth then the other, when you yourself admit that you couldn't stand Ost and barely played it. I am actually becoming a tad annoyed with you repeatedly saying that after you explicitly stated you tried Ost but dropped it because it just dident jive with you.

Second. I'm going to have to try actually getting people to bunch up like that, its usually a bit beyond what I get into to get people to teamwork.
 

Josef Nader

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But please, dont go on saying that one has more depth then the other, when you yourself admit that you couldn't stand Ost and barely played it. I am actually becoming a tad annoyed with you repeatedly saying that after you explicitly stated you tried Ost but dropped it because it just dident jive with you.

Noted. Sorry about that.
 
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Leo4444

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Ro1-weapons harder to use, takes time to master, alot of sway, large maps, the whole war.
ro2-more mainstreme, more smgs/semis, stalingrad, easy to get kills, smaller maps, common prototype weapons..

That pretty much covers it.
 
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smokeythebear

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RO1 had roles that actually made an impact on the battlefield. In this game everyone is an unholy combination of marksman MG assault. It just makes the game very mindless and unsatisfying to play since the skill ceiling is so incredibly low. Good thing they added persistance so you can get better artificially like it's world of Stalingrad.
 

Limz

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Sep 17, 2011
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RO1 had roles that actually made an impact on the battlefield. In this game everyone is an unholy combination of marksman MG assault. It just makes the game very mindless and unsatisfying to play since the skill ceiling is so incredibly low. Good thing they added persistance so you can get better artificially like it's world of Stalingrad.

So you almost always dominate in the top 3 overall with a rifle on any given side on any given day? If so I would love to play with or against you some time and also see how you work in a tournament setting.

People who use the term 'skill ceiling' are generally not that skilled themselves nor do they have a real understanding of what 'skill' is. They use it as a blanket term when often it has specificity and often is relative in relationship.

And if you're so pro, then maybe you should say this instead: "pub stomping in this game is very mindless and unsatisfying to play".

PS. I am also sure that the rifle class in RO2 is a combination of marksman , MG, assault. That bolt action is so unrealistic with its automatic laser sharp belt fed fire. And I am sure that Commanders , Squad Leaders, MGers do nothing special on the battlefield and have zero impact.
 

smokeythebear

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So you almost always dominate in the top 3 overall with a rifle on any given side on any given day? If so I would love to play with or against you some time and also see how you work in a tournament setting.

People who use the term 'skill ceiling' are generally not that skilled themselves nor do they have a real understanding of what 'skill' is. They use it as a blanket term when often it has specificity and often is relative in relationship.

And if you're so pro, then maybe you should say this instead: "pub stomping in this game is very mindless and unsatisfying to play".

PS. I am also sure that the rifle class in RO2 is a combination of marksman , MG, assault. That bolt action is so unrealistic with its automatic laser sharp belt fed fire. And I am sure that Commanders , Squad Leaders, MGers do nothing special on the battlefield and have zero impact.

But I do only play in organized matches. Not sure why you jumped to the conclusion that I have no idea what I'm talking about. I've played RTS games competitively and have won a few smaller tournaments and placed high in larger competitions as well as LAN events. I was doing well in SC2 until I stopped to get back into RO for RO2.

The skill set for a team FPS is obviously much different but the mindset is the same. Of course the potential for any team is huge because of the importance of good communication. I would consider CoD:Blops a shallow game but certain teams have dominated the scene despite that because of the time they put into it.

In RO1 you could describe a player as a good rifleman or a good MG. In RO2 so far I've never heard someone making the distinction, MG's are just not useful at all as well as snipers and bolts. That's from my experience so tell me your match history before arguing against it.
 

Sensemann

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Isn't one of the reasons why run'n'gun is favored simply by the fact that after spawning, you are "inside the heat" within 1o seconds?
I mean Spartanovka is a good example for" Spawning, leaving spawn, being under direct fire (usually) and get into the gullies because there, you might have those 5 seconds to turn around and get an overview of the current situation.

In RO1 you often had to walk seconds from spawn to reach the battlefield (Leningrad for example) or even 2 minutes (Berezina). That time (loss) probably made people to get it done slower, check out the current battle, think of an approach, search for enemy positions more careful. Because if they didn't they would get killed quickly and had to walk 30 secs -2 mins again.

