Tripwire, the core gameplay of RO2 is fine

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Crusher

FNG / Fresh Meat
Nov 22, 2005
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I don't want more realism, I want more RO in RO2. You can make a game more realistic but there will always be limits which might end up in making the game less realistic.

Like recoil, it's more realistic than in RO1 but what about alligning your weapon, fatigue, hand shaking, momentum, weight of the gun. You can't run around with an MG hipshooting enemies like Rambo, every video you see of a person hipshooting an MG irl does it while standing still, maybe a few people are able to set a few steps.
FOV is more realistic and now it seems everyone is a sniper because the maps are too small. Combined that with SMGs with realistic recoil and MGs that seem as light as a feather it comes to no suprise this is more like a Rambo simulator than an RO sequel.
 
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Raneman

FNG / Fresh Meat
Jan 12, 2011
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"Nostalgics" are quite possibly the most important people when you're trying to run an IP. They're people who trust who, who will do things like pre-order out of their faith in you.

RO2 has broken that trust. It's basically said "**** our current fans, let's throw them out and replace them with another fanbase ("wider audience" = 12 year old CoD kiddies in bull****ting dev speak) and replace them with something that will generate more sales."
 

luciferintears

FNG / Fresh Meat
Apr 3, 2011
1,122
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i disagree but good post.

i think there are some core mechanics that are flawed and until those are remedied (which they wont be), this game will be somewhat mediocre.
 

Poerisija

FNG / Fresh Meat
May 15, 2009
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I played on Danzig a hundred times over, with 50 players on the server, and I've never had serious door blocking problems. If body collision can lead to trolls blockign doors on purpose and annoying everyone, perhaps we should also disable friendly fire, right?

And hell, even COD has body collision...

You ever played 50 player Zhitomir and tried to rush the leftmost door as germans?

IMPOSSIBRU.

Trust me, full-on body collision is a terrible idea. At most make it like in TF2.

http://forums.tripwireinteractive.com/showthread.php?t=11752

Found this gem. Funny how this guy got laughed out, but lo and behold, this feature is in RO2. I'll see if I can find anymore.

GJ knowing your community tripwire.


HOO FUNNY like everyone didn't drive tanks alone in RO:OST? They just teleported from one spot to another. I remember trying to team-tank and people would either reverse into enemy fire or just drive the tank into a lake because "gtfo from my tank noob".
 
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=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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I much prefer the body collision myself over friendlies running thru you and you accidentally tk'ing them. I can't tell you how much more that annoys me than the occasional player blocking a doorway did in ROOST. Not to mention you have mantling and other doors and windows to go thru.

However if body collision is on, you should be able to at least bump or nudge another player so they know you are there.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
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However if body collision is on, you should be able to at least bump or nudge another player so they know you are there.
Which, of course, just introduces people pushing you around as a griefing tool, and stopping them from walking through you and getting shot doesn't stop them from walking around you and getting shot just as thoroughly. Game mechanics can't fix stupid players.

Removing friendly collision has had no impact on gameplay. Nobody in their right mind uses the ability in anything resembling a combat situation. All it does is cut down on the annoyances like jamming a bunch of people into a single place on spawn.

Anyway, as for the thread in general, I've never felt like there's been any real change in core gameplay between RO1 and RO2. It's the same game, the only difference has been that a less ridiculously slow action speed on everything has boosted the gameplay speed up a bit. That boost was needed, IMO. RO1 operated so slowly that it made things look very silly at times, such as a bayonet charge (bayonet saunter, more like). The gameplay itself remains the same.

The game's only real weakness in my book is that Tripwire's crude networking model was only barely able to cope with RO1's slow pace, and it falls apart completely with RO2's less-slow pace.
 
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=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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Newton, NJ
Which, of course, just introduces people pushing you around as a griefing tool, and stopping them from walking through you and getting shot doesn't stop them from walking around you and getting shot just as thoroughly. Game mechanics can't fix stupid players.

Removing friendly collision has had no impact on gameplay. Nobody in their right mind uses the ability in anything resembling a combat situation. All it does is cut down on the annoyances like jamming a bunch of people into a single place on spawn...

