Aye, but respawning is a critical game mechanic. Doing something for no good reason that's unrealistic is utterly pointless, which is really my point at the end of the day.
The good reason is entertainment.... and since RO is still a video game, not a full-out simulator, some things are allowed to bend the rules on realism for the sake of fun and entertainment.
Since Fun and Entertainment is subjective to the indivudal in question, what they decide to put into their game for us to play will not please everybody. Some people will like something, while others will hate it, and a few people just won't care either way.
No kidding, so at the point where it utterly destroys the videogame, your ability to play it, your life, your computer, your face, your family, and half a city block for the sake of realism is probably gone too far. That's a good reason to mitigate realism.
lol.... I said it caught on fire and burned into ashes, not explode into a mini-nuclear holocaust
The above ^ are good reasons to mitigate realism. What's your reason for mitigating realism in this case?
Oh, look at that, here they are. >
Working in a videogame is just flat out wrong. Metagames are stupid. They are the most broken, pointless, meaningless game mechanics in the history of game design and they should die a thousand deaths in a million fires.
At the precise point at which the game transforms from fun to "work" is the point at which, for your own health and the sake of people around you, you should stop doing it. The fact that you even used the word "work," as though playing a videogame for digital breadcrumb rewards were real, constructive work, terrifies me. If you go do something in the real world and it produces a tangible reward, that is a thousand times more substantive and nourishing than any reward you will get in a videogame, I can assure you. Play videogames for their own sake and for nothing else, please, I beg of you.
Darmok and Jalad at Tanagra..... Picard, his Face in his Palm
You took the word "Work" way too damn literally. I tend to take what people say pretty literally as well, but geez, that's just overboard.
It's not work as in an actual paying job..... it's work in that you have to put a little effort and thinking into the game, rather than something like Pong where you don't have to think and just slide a white bar up and down the screen as your eyes cross and drool oozes from your lip in utter boredom.
I enjoy playing video games for the sheer reason that there is something you get in the end of that game for the time you spent playing it.... be that points, unlocks or some sort of story, whatever.... if there isn't anything to strive for, then what's the point and is it even really a game?
In RO, you work towards winning an objective, you work with your team mates to beat the other team, you have to work and fight for almost every step in the game and it'll be much like that in RO2 for the most part. When someone says they're working for something or to something, that doesn't automatically mean it's mundane, not fun and there's no enjoyment at all.
For the most part, I actually enjoy my real job and the work I do..... if I didn't enjoy my job and there was little fun in it, I wouldn't be doing what I do and if you're working at a job where none of the above is true, then perhaps you're in the wrong line of work.
You say one should play video games for their own sake..... what exactly does that even mean? Why someone plays a game, or even enjoys a game is again, subjective to the individual, in that why I enjoy or like something will most likely be for different reasons than yourself or others.
I mean this is literally getting to the point where it's a health concern.

Hardly...... I don't want a game that spoon feeds me kills or accomplishments with very little thinking involved, nor do I want a game that is so full of difficult ordeals, I have to jump through hoops to do the simplest thing and very little accomplished in the end.... I want something that's in between both of the above. I want a game that is engaging and actually requires some level of thought process in playing, but is also enjoyable and fun at the same time.
Having weapon unlocks and other features given to you as you progress through the game is hardly a health concern and is hardly that complicated to achieve in the game.
Your arguments of a video game being a health concern for you and those around you and being some level of "Work" as you interpreted it is pretty baselss, ill-informed and supplies no additional logic towards supporting your position towards weapon unlocks in RO2, thus, this topic.
Sure, it's balanced, albeit poorly.
Well if you think you can do better, by all means, step up and put your money where your mouth is.
So the question now is whether the hit to game balanced caused by introducing this system is worth the advantage gained from getting a "simulation" type environment where progression is modeled.
