"What we are up to" - Nov 15th

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MrHello

FNG / Fresh Meat
Sep 2, 2011
537
122
0
As to Red Orchestra 2, work continues on all fronts. We are investigating the stutter/micro stutter issue. We have some early promising results and are testing some things now to improve the situation. We continue to work on other performance improvements, but this should be the first one to make it out the door in the near future.

Work has also been done on improving the Occlusion quality system resulting in better performance when using the lower settings. The most improvement will be seen when using sniper scopes.

Approve :)
 

Sgt Jigglebelly

FNG / Fresh Meat
May 15, 2009
203
3
0
the update is much appreciated TWI, still my favorite dev :)

but don't forget, training achievements are still broken! :p

seriously tho, they are, fix 'em and I'll be the happiest freakin' camper
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
Gameplay changes are of debatable impact while the networking model is so heavily distorting gameplay to begin with. Experienced players have taken to moving erratically to exploit the impossibility of guessing a latency-added lead point on an effectively random motion, and nothing on the design end short of slowing everyone to a crawl at all times would address that.

Some sort of latency compensation along the lines of client-side hit detection is needed first. Changing the design when you can't even analyze how the design works in the first place is an error-prone approach.
 

DarkHunt3r

FNG / Fresh Meat
Jun 24, 2011
124
93
0
While I do appreciate the update Yosh, I really am worried it is too little too late. The game is being abandoned in droves, you will release an update and there will be no one left to d/l it.

Don't get me wrong I am not dissing the game, I enjoy and play it lots, but our server has died, and we were one of the busiest in Europe, ThePARA servers used to be chock full on the TE server 38 players and people asking for room, and between 28 and 32 on the CD server (TE is a 38 man server, CD 32) now were lucky if we get 4 public players on the TE and the CD server gets none.

Peak for today was less than a 1000, and now at 7:20 PM peak time in Europe less than 800 players worldwide, it is just dying.

More than fixes this game needs new content and new game modes, people are getting bored with it already, the game is repetitive after a while, a couple of maps would go a long way to helping this along and picking the interest back up, and please before you mention community maps, by the time they are done, there wont be a community left to play them.

You need to pull something out of the bag, you may have made money on this release, but if it is allowed to die like this, then people wont invest in your next game
 

flavin420

FNG / Fresh Meat
Oct 2, 2009
308
49
0
Very good to hear this, I have been on leave from HOS, after playing nothing but HOS for a month straight. I hope to make a return soon, and with that find a good clan to get the most important gameplay issue solved, real teamwork.
 

plex

FNG / Fresh Meat
Jul 11, 2011
141
61
0
Gameplay changes are of debatable impact while the networking model is so heavily distorting gameplay to begin with. Experienced players have taken to moving erratically to exploit the impossibility of guessing a latency-added lead point on an effectively random motion, and nothing on the design end short of slowing everyone to a crawl at all times would address that.

Some sort of latency compensation along the lines of client-side hit detection is needed first. Changing the design when you can't even analyze how the design works in the first place is an error-prone approach.

THIS.

The netcode is crap... hit detection sucks.. im sick of repeating this over and over.. im giving tripwire the next patch to change my mind about this game and fix these issues.
 

Valok

FNG / Fresh Meat
Sep 28, 2011
9
0
0
Gameplay changes are of debatable impact while the networking model is so heavily distorting gameplay to begin with. Experienced players have taken to moving erratically to exploit the impossibility of guessing a latency-added lead point on an effectively random motion, and nothing on the design end short of slowing everyone to a crawl at all times would address that.

Some sort of latency compensation along the lines of client-side hit detection is needed first. Changing the design when you can't even analyze how the design works in the first place is an error-prone approach.

"You must spread some Reputation around before giving it to Mekhazzio again"