I think this is what most RO1 fans complain about, that the speed of engagement, thanks to map sizes and design decisions, is too fast and gives almost no time for teamwork and the RO1 feeling.
 

Cyper

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Unless I misunderstood, (correct me if so) you think thats a bad thing?making a game a pain in the *** to play and it becomes exactly that, a pain in the ***. Lockdown certainly needs some changes though IMO.

Something I posted in another thread-
"...on the forums I've noticed many people saying that the game isn't tactical enough and that there is too much run'n'gun style gameplay. However from my experiences (and partly common sense perhaps) "tactical gameplay" requires teams to actually work together and communicate, and the game can only do so much to promote that, the rest is up to the players. I've noticed that when teams communicate and work together they obliterate the enemy team, and when both teams are doing the same you get some really exciting and tense gameplay. Even on Spartanovka as the Germans a coordinated 'banzai' charge right down the centre can destroy a team of Russians all doing their own thing. Proper squad tactics and communication on Apartments and the like stops run'n'gunners in their tracks. So anyone complaining that RO2 isn't tactical; a little communication and teamwork goes a long way."

Link to the thread-[URL]http://forums.tripwireinteractive.com/showthread.php?p=937910#post937910[/URL]
It got buried under the hordes of other threads pretty quickly.

The game won't become a pain in the *** by doing it more complex. It will become more fun IMO. It will only become a pain in the *** for about 85% of the gaming community. 85% of the gaming community like games with a low learning curve and easy pick-up-to-play. We don't have to care about casual gamers. They already have loads of games to play which [we] (people that like ro1, arma) don't have. SO why should the game be suited for them?

Saying that a game requires tactical gameplay to become tactical has for sure some good points, but it's not entirely true. A game doesn't become a tactical shooter just because you play it tactical. In that way I can say that COD is a great tactical shooter if you play it tactical with your team. Not true. A tactical shooter should require players using any form of tactics and if they don't, the game shouldn't forgive them, it should punish them for their mistakes. If we look sign to sign to the definition of a tactical shooter It's heavily focused on realism and unforgiving gameplay. That doesn't go in line with how RO2 works right now.

Max. timelimit is 20 minutes. Does that promote tactical gameplay? No.
Tactical view: Does that promote gameplay? No, it makes it easier for players to rush at their objective without looking at their maps. Makes the gameplay faster.

Lockdown timer? Forces players to rush at their objective in five minutes and if not doing so, they're smoked.

Simplified controls? Gives players less choices and is quite obviously added in order to make the game less complex (e.i dumbed down) gameplay. Less commands, means less teamwork.

Simple weapon handling? Makes it easier to kill people and appeal more to the twitch-shooting audience. Movements feels robotic and precise. I am not talking about sway here, sway is quite good in RO, but the weaponhandling is away to simple.

Small maps? Makes it easy to get into the action fast agian and it makes the mistake of dying more forgiving since you'll get into the action very quickly agian.

Improved weapon handling from XP? Promote more user-friendly gameplay. Tactical shooters shouldn't give the players aids like that. The only aid you should have is skills.

Being able bandage yourself in 1,5 sec? Promote more dumbed down gameplay. The only diffrence here from games such as BF and cod is that you do it manually in RO2 and that the injuries doesnt dissapear completely (but they dont effect you so much anyway)

Like it, hate it, or don't care, but RO2 is dumbed down in many ways in my opinion. The only reason I care is because games like RO doesn't grow on trees and it feels like it's going away from it's roots. I also feel fooled for buying the game since I wasnt aware of all this. I don't know why so many people try do deny all this instead of accepting it.
 

Limz

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Sep 17, 2011
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But I do only play in organized matches. Not sure why you jumped to the conclusion that I have no idea what I'm talking about. I've played RTS games competitively and have won a few smaller tournaments and placed high in larger competitions as well as LAN events. I was doing well in SC2 until I stopped to get back into RO for RO2.

