Vote for what you want in the next patch

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Vote for what you want in the next patch

  • Increased performance (better fps , no stutter)

    Votes: 179 41.1%
  • better netcode

    Votes: 192 44.1%
  • Improve / ajustments to tanks

    Votes: 94 21.6%
  • more realistic weapon load outs

    Votes: 199 45.7%
  • More realistic weapon handling (sway for example)

    Votes: 172 39.5%

  • Total voters
    435

Inuki

FNG / Fresh Meat
Jul 11, 2011
204
105
0
This poll seems fairly inconclusive. So far it's

"MORE EVERYTHING"

The only way I'm going to start playing this game again is if it actually takes effort to point my gun at something. Until then. I'm not interested in a waiting for someone to pop into my field of view or run across and be killed from an angle I couldn't of checked from a stationary position simulator.
 

Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
1,165
0
I want them to fix whatever bugs they can squash in between now and the next update.

Prioritize what you can fix, work on the big stuff as best you can. Don't add any new content until what you have in the game works right.

Otherwise all the people who like the game are going to stop playing it and move onto that OTHER instant-death, semi-realistic, relatively hardcore, WWII FPS. You know, the one that doesn't exist.
 

Mike 78

FNG / Fresh Meat
Sep 14, 2011
184
202
0
I think you're failing to consider something in your evaluation here. While it's true that 2150 is a low number for a mainstream game that's only a month old, HoS is not a mainstream game. Despite the complaints of many RO1 veterans, this game is far from the arcade experience that your average CoD or BF player will be attracted to (i.e. not a fast enough pace, unforgiving of screw ups, the fact that you can be killed in one shot by any weapon as opposed to only sniper rifles (and the fact that there's only one or two sniper rifles per side)). . This is a niche title with a vastly smaller audience. That being the case, I don't personally think 2150 is a particularly low number of players. I will admit, however, that HoS is my first venture away from the arcade style shooters so my opinion may not be well enough informed on such matters. This fact does, in my opinion, give me some semblence of credibility in saying that this game isn't the arcade CoD clone so many people are accusing it of being (because I just came from those games).
This goes back to the above, in my opinion. How many of those 9000 were people looking for CoD/BF gameplay and found that the game wasn't for them? I think you're making quite the assumption that the game lost 7000 players due to it's issues. There's no denying that the launch had it's issues, but I think the vast majority of the decline in player numbers can be attributed to people wanting the game to be the arcade shooter that it clearly is not.

I do think it's far too early to proclaim that the game is dying simply because of the fact that the audience is as narrow as it is. I also believe that ironing out the remaining issues and mods beginning to crop up (once the full SDK is in people's hands) will bring back some of those players who have left for the time being.

A fair point, to be sure. It is, however, very easy to depart from reasoned criticism and ideas into the realm of vitriolic hyperbole. Unfortunately I see far more of the latter than the former around here.

Can't comment on this with any authority. From the extremely small amount of time I messed around with RO:Ost, I don't know that I think they "let go of the original gameplay concept" so much as expanded upon it. Not everyone will agree with the way they've done so, but I don't see it as an abandonment of the idea of RO1, personally.

Of course, you're more than free to dismiss my opinions as an RO noob ;)

It may not be an arcade shooter but it's not a realism shooter either. TW failed to stick with the realistic core gameplay and watered it down so now the game is floathing in the middle instead of giving player the opty to go for either realism or arcade. The playernumbers reflect this. Labeling this as a niche game a month after release merely dismisses the potential of this game to be in the top played games list. This game could have been a huge online hit if they hadn't tried so hard to appeal to the kind of players that won't stick around anyway instead of keeping the RO1 vets on the boat. A real waste of potential. Guess this kind of stuff just goes with being a business in a capitalist world but I think it's just a damn shame and I hope they will change the game back to it's former glory.
 

Das Bose

FNG / Fresh Meat
May 8, 2009
1,572
867
0
Sunny Scarborough
I think it's just a damn shame and I hope they will change the game back to it's former glory.


