What we are up to - Jan 13th "The Pacific Front" Edition

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Schreq

FNG / Fresh Meat
Jan 10, 2011
257
191
0
.de
As to the future, we've scheduled a large content update for RO 2 similar to what you've come to expect from us in the past via RO 1 and KF. We'll be posting media and information on that as we get closer to what we feel is a comfortable release date.

So basically we can expect nothing from you except the release of community made content bundled into the game? I'm so excited...
 

Dionysos

FNG / Fresh Meat
Mar 6, 2006
289
49
0
As others have mentioned, "RO classic mode" for me doesn't just equal more realism or sway or some such.

For me it's mostly about gameplay design encouraging playing with the "big picture" in mind. I hate how a level 1 gun pretty much sucks when you've gotten used to your leveled up beast. Or how you cannot choose your unlocks, or even have to "work" for a bayonette. These things limit your choices in addition to making you focus on your kd ratio etc instead of team play. Limiting choices is generally bad.

For me RO classic also involves simpler things, but things that add up non the less. Like NOT having to press (can't even just press enter) the Spawn button each time you die or like having died countless times just because I switched class at the wrong time. Being sniped in my spawn point (protected from trespassers but not bullets...) also isn't very fun. Or being killed by a protected area because you were on the front line when the enemy team took their next objective... Or that foggy dusky thing on most maps, which is the most pronounced in Barracks. A scope is already pretty useless on most maps(size and layout), don't make it worse by actually making me unable to see down a regular street. Or being unable to chat while everyone is doing the spawn dance at the start of the round, or when it ends, again isolating instead of gluing the teams together.

Oh and battle chatter. Please please please make it be optional/voluntary. I've killed lots of enemies shouting senseless things, giving up their precise location. The battle chatter would be funny ("The bleeding has stopped, I can kill more") if it didn't give up your position.

Other than that, looking forward to the content updates :IS2:
 
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Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
I haven't covered this whole thread (apologies and no disrespect meant to all, just I've wasted enough time for today as is) but the only thing I have in mind for 'Classic' mode is what *not* to change:

Player movement speed is fine. Please do not change it, in any game mode. It only feels 'wrong' when combined with numerous other smaller changes (bandaging, reduced effect of stamina mainly). In a made with longer bandaging and more severe stamina effects, I believe you'll see complaints about players being too fast drop off. Increase the penalties for being winded, and people will use their limited stamina for survival. You *should* be able to haul *** if someone is shooting at you, but you should *also* be worn out by the end of it!

Cheers, and happy gaming :)

Agreed that movement is fine on flat surfaces, but surely you can not claim that sprinting full speed on stairs/slopes is fine?
 

gyps

FNG / Fresh Meat
May 5, 2009
822
73
0
One of things i found immersive in RO was the drop weapons when hit

made you much more carefull when crossing open space and popping out as you could wind up weapon less made it more tense

Also go back to one weapon at a time so you need to think about what you carry, and make tactical desicion abut what to use, not like now with mg's and rifles on same player, and before someone says it's realistic to carry more than one weapon it may well be possible but in most of the real war film from that period i've seen they only carry one. or make it so if you carry 2 you can only move real slow so theres a proper trade off for the extra weapon no sprint walk only type of thing

I'm not keen on surpression or anything that interfers with your abilty to shoot, theres is no realistic way of implimenting fear so why have it at all it doesn't add to tension just gets people frustrated that they cant shoot where they aim cuase the screens shaking

all the above does is introduce a random factor that impacks on wether you hit a target or not, so leave as is or remove it would be my thoughts on this dont make it bigger or anything like that
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
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Deutschland
Maps like the old "Leningrad"

Infantry with supporting tanks in small streets, and buildings. Not the ideal tank area but without them there would be no attack, too.
And of course a serwer underground for a good fire fights.

But new maps don
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
775
113
I have been reading up on the "RO Classic" ideas. Personally I am not in favor of many of them. Here is my opinion as to why:

1) Tank Bailing -- Are you serious? How many people left their tank unless it was burning and ready to blow up? I'd venture the number is near 0.

2) No lockdown -- Obviously those who want it removed entirely never played a map where you spent 20 minutes on the first cap. Maybe adjust the time but never apply, I disagree.

3) More Sway on weapons -- Maybe based on the position, standing versus Kneeling, vs prone. But the breath control is what you are taught to control the sway.

4) Longer Reload times -- Huh? So realistic reload times are not good enough?