The skill set for a team FPS is obviously much different but the mindset is the same. Of course the potential for any team is huge because of the importance of good communication. I would consider CoD:Blops a shallow game but certain teams have dominated the scene despite that because of the time they put into it.

In RO1 you could describe a player as a good rifleman or a good MG. In RO2 so far I've never heard someone making the distinction, MG's are just not useful at all as well as snipers and bolts. That's from my experience so tell me your match history before arguing against it.

Perhaps because time and time again I make the flawed assumption that a top player is also the best at analysis; your arguments don't even come close to being logical and really do not match your experiences if what you say is true. Hence, in my post you can see how I allude to the fact that while you may be good at a game you are not necessarily good at analyzing the game outside of playing it - this is apparently the case. Therefore, it's not exactly a jump in conclusion. You would have seen this coming pretty easily if you put one iota of thought into your posts but I digress.

No wait, I also want to point out what you consider to be shallow is nearly irrelevant without going into depth as to why. Hence, my earlier comment that 'skill', the term, shouldn't be used as a blanket statement but rather be specific. Even Brink, a failure of sorts and what the masses would normally say has a truly low skill ceiling, has specific instances where the skill ceiling is higher than other games. Also calling a game shallow is rather disingenuous to all parties and really has no place in a discussion such as this (keyword: discussion) since there are better ways of illustrating a point.

RO2 has had what life span so far? How many tournaments have gone in and how many people have actually broken down and begun to analyze the game like you would any other if you're playing competitively. What findings have been 'published' , I use the term lightly, and I am asking out of genuine curiosity as well. Even in your own damn words is an admittance to the fact that the game is new. No one has had time to establish themselves as an exceptional X class. though some would argue people like Josef Nader would consider themselves as a good 'MGer' (in a matter of fact he prides himself on that or something fierce - it's a fetish, don't ask). That aside it's almost a given that with every weapon you have in a game there will always be someone who specializes in it, who somehow turns what is normally a lower tier device into a competitive one.

It's pretty obvious that RO2s lifespan is just beginning (or according to some starting to end) and much like SC2 (and every other game for that matter), there are always detractors who claim that the game lacks depth of its predecessor or whatever other similar game. They always do this before a meta game develops or matures. Your claims on RO2 are of similar quality, and that is pretty much the same as flipping a coin - a waste of your 'rich' gaming history that could otherwise be turned around to make RO2 'better' or increase RO1's player base.
 

Limz

FNG / Fresh Meat
Sep 17, 2011
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The game won't become a pain in the *** by doing it more complex. It will become more fun IMO. It will only become a pain in the *** for about 85% of the gaming community. 85% of the gaming community like games with a low learning curve and easy pick-up-to-play. We don't have to care about casual gamers. They already have loads of games to play which [we] (people that like ro1, arma) don't have. SO why should the game be suited for them?

Saying that a game requires tactical gameplay to become tactical has for sure some good points, but it's not entirely true. A game doesn't become a tactical shooter just because you play it tactical. In that way I can say that COD is a great tactical shooter if you play it tactical with your team. Not true. A tactical shooter should require players using any form of tactics and if they don't, the game shouldn't forgive them, it should punish them for their mistakes. If we look sign to sign to the definition of a tactical shooter It's heavily focused on realism and unforgiving gameplay. That doesn't go in line with how RO2 works right now.

Max. timelimit is 20 minutes. Does that promote tactical gameplay? No.
Tactical view: Does that promote gameplay? No, it makes it easier for players to rush at their objective without looking at their maps. Makes the gameplay faster.

Lockdown timer? Forces players to rush at their objective in five minutes and if not doing so, they're smoked.

Simplified controls? Gives players less choices and is quite obviously added in order to make the game less complex (e.i dumbed down) gameplay. Less commands, means less teamwork.

Simple weapon handling? Makes it easier to kill people and appeal more to the twitch-shooting audience. Movements feels robotic and precise. I am not talking about sway here, sway is quite good in RO, but the weaponhandling is away to simple.

Small maps? Makes it easy to get into the action fast agian and it makes the mistake of dying more forgiving since you'll get into the action very quickly agian.

Improved weapon handling from XP? Promote more user-friendly gameplay. Tactical shooters shouldn't give the players aids like that. The only aid you should have is skills.