Change it back? You mean make it the same as RO1 and that's never going to happen. This is a new game without all the unrealistic " clunkiness " of RO1 and I love it :)

It will only get better, and the coming server options will allow the " history buffs " to tailor the loadouts to their requirements.

Beyond that I'm sure there will be a mod/mutator sooner rather than later to adjust the speed of movement, aiming, sway e.t.c and everyone will be catered for. TWI may even make some changes in this area, they have indicated it remains a possibility.

Then the third party maps will start arriving and people's real lives will begin to take a back seat.

Don't worry, be happy :IS2:

Next patch? Just keep squashing those bugs, and then we'll be able to see where we are!
 
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Mike 78

FNG / Fresh Meat
Sep 14, 2011
184
202
0
I think you're failing to consider something in your evaluation here. While it's true that 2150 is a low number for a mainstream game that's only a month old, HoS is not a mainstream game. Despite the complaints of many RO1 veterans, this game is far from the arcade experience that your average CoD or BF player will be attracted to (i.e. not a fast enough pace, unforgiving of screw ups, the fact that you can be killed in one shot by any weapon as opposed to only sniper rifles (and the fact that there's only one or two sniper rifles per side)). . This is a niche title with a vastly smaller audience. That being the case, I don't personally think 2150 is a particularly low number of players. I will admit, however, that HoS is my first venture away from the arcade style shooters so my opinion may not be well enough informed on such matters. This fact does, in my opinion, give me some semblence of credibility in saying that this game isn't the arcade CoD clone so many people are accusing it of being (because I just came from those games).
This goes back to the above, in my opinion. How many of those 9000 were people looking for CoD/BF gameplay and found that the game wasn't for them? I think you're making quite the assumption that the game lost 7000 players due to it's issues. There's no denying that the launch had it's issues, but I think the vast majority of the decline in player numbers can be attributed to people wanting the game to be the arcade shooter that it clearly is not.

I do think it's far too early to proclaim that the game is dying simply because of the fact that the audience is as narrow as it is. I also believe that ironing out the remaining issues and mods beginning to crop up (once the full SDK is in people's hands) will bring back some of those players who have left for the time being.

A fair point, to be sure. It is, however, very easy to depart from reasoned criticism and ideas into the realm of vitriolic hyperbole. Unfortunately I see far more of the latter than the former around here.

Can't comment on this with any authority. From the extremely small amount of time I messed around with RO:Ost, I don't know that I think they "let go of the original gameplay concept" so much as expanded upon it. Not everyone will agree with the way they've done so, but I don't see it as an abandonment of the idea of RO1, personally.

Of course, you're more than free to dismiss my opinions as an RO noob ;)

Also you should try the Darkest Hour mod because I think that should have been the model to base RO2 on gameplay wise. In the end more people were playing DH than Roost. Right now I see nothing like the sustained firefights or teamplay of DH back in RO2. If you haven't tried it you're missing a huge part of RO evolution imo.
 
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Das Bose

FNG / Fresh Meat
May 8, 2009
1,572
867
0
Sunny Scarborough
Also you should try the Darkest Hour mod because I think that should have been the model to base RO2 on gameplay wise. In the end more people were playing DH than Roost. Right now I see nothing like the sustained firefights or teamplay of DH back in RO2. If you haven't tried it you're missing a huge part of RO evolution imo.


I played DH solidly for a good couple of years, it was lots of fun!
 

Mike 78

FNG / Fresh Meat
Sep 14, 2011
184
202
0
Change it back? You mean make it the same as RO1 and that's never going to happen. This is a new game without all the unrealistic " clunkiness " of RO1 and I love it :)

It will only get better, and the coming server options will allow the " history buffs " to tailor the loadouts to their requirements.

Beyond that I'm sure there will be a mod/mutator sooner rather than later to adjust the speed of movement, aiming, sway e.t.c and everyone will be catered for. TWI may even make some changes in this area, they have indicated it remains a possibility.