1: Play on a large ro1 tank only server.
2: If not removed then lockdown should never happen when
- the attackers have more reinforcements then defenders
- the attackers are in a cap zone
- the attackers have recently captured a cap zone
( not all caps bump the lockdown timer, ie on red factory you have to take A,B, and C before getting more time. I was playing with Ramm Jaeger himself on a red factory map where we took A, and in the final minute took B and started on C but failed. When I told him that was why lockdown was **** all I got back was " tell me how you really feel ". )
3: heart rate / fatigue / etc all play a large roll in weapon control. I cycle to the gun range, I cant just hop off my bike and start breathing right and have no sway, it takes time for your body to return to a resting state.
4: I would say the reload times arent bad, perhaps if everyone had the level 0 reload lengths.
 

Yurizle

FNG / Fresh Meat
Nov 1, 2011
308
398
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Maybe I am not understanding but why do you guys want to increase bleedout time? It's already extremely long.
 

Kerc Kasha

FNG / Fresh Meat
Sep 11, 2011
293
162
0
A lot of the stuff posted here should be in the standard game and not just in some 'classic' mode. Stuff like making stamina matter when it comes to aiming should be in the regular game, increasing the time should be in the regular game, reduction of automatics should be in the regular game. These are all things that detract from the game as a whole and aren't just there to fulfil the wishes of fans they're literally what's wrong with the game as a whole.

I'm still bewildered that noone at tripwire couldn't forsee that an increase of full realized (and realistically handled) automatic weaponry would damage the game. Let alone adding an assault rifle on the basis 'it was fine in RO1' well in RO1 it wasn't realistic, it was inaccurate and hard to control. The MKB is the opposite of these things
 

LordSteve

FNG / Fresh Meat
Jul 8, 2011
341
175
0
Maps like the old "Leningrad"

Infantry with supporting tanks in small streets, and buildings. Not the ideal tank area but without them there would be no attack, too.
And of course a serwer underground for a good fire fights.

But new maps don
 

madosopia

FNG / Fresh Meat
Jul 19, 2011
44
5
0
"Classic" RO would, to me, mean the same kit loadouts as in the original. Meaning, for example drum mags for all PPSh:s, pistols limited to officers, snipers and MG-gunners, etc.

No unlocks allowed!

It would also mean more recoil and less accuracy for SMGs (RO1 had it just about perfect - really quite unrealistically high, but good for gameplay and something you could handle, once you just learned how) to give the bolts a chance on the smaller maps. This is for me the most important thing, as it created the kind of quite clunky but very intense and enjoyable CQB of the first game! Since you, even as a skilled player, felt you couldn't really trust your gun, it actually created quite an intense atmosphere with each CQB-encounter being much "scarier" (for lack of a better word) than in RO2.

Hip-firing MGs should be as hard as in RO1!

Also, no AI-crew in tanks! Either you are completely alone, or you tank with other players. I really hate the
 
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MeFirst

FNG / Fresh Meat
Mar 26, 2006
1,302
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Germany
What I would like to see in a "classic mode" is basically a more straight to the bone version of the gameplay. That would include stuff like this:

Ignore any bonus you get from level, class, weapon experience.

No magic zoom key

More weapon sway, especially after sprinting, being supressed or after hit.

No more bandages

No recon plane

Sidearms only avaible for Machine Gunner, Sniper, Commander.

No spawning on squad leader.

No Mkb42

The option to equip or unequip unlocks like scopes, bayonets

No Tank AI.

Body Collisions


This sounds a bit strange and maybe it is, but I would also get rid off bullet penetration at walls (players are fine :p). This could be a way that machineguns will be used as machine guns and not as Smgs. Also less accuracy for machine guns when firing from the hip.
 

Lawnboy

FNG / Fresh Meat
Sep 18, 2009
23
47
0
The thing that is really, really hurting the game right now besides the ping issues is holding your breath. You have plenty of rifle sway after you've sprinted to exhaustion, but all you have to do to negate that is press shift and your aim is now steady as a rock.

The only thing that I feel hasn't really improved over RO1 (besides the maps) is the immense satisfaction one would feel when they saw a wee little trooper running along out in the distance. You crouch or go prone, carefully aim your rifle and when the moment is right you pull the trigger, just like in real life. If he dropped, you would know it was because you did it right.

In RO2 when I hit somebody at range I don't get that feeling, unless it is over 150m, in which case I'm either deliberately camping a spawn on Fallen Fighters or I'm playing one of the custom maps. The maps that launched with the game don't suit the game you guys built at all, honestly. Though I will admit that most of them look really good.

And in response to the post below, at least we can pretend the AVT is an SVT, not to mention in most situations you pretty much have to use semi auto to hit anything. And Tripwire, I think you guys are the first developer in history to make an unlock system that inadvertently punishes you with what are, in many cases, outright downgrades to weapons that can't even be removed once unlocked. I drop anything with a 1.5x scope on it because it is actually harder to score kills with it as opposed to just killing some dumb commie with my pistol and taking his gun. These need to be taken out.
 