Being able bandage yourself in 1,5 sec? Promote more dumbed down gameplay. The only diffrence here from games such as BF and cod is that you do it manually in RO2 and that the injuries doesnt dissapear completely (but they dont effect you so much anyway)

Like it, hate it, or don't care, but RO2 is dumbed down in many ways in my opinion. The only reason I care is because games like RO doesn't grow on trees and it feels like it's going away from it's roots. I also feel fooled for buying the game since I wasnt aware of all this. I don't know why so many people try do deny all this instead of accepting it.

Maybe people have trouble accepting your point of view because you aren't necessarily correct, or perhaps because you aren't voicing your dissent in an appropriate manner. That would be the starting point.

I am really curious about a few things here:

1. Why do you hate on faster game play? You act as if faster game play means the absence or reduction of tactics which isn't necessarily true - how would you even measure a 'reduction' anyways? More to the point, it would be more accurate to say that it shifts the efficiency of certain tactics and the evolution of tactics will differ from that of a match without any time limit.

2. Why the hate on the lock-down timer? The lock down timer itself is a tactical consideration.

3. Simplified controls? What controls am I missing here? Do we consider being able to vault over things simplified and game play ruining? Do we consider destructible terrain also a simplification (by extension satchels/rocket barrage). Do we consider integrated VOIP and squad level VOIP to be simplified or something? You act as if simplifying/streamlining controls is a bad thing in itself when it may be a necessary component neutral in itself but in tandem with other mechanics may increase the overall depth of the game or decrease it.

4. Again, with the whole 'simplification of X feature'. You talk as if twitch-gaming in itself is devoid of tactics when there's plenty of thought that goes into almost all twitch-shooters be they 1v1 Death Match or clan matches in Counter-Strike. It doesn't necessarily dumb down the game at all, and it more or less depends on OTHER mechanics of the game to determine whether or not it's hindering the development of the metagame or whatever else.

5. Really? You're complaining about small maps when there are other games that are officially tactical shooters that have even SMALLER maps? And hey, if we really want to talk about tactics, what about things like Frozen Synapse where everything is about tactics and yet almost all the maps are small. Map size isn't as relevant as you think it is but rather what's in the map. Again, you pick on a SINGLE aspect without regards to the others.

6. We can probably all agree on improved weapon handling to some extent and for bandages the reason it takes 1.5 seconds is probably due to the rest of the game mechanics.

So, basically, after going through your wall of text (and replying with one of my own) we can come to the conclusion that people don't accept your answer and conclusions because there's something repulsive about it. I would venture to say that you're fundamentally wrong is why people will not listen (and even if you were right, the path that took you to that conclusion would probably be far off from the spot).

Here's the whole deal. RO2 has sped up game play, that means everything should probably fall in line with that depending on how things are implemented. So yes, bandaging should take less time (you can also die pretty damn quickly if you don't bandage yourself immediately on the flip side you could also die trying to bandage yourself from being subsequently shot.. due to 'simplified weapons handling' - there you have your choices).

The point, which you have missed or failed to address, is that faster game play means tightening of mechanics and tactics; it also has a different line of tactical evolution because there is a time limit. This ultimately means that deaths are rather meaningful depending on context especially since you have a limited time in which to act. You can get into the combat 'fast', most certainly and some maps are more conducive to that than others, but keep in mind the time limit. Running back is still a waste of time whether you're defending or attacking.

The only truth and sentiment worth taking from your entire spiel is this: The game is personally forgiving, but it still punishes the team for your incompetence. There is a certain illusion of forgiveness but that's all there is to it.
 
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Limz

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Isn't one of the reasons why run'n'gun is favored simply by the fact that after spawning, you are "inside the heat" within 1o seconds?
I mean Spartanovka is a good example for" Spawning, leaving spawn, being under direct fire (usually) and get into the gullies because there, you might have those 5 seconds to turn around and get an overview of the current situation.

In RO1 you often had to walk seconds from spawn to reach the battlefield (Leningrad for example) or even 2 minutes (Berezina). That time (loss) probably made people to get it done slower, check out the current battle, think of an approach, search for enemy positions more careful. Because if they didn't they would get killed quickly and had to walk 30 secs -2 mins again.