Then the third party maps will start arriving and people's real lives will begin to take a back seat.

Don't worry, be happy :IS2:

Next patch? Just keep squashing those bugs, and then we'll be able to see where we are!

I'll be happy if you could point out where TW stated that they will reinstate:

- more realistic gun recoil. Right now the game centers your gunsite automaticaly for you instead of you requiring to adjust after each shot like IRL and in RO.
- Hits to the legs, temperarily or permanently untill you heal it, slow you down like in RO.
- Weapons being able to be shot from the hands. Accuracy being affected by getting hit in the arms/shoulders like in Arma II. Maybe accuracy could be recovered after healing.
- Gunsway on all guns increased. Right now the only gun that seems to fire more realistic than in RO1 is the MG's and maybe the sniper rifles. But sniper rifles aren't even that popular anymore because every kind of rifle caliber gun accept for the MG's can be used as a sniper rifle.
-Remove the zoom function, it makes the allready easy to handle guns even more deadly in the hands of novices and vets alike.

This is all they have to change imo + some more open and teamplay oriented maps would be nice. Maps like Kurland kessel, DH_Raids and yes Doggreen sector. A DH_Berlin kind of map would even fit the Stalingrad theme well.

If you can point out where TW are stating that they are open to changing these elements if demanded by the community than I would really regain my hope of this game becoming my favourite fps game again. Right now this game disapoints me as does the lack of communicationg from the dev team concerning these essentials to the game.
 
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Das Bose

FNG / Fresh Meat
May 8, 2009
1,572
867
0
Sunny Scarborough
Are you reading my posts? I haven't said anything of the sort.

The devs posted a reply in a thread ( can't find it atm ) talking about speed, sway recoil e.t.c saying that they think it is ok atm, but changes in this area are not impossible, and that's what I said in my post.

However, mutators and mods can change these aspects without any help from TWI. The devs will not recreate RO1 though, haven't you heard Ramn say this is the game they/he wanted to make ( minus the bugs obviously :p )?

If you don't like it you have to mod it :)
 
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Mike 78

FNG / Fresh Meat
Sep 14, 2011
184
202
0
Change it back? You mean make it the same as RO1 and that's never going to happen. This is a new game without all the unrealistic " clunkiness " of RO1 and I love it :)

It will only get better, and the coming server options will allow the " history buffs " to tailor the loadouts to their requirements.

Beyond that I'm sure there will be a mod/mutator sooner rather than later to adjust the speed of movement, aiming, sway e.t.c and everyone will be catered for. TWI may even make some changes in this area, they have indicated it remains a possibility.

Then the third party maps will start arriving and people's real lives will begin to take a back seat.

Don't worry, be happy :IS2:

Next patch? Just keep squashing those bugs, and then we'll be able to see where we are!

Also I think RO2 has plenty of clunkyness in it. Maybe even more than RO1. The clunkyness of RO2 certainly gets me killed more often than the clunkyness in RO1. For example, I have raged out of RO2 so often because I got shot because I couldn't go prone or properly maneuvre while being prone. Also getting killed while attempting to use the cover system. Getting killed because the 1st shot wouldn't fire which seems to be finally fixed now. Getting killed when attempting to get my mg set up in a window or in a bomb crater. Getting killed because my gun wasn't reloaded because I moved a bit while reloading and the reloading sequence seemed to have completed but hadn't.

RO2 has it's fair share of clunkyness as well and it seems to be more hindering than in the original game. Just saying, RO2 isn't that smooth playing either, definately needs some lube to makes things slide a bit better if you know what I mean.
 

pepihoh

FNG / Fresh Meat
Oct 27, 2010
308
73
0
Removal of the aimbotting hull mg AI. Seriously, that thing kills you the moment you expose 1 cm of your body. ANd the return of the death screams and other voice actors. As it is now I have only one voice actor to the opposed 3 per side.
 