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Z008MJ

FNG / Fresh Meat
Feb 3, 2011
167
37
0
I'm surprised so many people complains about the MKb 42 for being unrealistic, but not the AVT-40. The AVT was practically non-existant, with barely any records of many being made. On the other hand the MKb actually had, if very limited, still production, with several thousands made.
 
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Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
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Porto Alegre, RS
I'm surprised so many people complains about the MKb 42 for being unrealistic, but not the AVT-40. The AVT was practically non-existant, with barely any records of many being made. On the other hand the MKb actually had, if very limited, still production, with several thousands made.
I think it's because very few people like the AVT and we barely see the weapon in the game because of that, so removing it from the game wouldn't change much.
 
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MeFirst

FNG / Fresh Meat
Mar 26, 2006
1,302
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Germany
The part of the Mkb.42 being in Stalingrad is one thing. The other part is that the weapon is just inbalanced as hell.
 

jackastronaut

FNG / Fresh Meat
Jan 23, 2011
146
41
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The United States
Uhhh I have that feeling every time I play RO1.
I just want it with better graphics and gameplay.

I think a "RO classic" mode is a bad idea. You will never make the reactionist happy. They live on some nostalgic feeling they had 5 years ago. Im sorry to say it guys but you will never have that feeling again. Its gone in the past. Stop whining and adapt to the new RO2 that is a great game.
TWI should instead focus on the vision you have and give us bug fixes, more cotent and features.

My 5 cent,

Nob
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
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I agree with the majority in here and the majority of whats been posted regarding a more realistic, deadlier, slower game style. There's certainly been a wealth of discussion and detail over the months since release.

I'll also add props for the single primary weapon only, I hate the whole "I'm a one man arsenal" game play strategy. If you pick one up, you leave one.
 

Maukka

FNG / Fresh Meat
Feb 23, 2011
43
3
0
Mets
Btw TWI, are we talking about a new game mode, so we have:
-relaxed / realism / classic

Or rather, improving the the exisitng realism setting?

I prefer the latter.

This is what I have been wondering aswell, after all was it not the intent of separating relaxed realism and hardcore realism that you could have the former, with all of its radars and whatnotgadgets and stuff, as a gateway drug to the latter, which was intended for the "RO faithfull".

As for the list of my demands that I expect to be met by dawn (or else I shall execute my hostages), you'll notice that most of these are already in the suggestions forum and this thread but I feel they cannot be stressed enough:

Rather than remove most of the features in RO 2 I'd like to see them better integrated and refined.

-The wounding system should really tie into your gameplay so that your wounds would actually affect you, ie a hand wound would affect aiming and a leg wound would affect running speed (perhaps even forcing you to drag your leg if severe enough?), nonfatal chest wound could affect overall stamina or stamina regeneration speed etc.

-Limiting the amount of available prototype weapons to a limited number available for each player per round, for example you'd only have 1 or 2 MKB42s per round making them actually rare in a fight and forcing you to use MP40 once in a while after you have unlocked it.

-Stamina and suppression playing more intergral role in your ability to aim straight.

-bandaging could really take a while longer, currently it feels like I am running with an unpacked bandage in my hand at all times (this would also make the decision to bandage alot more decisive since you'd be vulnerable for longer).

-Having to enter a firing stance before using MG unsupported would make alot of sense to me (and make the pistol alot more useful).

-Introducing a few second delay before shooting and an inability to see through smoke for the AI hull gunner in tanks would make them count for alot less overall kills for a tanker and possibly make people less angry without completly removing this feature.

-Allow choosing of which unlock to use when available.

-Greatly diminish the effects of gaining levels for this mode, at best it leveling shouldn't affect the weapons more than a few percents in my opinion. The good players can consistently play well without having their playing be reinforced with numerical advantages against newer players just starting out.

*edit* forgot to add that one feature that I would very much like to see is having the option to open your tank for steam friends only, the number of times I wish I could only open 1 slot for my friend so that we could do some team tanking only to have some random third guy jump in and act like chaos incarnate.
 
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DasFist

FNG / Fresh Meat
Aug 31, 2011
193
77
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I also pretty much fully agree with Kleist, the only thing I would like different is that you shouldn't be able to bandage major wounds yourself, this should have to be done by a team-mate, bandaging limb wounds you can do yourself though.

oh, and lasting damage, been shot in arm your sway increased, shot in leg your movement speed decreased etc. Bandaging reduces effect by 50% or whatever. Like arma 2.
 
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