I think this is what most RO1 fans complain about, that the speed of engagement, thanks to map sizes and design decisions, is too fast and gives almost no time for teamwork and the RO1 feeling.

It doesn't give time for pubs, generally, but there are videos circulating here of people coordinating pubs. I have experienced this piece of anecdote myself.

You know the last few times I've played on Spartanovka that kind of rushing into the gullies etc, has costed the Axis a better chance at victory as we ran out of tickets long before reaching the last cap zone.

You're essentially exchanging an exponential amount of tickets for possibly a faster gain of an objective. If people just acted more cautiously and did things right the first time around then you could afford 2-3 minutes off of the lock down timer for a cautious approach. Wait for three recon plane cycles and only gain strategic ground when you have that plane overhead or whatever. You can bleed out reinforcement tickets at a rather astonishing rate.
 

Crusher

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The main difference with RO1 is that it wasn't a 100% action all the time. Mostly when you spawned you had to actually get to the frontline which took a minute or longer. Because of those moments of "non-action" the action parts stood out more, it got more value. That's the main flaw of RO2 for me, it's just shooting enemies. Alot of design choices are making it worse, lockdown forces you to rush, SMGs can shoot 200 meters, prototypes weapons are everywhere, bandaging, etc. It all causes the game to feel different from RO1. Even if RO2 is more realistic, smoother and more polished in some points most of us (me at least) didn't want realism per s
 

Murphy

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I loved RO1 because it was slow and positioning was a LOT more important than a fast trigger-finger (because someone in a position, with his sights up and his weapon rested had a chance of hitting something while someone moving around did not). This enforced a kind of slow, methodical gameplay that I loved.
Don't care how realistic it is.

RO2 on the other hand is quite fast and positioning means relatively little as everyone can bring up his sights and give off pixel perfect shots within a split second. Slow gameplay isn't enforced through the game's mechanics anymore.

I think the comparison with CoD2's multiplayer is closer than many RO2 fans want to admit. The main difference is a) CoD2 has almost no falling damage, b) CoD2 isn't a clumsy mess with needless bloat-features that don't add anything (e.g. bleeding...), c) CoD2 is fun on Lans because you don't need an army of players to get a game going.
Sounds harsh, but that's kind of my view of RO2 in its current state.
And I'm not even mentioning bugs or technical issues.

Something else I don't quite like about RO2 is that a substantial amount of players isn't on board because they like RO2 for itself but because it's not as mainstream as BF3 or as consolized as CoD. Thank god TWI saved PC gaming.:rolleyes:

The RO2 forums are no fun either. During the RO1 days people had constructive criticism and we would all come together from time to time to laugh about someone who suggested something from Enemy At the Gates.
The RO2 crowd is mostly a mindless horde of apologists who jump on anyone with a suggestion because obviously the only problem is that they must suck at the game...
There is no community here, just a bunch of rabid dogs on ego trips. The only RO2 community person I can name by name (and who I didn't know from the RO1 days already) is Josef Nader, because he's all over the place with his "everything is fine as it is and everyone who says otherwise must be wrong" mantra.:p No offense.
Well, and since this topic I also know that Limz fellow, attacking smokey, of all people, lol.

I don't know how much of my opinion about the forums is just nostalgia, but I know I played RO1 this week to see how much nostalgia was in play in ruining RO2 for me and to my surprise, pretty much none. Even the graphics in RO1 are better than I expected them to be after such a long absence and the game as such is just so much better than RO2.
Feel free to tell me to just play RO1 then, because that's what I'll be doing anyway.:p
I'll check back into RO2 in a couple of months and of course I'll be on board with the mods. Can't wait for those.:)
 

Cyper

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Maybe people have trouble accepting your point of view because you aren't necessarily correct, or perhaps because you aren't voicing your dissent in an appropriate manner. That would be the starting point.

I am really curious about a few things here:

1. Why do you hate on faster game play? You act as if faster game play means the absence or reduction of tactics which isn't necessarily true - how would you even measure a 'reduction' anyways? More to the point, it would be more accurate to say that it shifts the efficiency of certain tactics and the evolution of tactics will differ from that of a match without any time limit.