Well first of all, we're getting into the territory of fabulously abstract ideas. We're literally transcending the concept of a game. We're not "simulating" the physical characteristics of weapons or corralling players into an artificial battle for dominance. Instead, what we're doing is roleplaying soldier. Yes, that's what you're suggesting, is something less along the lines of a first person shooter or a war sim and more along the lines of a roleplaying game. You want to feel like you're playing a role.
First Person Shooters, like any other type of video game, requires to evolve and advance in both gameplay and features for the player in order to keep players interested, otherwise we'd all still be playing Wolf3D and DooM-like games today.
After taking for granted all the video games you have been playing over the last 5-10 years, how about you do a little experiment and try playing some old Atari games like Pac-Man or Pong for as long as you can hold interest. Chances are, you'll find those games a little too basic and too easy in design to keep interest for more than 10 minutes..... let alone for a year of regular game play.
The point being is that after a while, the same old gameplay gets old and boring and people begin to lose interest..... players need new things, they want more to challenge themselves, they want something that keeps making them think, otherwise, what's the point?
There is none.
You may feel comfortable in just playing the original Donkey Kong until you die..... but most everyone else out there would get bored and want to do something a little more involving.
I know I would.
You seem to be arguing that the introduction of these roleplaying elements will have such a subtle effect on gameplay that they will be worth it to introduce some intangible "feeling" of being in war or being a soldier.
It's a bonus to the already existing gameplay.
So that's not arguing from a realism perspective or a game balance perspective, or even a game design perspective in the traditional sense.
It's appealing to something that I know well, which is to roleplay a character in the hypothetical, which does tease my brain a little bit and stimulate my curiosity.
As I see it, it's not exactly role playing a character in the game, as role playing games (RPG's) generally revolve around your character getting stronger and more powerful over other players. This system in RO is a method of giving you some level of identity in the game from others around you other than just a name above your head...... a very low-level sense of personality to your character relating to yourself, the player.
In most other games and in RO1 & the Mod, you were just another cookie-cutter soldier that was exactly the same as every other player in the game and when talking about realism, that's not realistic, as even in real wars and real militaries, sure most soldiers were a bunch of faceless, nameless foot soldiers, but they all looked different, they all have different achievements, they all specialized in certain weapons & equipment.... they weren't all clones of the same person.
These features added into RO2 are more of a superficial addition that give certain players something to play for, for personal gain, which has little gain to the overall action on a map.
If these features don't interest you and you don't like them, by all means, don't use them, keep your character set to the standard, basic, original layout. No skin off my back.
And sorry, but if you think everybody else should follow suit simply because you don't like these fatures..... too bad, majority rules.
I will say I feel like the better option would be to drop the progression system and just make characters have randomized stat options and relegate this system to a side game mode for interested roleplayers, sort of in the same way that World of Warcraft has separate servers for roleplay and normal play. Or even for those that feel the progression system is worth it for the roleplay significance could have a game mode in which this progression system is included.
I disagree... the easiest and best solution at this stage is for you to find a server that has an admin that set their server to the bare basics gameplay with no progression or features unlock-system.
There will be plenty of servers to choose from with plenty of options that will fit your needs, as well as everybody else's.... there is no logical need for anybody to go back and redo the entire game's structure over such a trivial gripe that is already addressed in the current game's deisgn.
Approaching this from a pure game design or sim perspective, I still don't see the purpose of the system, but I see now I'm being a little hard lined when I do that.
In a real war the 10 year vet can get permanently disabled by a fragment from an artillery shell. He doesn't respawn with the same level of experience.
Which is exactly why I was originally saying that with a video game, realism can only go so far before it's no longer a game and is no longer fun to play.
It turns into something more like a military flight simulator, where it's not about fun or enjoyment, it's about doing things right and taking it seriously.
You can facilitate teamplay without a progression system. Like for instance, delegating certain specialized roles, or a class system like in Ost Front. The machine gunner, for instance, can't solo the team, and neither can a submachine gunner snipe at range.
The game doesn't have to be imbalanced in order to have teamplay, and I don't see how imbalances facilitate teamplay in the first place.