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Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
Would have voted for bug fixing if it was an option, specifically:

--inability to melee prone enemies
--menus that automatically scroll up to the top when new players join/votes are cast
--automatically picking up weapons when walking over them
--audio bugs restricting variety of sound effects/voices

Unusual T34 armor weakness/PIV strength for turret armor could use looking at.

And I'm not sure if vote kicking even works, for that matter.

Finally, Commissar's House could use some alterations to the spawn preventing the Germans from setting up MGs that can kill them instantaneously.

I'm sure it'll all get fixed in the end, but these are the most annoying ones for me personally!
 

abjectblitz

FNG / Fresh Meat
Sep 23, 2011
122
37
0
I want better performance through optimized code and closes working with AMD/Nvidia for drivers. NOT through worse graphics and added popup or agressive texture streaming.

30-40fps on a quad q9650 @4.2 ghz and a crossfire 5970 is unacceptable.

Other than that I just want more maps.
 

Thaelyn

FNG / Fresh Meat
Jun 19, 2011
298
97
0
Tulsa, Ok
It may not be an arcade shooter but it's not a realism shooter either.
I don't really think it's intended to be a realism shooter. It's more of a tactical shooter and the gameplay mechanics, in my opinion, work nicely to this end. This game is as tactical as the people playing choose to make it. No matter what the devs do, they cannot force people to play tactically, that's something each player has to come to on his own.
TW failed to stick with the realistic core gameplay and watered it down so now the game is floathing in the middle instead of giving player the opty to go for either realism or arcade. The playernumbers reflect this.
Again, I haven't the experience with the previous title to comment on this authoritatively. That said, in the brief time I spent with RO1, I saw a few things that people are asking to see in HoS that fly in the face of realism. Most notably the epileptic seizure like sway and the ridiculously uncontrollable recoil. Wanting realistic weapon handling is fine, but to exaggerate such things to the extent that Ostfront did is simply taking things from one extreme (CoD's weapon handling, for example) to the other. Neither is realistic.
Labeling this as a niche game a month after release merely dismisses the potential of this game to be in the top played games list. This game could have been a huge online hit if they hadn't tried so hard to appeal to the kind of players that won't stick around anyway instead of keeping the RO1 vets on the boat. A real waste of potential.
Frankly I think that if they'd gone the route you're suggesting, while they might have had a few more players active than they do now thanks to more of the veteran players sticking around, they would have limited the game's potential audience far too much to see it find it's way into the "top played games list". Ultimately, mods and mutators will reveal what the majority of players want to play in Red Orchestra 2. If you're right and something more akin to the previous game and it's mods is what people are after then the mods that take the game in that direction will be vastly popular. I simply think that if you make RO2 too much like RO1, then you'll see the overall audience of the game diminish to the point that it will never be as successful as it should be.
Guess this kind of stuff just goes with being a business in a capitalist world but I think it's just a damn shame and I hope they will change the game back to it's former glory.
When I consider this it all comes down to the fact that bills is bills and they have to be paid. Based on everything I've read, TWI is in the admirable habit of giving their work away for free once they've released the retail version of their game. If the free content is to continue then the money for those bills has to come from somewhere. Broadening your audience is, in my opinion, the logical place to get that revenue. Agree or disagree with the idea, it's an economic reality that a company that doesn't have cash coming in goes the way of the dodo.
Also you should try the Darkest Hour mod because I think that should have been the model to base RO2 on gameplay wise. In the end more people were playing DH than Roost.
I may do that. I do have DH and Mare Nostrum (they were included in my RO:Ost download), but I haven't tried them.
Right now I see nothing like the sustained firefights or teamplay of DH back in RO2.
I still maintain that this is a function of the players rather than the design. As I said above, this game is as tactical and teamwork oriented as the players choose to make it. You can't hard code the choice you want the player to make without turning the product into a video demo as opposed to an interactive game. Player choice is hugely important but allows the possibility that people will play in a way that you would rather they didn't.
If you haven't tried it you're missing a huge part of RO evolution imo.
Again, I may check it out. Right now I'm having a lot of fun with HoS, though, so if I do it will likely be a while.