What would it take for YOU to start playing RO2 again?

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Zetsumei

Grizzled Veteran
Nov 22, 2005
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Here's my humble list, in no particular order:
  • Innertia/Momentum for not just player movement, but for weapons aswell, especially heavy ones.
While I agree with your other points, when inserting anything like inertia or momentum for weaponry for the love of god don't add forced mouse acceleration to this game. Make the max turning speed limited (like the mod/hos tank turrets) or the max acceleration limited. But don't enforce input lag or different order of control on humans as that is not what happens in real life.

In real life you have proprioceptive feedback from your muscles at a speed of about 40ms. Together with a lifetime of training in being able to control not only your default arm but your arm with additional weights added to it as well.

If the input from mouse to output is 1:1 then one can easily learn himself to map the proprioceptive feedback of his real arm with that of the in game character. In case a higher order system is used such as with mouse acceleration then its likely that it takes many years to get your in game arms to work as well as in real life. Its like waking up one morning being unable to use your arms.

If you have to use purely vision information for controlling your character then you'll have to work with the ~200ms input lag that your brain uses to transfer visual imagery to movement. This makes things highly unnatural.

The static MG's are near usable to control already, its made up by the mass amount of bullets they fire and the penetration. But if a rifle would act similar to one of the heavy mg's I would never even touch the game any more. The input control with free aim in iron sights is already unnatural.

I'm up for making things more difficult, but it should not become difficult through the control input. I'd rather see external noise making things more difficult.

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I personally want it that someone needs to go into iron sights before entering a room if he expects to get an iron sighted shot off when there is an enemy in that room with his sights already raised. Rather than just run into a room spot someone and instantly shoot him down from the iron sights.

Next to that I want long range fighting to be more active and less campy. There are no commanders to force someone to attack. Add some more weapon sway or whatever to make hitting at longer ranges a bit more difficult so people miss more and end up notifying the opponent.

Next to that personally I want to zoom in while running as well, everything stays at the same size for me at all times and functionality of my eyes does not change. All effects that make it harder to focus when running in real life such as head bob are represented in game, so there is no reason to not allow people to look at the same size at all times.
 
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Lucan946

FNG / Fresh Meat
Jun 12, 2009
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I still do play, but I'd really like to see CQB go back to how it was in RO1, which is to say desperate and very impromptu. Bringing up any weapon other than a pistol to ADS got you killed, and I really liked that feeling. I don't like how the CQB is now about snapping into ironsights with ridiculous speed.
 
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Amerikaner

Senior Member
Nov 23, 2005
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Here's my humble list, in no particular order:


  • A viable way to play without the progression system, one that isen't a second class citizen in the server browser.
  • A viable way to play with historically accurate loadouts without having to disable realistic things to get rid of unrealistic ones (example: yes to PPSh with drums and modeselector, no to MP-40/II).
  • Innertia/Momentum for not just player movement, but for weapons aswell, especially heavy ones.
  • Options to disable zoom stage 1, 2 or 1+2 (1= aim button, 2= shift button) for servers wanting that.
  • Slower anims, reloading, weapon switching, aiming, etc, having them this fast prevents tactical depth.
  • Slower movement, not by a lot, but a bit slower would be an improvement.
  • Either nix the bandage system entirely, or make drastic changes to it, bleedout should take longer, bandaging should take longer, but wounds should matter, render you much less combat effective.
  • Make aiming harder, i don't care if it's done via sway, longer time to allign the sights, or any other reasonable mechanic, but the split second aiming has to go, and momentum must be used to prevent instant 180 degree snap shooting.
  • MG's should never be easy hipefired rambo guns, ever, use lots of momentum, nerf the recoil in hip mode if you must, but the game should not incourage people to considder the MG's as "That SMG with the awesome penetration values".
  • Stamina should effect aiming, there needs to be consequences and tactical choices to be made when using sprint.
  • options to tweak and even fully disable lockdown.
  • Tweaks to, or the removal of the "protected area" system, it's putting to many constraints on how and when we can use alternate paths on the maps.
  • Better keybind options, including hold key options instead of only toggle options for all appropriate areas (aim, crouch and use-cover for instance), and the abillity to easilly split the functions of keys with multiple functions (the "F" key beeing a prime example, the "shift" key beeing another).
  • The abillity to mount/dismount bayonets, aswell to choose whitch attachments you want to use or not use from what you've unlocked / what the server allows.
  • The abillity for servers to force levels and attachments to be avalible to all if it wants to allow them in unranked mode, players should not have to first grind for equipment on ranked servers to enjoy playing on an unranked server, it makes no sense, ranked and unranked should not be dependant on eachother like this, they should be sepperate.
And that's what springs to mind right now, enjoy.

Superb list.

I'm still playing but all of that list is necessary to build back up the playerbase imo. And I'm glad you pointed out the protection areas. I tend to flank alot and the current protection areas make that very difficult. Not to mention when objectives are taken and what once was a perfectly safe area automatically becomes instant death. The game should never force you into a certain strategy. Non-toggleable binds are also necessary. Doing it through the .ini is buggy.