And I don't see any imbalance in the first place. The kind of imbalance you're talking about already exists in RO:CA and RO:Ost, where a rifleman doesn't have the capping power as a squad leader or assault class.... certain classes and certain ranks have certain advantages & disadvantages over another class..... it never broke the game before and adding differences in individual players such as ranks and weapons progression won't break the game either.
Balance can be asymmetric, and that's one of the easiest ways to make a game nuanced and interesting, with specialized roles, without becoming imbalanced.
For instance if you go play Warcraft 3, you can compose a team and delegate who trains the melee tanky units, who builds the nukers, and who builds the anti-aircraft units.
I stopped playing Warcraft after the 2nd one and have no interest in playing anymore, especially World of Warcraft. My interest in RPG elements is limited and I am very critical towards RPG elements..... yet things like these type of progressions in FPS's, while having trace elements in RPG, it is still nowhere near a full-on RPG.
Back-tracking a bit, RO2 is balanced, these unlock/progression features are balanced, the classes on both teams are balanced, the weapons are balanced as accurately as possible, and the only thing that could even remotely be considered as not balanced is between brand new players vs. players who've been playing the game for a long time..... but even then, that too has existed in every FPS and video game since video games existed, via personal player experience in the game.
If you never played pool before and you go up against a pro, chances are you're going to get your arse served on a platter and lose pretty badly..... would you complain that the match wasn't fair? Life isn't always fair and you can't wipe people's memory or experience in a game to make it balanced.
And when it comes to someone having a 30 round mag compared to someone having a 70 round drum and that being somehow unfair.... it's not, especially in Red Orchestra, as all it takes to take out that person with the 70 round drum is one bullet.
Is it unfair when a rifleman rounds the corner and is face to face with someone with an MP40?
That depends on your own reaction time and if you're able to shove a bullet into his head or chest before he does..... one bullet makes all the difference, not how many bullets you have in a clip.
But comparing RO2's unlocking features and the lack of balance in this aspect to other competition like BF and CoD, RO2 is nowhere near as bad, there is no advantage to vet players like:
• Magnum Rounds (more damage given)
• Body Armour (less damage taken)
• AT Mines (New Engineer Classes don't get these)
• Mortar Strike Goggles (New Sniper Classes don't get these)
• Motion Sensors (New Snipers Classes don't get these)
• Med Kit (New Medic Classes don't get these)
• Revive Paddles (New Medic Classes don't get these)
• Ammo Resupply Packs (New Assault Classes don't get these)
and a slew of other things..... most new classes, at least in BC2, get squat at the start of playing and regardless of whatever class they pick, they're pretty well all the exact same (knife, pistol, main weapon) until they get a few levels up.... while everybody else runs around with crap to mow them down with little effort..... these are a huge disadvantage to new players as being a medic with no medical equipment makes them useless as a medic, an assault class that can't resupply their team mates is just as useless as the medic, and a sniper that can detect enemies nearby them and help spot enemies, is useless for close range and generally you're forced to stay way back from the fighting with a limited sniper rifle with a limited scope, which other higher level snipers can pick you off with bigger scopes and more powerful rounds before you even see them, because they spotted you.
^ None of this is going to happen in RO2.
Some players will get more powerful scopes for their rifles, but the rounds are the exact same and they still have to compensate for bullet drop like any new player.
This whole fear mongering over the game suddenly no longer being balanced are simply unfounded..... the devs and their closed door beta testers have been playing this game for quite some time now and if there was some level of unfair advantage to someone that made them play worse than most other players, I'm more than sure that they would have addressed this issue or just left this progression feature out of the game completely.
We all know how detailed and how picky Tripwire is when it comes to adding things to RO and I highly doubt they'd allow tossing something into their "baby" that would break the entire game and turn it into one big suck-fest that nobody would play.
Give it a try when the game comes out.... if it sucks that badly for you, then there will be servers that have those features turned off or limited or completely unlocked so that you have your desires and needs met, as well as everybody else's desires & needs.
It's really not that big of a deal.