This thread has pretty much killed any hope I have of the game ever growing to more than what it is now. The focus of development time is now to add a third game mode, one that will only fragment the player-base further (For a demonstration of that, look at the arguments the feature list has spawned in this very thread), at a point where it is rare enough to see even a second filled server. At the same time, you're adamantly avoiding the issue that has driven off so many prospective players. So many reviews complaining of how the handling of shooting in this game is horrid, so many people driven off, and yet you are completely avoiding any potential solution in the hopes of finding some sort of hit-detection bug that nobody can even adequately demonstrate exists.
I can save you the time: The "bug" in the current system is that you are using an outdated networking method that is completely ill-suited for the pin-point precision weapons of the game. There is a reason that almost nobody making games with such precise weapons use such a system. It's acceptable for a game where the typical weapon is rapid-fire and no-recoil, explosive, or scatter-gun style weapons, and where the characters have generous hit-boxes, but when hit-boxes are tight and the typical weapon slow-firing and pixel-precise, it fails, and fails hard. People expect their shots to behave properly. When they don't, they think there's something wrong with the game. They see their shot as good, and think the game simply failed to recognize that obvious fact. There's your "bug," and there's the reason for the game's poor reviews and player-retention.
Right on.It doesn`t matter what new mods/change of gameplay they put in the game,the game is still going to be broke with the current net code.
A lot of so called "vets" saying that the nonrealistic gameplay is what keeping the servers empty,and their right!
It`s the very unrealistic and unpredictable behavior of the gunplay that keeps most of the players away.
When the game released I had 11 friends bying it and all of them gave up on the game within 2 weeks. "It felt like I was throwing bullets not shooting them" was one of my friends pretty accurate explanation of why he stopped playing. So it wasn`t the bugs,MKB`s,to little sway,to fast gameplay or no detachable bayonetts that made all of them quit the game.It was the unbelievable bad and unrealistic gunplay!
This was the feelings of people living in Sweden,playing on servers with descent low pings.So what about other not so fortunate players living somewere where there are no close servers? Anybody who objects lag compensation should be forced to play the game with a 200-350ms ping and then be asked if he/she had a enjoyable time.
What Tripwire and anti lagcompensation guys must take into consideration is that RO series are niche games that are not going to have alot of servers around the world and therefore must have lagcompensation if they want to keep the game alive.
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