I'll also add:

+fully functioning SDK
+transport vehicles
+larger infantry maps
+larger combined arms maps
+fix depth of field in spectator mode (everything is blurry...)
+fixing the game crashing at launch screen
+better client performance
+better pings
+better hit detection
+fix getting a shot off as you die but it not registering (ie hear shot sound but bullet doesn't hit target)
+fixed stats
 
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Nikita

FNG / Fresh Meat
May 5, 2011
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I still play a round or two on a given saturday or sunday. My roommate actually plays more than I do at the moment. That said, the fundamental changes that would glue me to the mouse and keyboard for hours would be:

--increased sway, decreased zoom/shift-zoom
--slower transition to iron sights
--significantly decreased tank hull MG AI accuracy, awareness
--ability to select unlocks to equip
--decrease in availability of Mkbs, semiauto rifles. Bolts available to a wider range of classes.
--fix of bug protecting prone players from melee
--review and adjustment of tank armor system
--slower bandaging and bleed-out time

I have many other suggestions, but these are the ones that would vastly improve the game in my opinion.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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As a baseline:

Fix the performance / Lag issues. I've had stuttering since around the 3 GB patch and it nearly kills the game for me. Even forcing CF after that to get 50-60 FPS all the time it still stutters.

After that a lot of what Grobut said with these additions:

- Increase suppression effects to make suppression viable and worthwhile.
- Heavily surpressed enemies should have more sway and a harder time shooting.
- Make it a server side option to disable ai in tanks. Possibly make it default to off for HC mode.

- Overhauls to "cannot deploy here", this should frankly never happen when a player is prone.
- Tweak "cannot prone here", often times a small object in an open field will stop you from proning around it.
 
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dogbadger

FNG / Fresh Meat
Aug 19, 2006
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here to kill your monster
you'd probably have to remove stats - or in the interests of fairness to all at least create a non hero mode combined with the most realistic options available - for me to even buy the game.

no stats > no progression > no heroes > no unlocks > no dubious assault rifles etc. > no gimmicks.

just a map-determined selection of bolts, smg's , MG's and scoped rifles.

Forget server options, forget community projects and modders editing things - I would like (and initially was expecting) to see something like this straight out of the box.
 

Private Who?

FNG / Fresh Meat
Mar 18, 2006
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1. ping stabilization & preferably reduction through some kind of optimizations.

2. client performance optimizations.

3. removing zoom.

4. decreasing the overall amount of smg's in game, or some other way of generally slowing the pace to make it more worth-while to cap rather than camp.

5. big expansive maps like we had before....with long time frames we can get into.

6. removing the lock-down feature for such maps.

7. for the Germans to stop ****ting their pants and stinking up the place. (ie remove all the stupid voice-overs and give us back the native languages. I don't care if I don't understand all of it.)

etc
etc
etc
 
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Yurizle

FNG / Fresh Meat
Nov 1, 2011
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231 hours in. Still playing:D good WW2 RnG with tactic behind it. Getting a GF didnt work out this year so its eather this or other dumb ****.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
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VIC
Fixing prone block / cannot deploy here.

Make MkB(H) 1 at most.

Having said that i still play.
 

Vulchan

FNG / Fresh Meat
Jun 23, 2011
33
3
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Alpharetta, GA
To be completely honest, I only play the game to rank up and be prepared for when the game finally gets its act together. As for my list, 85%-95% of these balance issues will/can be fixed by the release of the sdk and whitelisting mutators. With that being said, the stuff we can't fix is the poor performance, and I'm afraid that the mods will also suffer because of RO2's low performance.

I read Yoshiro's post about how it would take a good month to get the game running the most recent UE3 version with DirectX11, and I know that it comes down to a time/money/resource allocation issue, so would a special interest group with donations help sway the decision?

Playing the game on lowest settings and still getting 20fps on a great rig is just torture. RO2 has more potential than any game out there, and I'll do just about anything to get it to 100%
 

dogbadger

FNG / Fresh Meat
Aug 19, 2006
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here to kill your monster
I read Yoshiro's post about how it would take a good month to get the game running the most recent UE3 version with DirectX11, and I know that it comes down to a time/money/resource allocation issue, so would a special interest group with donations help sway the decision?
Dunno about you but when I think of donations I think of charities - just causes - the underprivileged or the disadvantaged.
Poor tripwire.
 

smokeythebear

Grizzled Veteran
Nov 21, 2005
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Sheppards house
I read Yoshiro's post about how it would take a good month to get the game running the most recent UE3 version with DirectX11, and I know that it comes down to a time/money/resource allocation issue, so would a special interest group with donations help sway the decision?

The Dev team themselves have said RO2 was a huge success. They should have more then enough resources to finish the game.
 
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Vulchan

FNG / Fresh Meat
Jun 23, 2011
33
3
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Alpharetta, GA
Dunno about you but when I think of donations I think of charities - just causes - the underprivileged or the disadvantaged.
Poor tripwire.

You're probably right about that. I guess "bribe" is the better word.

The Dev team themselves have said RO2 was a huge success. They should have more then enough resources to finish the game.

He made it sound like it was only an option! If only we could get a straight answer...
 
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