This game lacks the Red Orchestra suspense

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MrHello

FNG / Fresh Meat
Sep 2, 2011
537
122
0
The way the current gameplay mechanics allow players to snap-shoot at other players so quickly and run off, just kills all suspense.

What happened to slowly going room through room slicing the pie and not getting twitch shot in the face from someone sprinting past -_-
 

Yurizle

FNG / Fresh Meat
Nov 1, 2011
308
398
0
You can still do it to some extent but its not really needed here as maps are small.
 

Leopardi

FNG / Fresh Meat
Apr 6, 2010
637
128
0
The way the current gameplay mechanics allow players to snap-shoot at other players so quickly and run off, just kills all suspense.

What happened to slowly going room through room slicing the pie and not getting twitch shot in the face from someone sprinting past -_-
We must be playing a different game. In RO1 you could easily shoot everyone in the face from hip, now it's next to impossible.
 

eliterizzo

FNG / Fresh Meat
Apr 23, 2011
130
79
0
Maybe so, but it certainly wasn't as easy to sprint, halt, shoot someone, then run off.

i agree. although the game is satisfying in many ways, its very "twitchy" with player movement. sometimes it gets frustrating.
 
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Alperce

FNG / Fresh Meat
Sep 13, 2011
447
240
0
Portugal
The way the current gameplay mechanics allow players to snap-shoot at other players so quickly and run off, just kills all suspense.

What happened to slowly going room through room slicing the pie and not getting twitch shot in the face from someone sprinting past -_-

IMO, the problem has to do with a very "rough and raw" player mechanic, which actually has slight OST nuances, but has one very important difference which is speed. Even though movement in RO2 is quite well implemented, it's too in-the-rough and twichy at the same time, as eliterizzo said, which makes it difficult for the people in a room to react to a running player and actually aim at him.

It's not easy for the player running either though.
 

Destraex

FNG / Fresh Meat
Sep 2, 2011
368
67
0
The way the current gameplay mechanics allow players to snap-shoot at other players so quickly and run off, just kills all suspense.

What happened to slowly going room through room slicing the pie and not getting twitch shot in the face from someone sprinting past -_-

Were ww2 soldiers taught to slowly clear a house?
Would be interesting to know how it was historically. Because it is generally considered to
be poor form to clear a house too slowly.
 
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hekuball

FNG / Fresh Meat
Mar 13, 2006
563
202
0
I'd definitely agree with this, was thinking exactly the same thing last night. Hopefully the suspense moments will return with some of the gameplay improvements they are working on, I'm hopeful actually.
 
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Mike_Nomad

FNG / Fresh Meat
Feb 15, 2006
5,024
1,037
0
80
Florida, USA
www.raidersmerciless.com
The suspense is there on Servers that promote suspense, stalking, hunting and stealthy gameplay.

None of the above will be present if the Server favors RnG.

Its all a matter of what the players want and how they play.

We are enjoying the game to no end. TWI is on the right path and with the upcoming updates, fixes, patches and expansions.. RO 2 will be a greater winner than it already is.
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
1,433
113
34
Amsterdam, Netherlands
Even the worst game can be awesome when played with the right people. The thing is that the method that is the most effective will be what people most commonly use in public. And currently that means Run and Gun in close range combat, and ww1 style trench warfare camping in long range combat.

If you can gain the best results using tactical play then people will play tactical in public servers. If you can gain the best results using RnG tactics then people use that in public servers.

I think that with just changing in timings and values of the existing systems you can probably tweak the gameplay to be more tactical in the average server.
 
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Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
1,433
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Amsterdam, Netherlands
To be honest I think its the map layout. As soon as we start to see some custom maps we will start to see larger maps which I think will add more suspense.

I think that is evading the issues with short range combat though. Short range is too fast and long range is very slow, but just eliminating all short range combat would only hide away the issue without actually solving it.
 
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AmazingMilto

FNG / Fresh Meat
Aug 20, 2011
357
144
0
England
CQB or close quarters combat is very twitchy its meant to be fast and brutal..

This.

Besides, I have a lot of this nerve racking moments.

In a house, you know there are enemies, you see them occupying the objective, no clue where they are, no gunfire, no footsteps, its pretty scary.
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
3,228
1,982
0
The RO Elitist's piano bar
www.youtube.com
The suspense is there on Servers that promote suspense, stalking, hunting and stealthy gameplay.

None of the above will be present if the Server favors RnG.
Ultimately forcing people to walk around slowly and act like real soldiers doesn't make the game better -- it's simply an artificial "change" that doesn't address the main problem. If a game rewards run and gun gameplay, then that's what people will use. This is magnified by the fact that there is a rewards system in place (unlocks, etc) that rewards points over teamwork. Thus, people will naturally take the path of least resistance, and they can't be blamed for that. After all, the majority of people playing RO2 right now on servers seem to be perfectly OK with that fact.

Ultimately, the only people who have the power to truly change how the game plays are the developers. And I have yet to see any solid evidence that dramatic gameplay changes are coming, other than some very general mentions here and there in bi-weekly "updates." This is the main reason I don't really play the game anymore, along with most of my RO1-loyal friends and much of the original community.

I'll pay attention once I see real change. Until then, I'll be spending my time with other games and watching these forums to see if the devs prove me wrong. Which would be fantastic, as much as I find it unlikely.
 

Poerisija

FNG / Fresh Meat
May 15, 2009
617
800
0
If spawns weren't 50m apart, maybe people would be afraid of dying.

Just saying - I went to play Project Reality after being dissappointed in RO2's map selection and BF3 in general.
 
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MrHello

FNG / Fresh Meat
Sep 2, 2011
537
122
0
All I think is mostly neccessary to curb this snap-shooting is an increased Ironsighting time, and the ENTIRE removal of a kill count system in the F1 menu.

Give players NO rewards for killing, only capturing objectives.
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,438
538
0
Ultimately forcing people to walk around slowly and act like real soldiers doesn't make the game better -- it's simply an artificial "change" that doesn't address the main problem. If a game rewards run and gun gameplay, then that's what people will use. This is magnified by the fact that there is a rewards system in place (unlocks, etc) that rewards points over teamwork. Thus, people will naturally take the path of least resistance, and they can't be blamed for that. After all, the majority of people playing RO2 right now on servers seem to be perfectly OK with that fact.

Ultimately, the only people who have the power to truly change how the game plays are the developers. And I have yet to see any solid evidence that dramatic gameplay changes are coming, other than some very general mentions here and there in bi-weekly "updates." This is the main reason I don't really play the game anymore, along with most of my RO1-loyal friends and much of the original community.

I'll pay attention once I see real change. Until then, I'll be spending my time with other games and watching these forums to see if the devs prove me wrong. Which would be fantastic, as much as I find it unlikely.

This. When the game does work, it just isn't as fun as RO1 was.