I suppose its a matter of preference then. I get griefed by players running thru me, trying to use the same window as me as they move right to left thru me. So I say it would have an impact on gameplay and respectfully disagree. However, I really don't see TWI changing the way it is (unfortunately for me).
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
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Deutschland
You ever played 50 player Zhitomir and tried to rush the leftmost door as germans?

IMPOSSIBRU.

Trust me, full-on body collision is a terrible idea. At most make it like in TF2.

I never have big problems with any game i play (and all of them have 100 Body Collision).

Danzig, Zhitomir, KransnyOctabyr, i never was thinking that i need to have no body collision.

I don
 

Crusher

FNG / Fresh Meat
Nov 22, 2005
2,400
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I think I had a problem with player collision once when I was running away from a crazy german with an MP40 and right at the moment I reach a door to a house a friendly wants to go outside and we bumb into eachother, me frantically jumping up and down. I died.
Sure it's not fun when that happens but if that's the only time in 7 years of playing it's not a problem.
 

RAF_Pstyle

FNG / Fresh Meat
Nov 28, 2011
267
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long-range combat is far too lethal,

I can't agree with this. I'd say there isn't any long range combat.
The Rifle sights can be set to 1400m! Yet there are NO maps that have combat ranges in excess of 300m. I fact, 99% of the time, the firing range for most of us is 50-100m, just keep an eye on your kill-tracker next time you're in-game. How many kills do you get at 200m+ almost none. Yet 200m+ if a perfectly acceptable range for a rifle at least. And snipers can quite comfortably be active in ranges over 1000m.

The problem is not the modelling of the weapon accuracy, but the size of the maps! There are no maps where the relative inaccuracy of the SMGs (say, 150m) versus a Rifle (500m+) really matters.
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
0
Deutschland
I can't agree with this. I'd say there isn't any long range combat.
The Rifle sights can be set to 1400m! Yet there are NO maps that have combat ranges in excess of 300m. I fact, 99% of the time, the firing range for most of us is 50-100m, just keep an eye on your kill-tracker next time you're in-game. How many kills do you get at 200m+ almost none. Yet 200m+ if a perfectly acceptable range for a rifle at least. And snipers can quite comfortably be active in ranges over 1000m.

The problem is not the modelling of the weapon accuracy, but the size of the maps! There are no maps where the relative inaccuracy of the SMGs (say, 150m) versus a Rifle (500m+) really matters.

In the army a lot of people tell you that 200m is the best distance to open up the fire.
It
 

heath4n

FNG / Fresh Meat
Jul 15, 2009
111
129
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Sigh, there is no hope not with the level of intelligence in this thread.

Let's keep it simple.

RO2 is far more realistic than RO1
RO2 has focused on realism over balanced gameplay
RO2 has been a failure
Darkest hour was an amazing success
Darkest hour focused on balanced gameplay over realism

Do the maths.

Tw blew it, they didn't realise the two competitive advantages that made RO a success and actually went completely in the other direction. Instead of a balanced gun gameplay, they went for realism. Instead of creating a easy content creation system, they focused on a single battle with one tank each and to make new content is incredbly time consuming.

Our only hope now is rising storm or darkest hour 2
 

RAF_Pstyle

FNG / Fresh Meat
Nov 28, 2011
267
29
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In the army a lot of people tell you that 200m is the best distance to open up the fire.

Exactly, yet how many maps have ranges of 200m?
The distance from the town-hall to the church at spartanovka is only 100m. I can sit in the townhall at Spartanovka and pick off guys near the church with an SMG. Why? is the SMG modelled to be too accurate? No. It's just that the church is only 100m away. this means that an asaualt rifles just about as effective as a full-MG on these maps, without the added weight.

Commissars house comes close with the distances from the south park, across the map somewhere in the 150m range? And from the Water refinery to the G-cap at around the same.
99% of the time in RO2 we are fighting at 20-75m ranges, not the 200m which is "best to open up the fire". So the "too accurate" complaint isn't really a bout accuracy, it's about map size. I don't think the accuracy of weapons is an issue.
 
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