2. Why the hate on the lock-down timer? The lock down timer itself is a tactical consideration.

3. Simplified controls? What controls am I missing here? Do we consider being able to vault over things simplified and game play ruining? Do we consider destructible terrain also a simplification (by extension satchels/rocket barrage). Do we consider integrated VOIP and squad level VOIP to be simplified or something? You act as if simplifying/streamlining controls is a bad thing in itself when it may be a necessary component neutral in itself but in tandem with other mechanics may increase the overall depth of the game or decrease it.

4. Again, with the whole 'simplification of X feature'. You talk as if twitch-gaming in itself is devoid of tactics when there's plenty of thought that goes into almost all twitch-shooters be they 1v1 Death Match or clan matches in Counter-Strike. It doesn't necessarily dumb down the game at all, and it more or less depends on OTHER mechanics of the game to determine whether or not it's hindering the development of the metagame or whatever else.

5. Really? You're complaining about small maps when there are other games that are officially tactical shooters that have even SMALLER maps? And hey, if we really want to talk about tactics, what about things like Frozen Synapse where everything is about tactics and yet almost all the maps are small. Map size isn't as relevant as you think it is but rather what's in the map. Again, you pick on a SINGLE aspect without regards to the others.

6. We can probably all agree on improved weapon handling to some extent and for bandages the reason it takes 1.5 seconds is probably due to the rest of the game mechanics.

So, basically, after going through your wall of text (and replying with one of my own) we can come to the conclusion that people don't accept your answer and conclusions because there's something repulsive about it. I would venture to say that you're fundamentally wrong is why people will not listen (and even if you were right, the path that took you to that conclusion would probably be far off from the spot).

Here's the whole deal. RO2 has sped up game play, that means everything should probably fall in line with that depending on how things are implemented. So yes, bandaging should take less time (you can also die pretty damn quickly if you don't bandage yourself immediately on the flip side you could also die trying to bandage yourself from being subsequently shot.. due to 'simplified weapons handling' - there you have your choices).

The point, which you have missed or failed to address, is that faster game play means tightening of mechanics and tactics; it also has a different line of tactical evolution because there is a time limit. This ultimately means that deaths are rather meaningful depending on context especially since you have a limited time in which to act. You can get into the combat 'fast', most certainly and some maps are more conducive to that than others, but keep in mind the time limit. Running back is still a waste of time whether you're defending or attacking.

The only truth and sentiment worth taking from your entire spiel is this: The game is personally forgiving, but it still punishes the team for your incompetence. There is a certain illusion of forgiveness but that's all there is to it.

1. I don't hate faster gameplay. I love playing games such as Far cry, gta, and so on, but this kind of gameplay doesn't belong in RO.

2. To begin with; It's to arcadeish. It isn't logical in any sense either; Why would you have only five minutes? It makes absolutely no sense. Not realistic in any sense either. It forces players to rush to their objective and it doesn't built up any tactical gameplay at all - it's rather the other way around. Remove it and people won't stress.

3. Check out the whole command radial in RO1. Command radial in RO2 looks like a damn console command system. It's stripped down A LOT. When it comes to tactical view isn't neccesary. There is already a map. Of course less controls is bad in a tactical game. Try to shoot in RO2. You can aim like you're a perfectly syncet robot. The whole weapon handling itself is made to make it possible for everyone to handle without following a high learning curve. RO should be about realism.

4. The more a game aim for the mainstream the less tactical it is. Tactical games focus is by definition about realism.

5. The map design in RO2 is more arcadeish than in RO1. The maps are away to small. Filled with 'protected areas'. The fact that you sometimes die at your spawn pretty much tells it all - TWI wanted to focus on constant action. Another thing is that the maps are designed for the combat instead of the other way around - the player should design the combat after the maps.
I express my thoughts about the game. Since most people probably want it to steer into the arcade direction even more I don't expect many people to agree with me. Obviously, most people do, since I see complaints about basicly the same things I complain about all over the forums.

I don't know why you deny that RO2 tries to cater to the mainstream.

What's the point of that? Isn't it better just to realize it, and go on with it? All this about XP, unlocks, smaller maps, weapons that are easy to handle, quick bandaging, the lockdown timer, the stripped down command radial, a lot of HUD elements etcetc. is there for one reason: Making the game appeal to more players. 90% of all gaming companies tries to do this, why wouldn't it be the case with RO2?

It seems pointless to come up with arguments that tries to explain that this isn't the case when it clearly is.
All this can be seen by comparing RO1 with RO2 by looking at the definition of FPS, tactical shooter, and arcadegames, and of course, how the gaming industry looks today.

Also, realism in games doesn't neccesary have something to do with destructible environment, great sound effects etcetc. In that way BF3 would be a lot more realistic than arma 2 which isn't the case. Games can be realistic in many ways, but when it comes to games built for the mainstream they're only realistic in ways that doesn't make the game unforgiving, hard, or requires a high learning curve.

This is the way I see it and this is how I see RO2. Right or wrong. I don't care what anyone else on the board think, and I don't care how much I like TWI as a gaming developers, and I don't care how much I like the RO series, I will still try to stay open for flaws in the game instead of being blinded by the love for this game. I would argue exactly the same way if for example far cry 3 went into a realistic, tactical shooter, because I know that FC isn't about that, and it's not the reason I play it. The whole reason that there are NAMES for games is because they MEAN something diffrent. That meaning seems to have fade away at least a LITTLE in RO2.
 
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G_Sajer

FNG / Fresh Meat
Sep 4, 2011
2,389
132
0
Minnesota
I find RO2 a little more immersive. Interestingly enough, many of us jump back and forth between the two. RO1 is still quite popular on our server, so it will stay as long as folks want it.

...But you know, I still think it's too early to make a quick judgement about feel. I say this because right now, the maps are totally focused on the congested urban battle of Stalingrad. When folks start making maps covering other phases of the war, the whole feel could dramatically change. Particularly with combined arms.
 

Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
1,165
0
2. To begin with; It's to arcadeish. It isn't logical in any sense either; Why would you have only five minutes? It makes absolutely no sense. Not realistic in any sense either. It forces players to rush to their objective and it doesn't built up any tactical gameplay at all - it's rather the other way around. Remove it and people won't stress.

Stop using that phrase, it gets us nowhere. Saying it's not realistic doesn't really help either.

No, the lockdown timer sucks *** because it cuts off the ability to use some of the longer strategies. For example, I -could- sneak up the left flank, crawling the whole way, and cut off enemy reinforcements with my MG and a few buddies, but would my teammates have time to take advantage of it before the lockdown timer ends, especially if the defense is competent?

Any team that can organize a defense with depth is going to win. There just isn't enough time in the lockdown to deal with a proper defense. There's no time for the battlefield to develop. Lines never form, there's not enough time to assault defensive hardpoints (buildings occupied by the defense that aren't objectives but are still a pain in the bum for the attackers), and the only victory condition for the attackers is "get on the point." You can't win by attrition, you can't slowly and carefully apply pressure to defensive positions (in order to minimize your casualties), you don't have time to try different strategies and test the defense in different places to see where they're weakest. No, you have five minutes to get to the cap and clear all the defenders out or some arbitrary timer will declare your loss.

It robs the game of all tactical depth and complexity, as well as the feeling of a protracted, epic struggle, and that's why the lockdown timer sucks.
 

TheRealGunther

FNG / Fresh Meat
Sep 3, 2011
1,177
282
0
Blue Ridge GA
While I agree Ro2 isn't OST I do not see it in no way as a arcade shooter I would list all the reasons why but it would be a wall of text.One of the reasons people think of RO2 as a arcade type game.Is not gameplay its the faster paced maps and the amount of automatics all of this will be adjusted with mods and new maps.

With bigger more slow paced maps the core gameplay of RO is still there.While there is a few things I don't agree with like lockdown,Kill cam,and a few others.Its more close to OST than any game will ever be ubtil Ro3. While I still play OST RO2 had more than enough improvements vs faults for it to be a great sequel for me.

Patients ...Ost had tons of tweaks before it became the game so many love. This game is still very young give mods and TWI time to improve it.