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

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Ender

FNG / Fresh Meat
Jan 30, 2006
442
64
0
Illinois
Make the bullets more dead. When ever I'm playing now and I have noticed this with other players is to always fire 2 shots no matter what. There is a combo of things that would be this better. I find it most noticeable when playing as a bolt and I hit someone center mass and they are able to snap and fire off 2-3 shot before I even finish cycling the bolt.
 

Yurizle

FNG / Fresh Meat
Nov 1, 2011
308
398
0
Success in sales is a debetable argument. Sadly I didnt get a good career right out of college and I had to go work retail for Best Buy and even though I can easily say the business is failing they will never admit to it. No company will actualy admit that their business is failing. I just sneezed by typing this so that mean I am telling the truth (this russian superstition stuff I have) still alot of players like myself are hopefull that RO2 can be good.

Right now the regulars are pretty much grinding through the field bugs and are continuing playing. Still not a new player friendly game but SP/Bot server can help so hopefuly more people will show.
 

DesiQ

FNG / Fresh Meat
Feb 5, 2011
431
168
0
Australia
www.desiquintans.com
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?
Not interested. If they get the game working properly and have a free weekend for RO2, they'll easily make the money. There's no denying that there's a good game here, but for some questionable decisions.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
775
113
and...



I sneezed right as I was reading this :eek::eek:

I will sneeze within the next 24 hours! :eek::eek:


BTW @ that list, I know its lower*ish* priority but a dx 10 or dx 11 support would increase performance for almost all players considering it multi threads those draw calls we have heard so much about.

According to steam stats 78.72 % of people have atleast dx10 gpu's, some of those are still on win XP though.
 

UDM

FNG / Fresh Meat
Sep 15, 2011
14
0
0
For me, populated servers and better hit detection. I haven't played RO2 for a while, as much as I want to, because most Asian-Pacific servers are sitting empty.
 

Gary 17

FNG / Fresh Meat
Aug 10, 2011
47
2
0
Finland
-Less semi-/automatic weapons, 1 squad: officer & AT -smg, sniper & elite -semiauto
-wounding system improved
-integrated RO1 'classic' mod, 99.99% identical to RO1 a.k.a. "super realism mode"

  • including pixel hunt
  • greatly reduced accuracy
  • removable bayonets
  • slower reloading (no stripper clips)
-slower ranking for unlocking 'w
 
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Grobut

FNG / Fresh Meat
Apr 1, 2006
3,623
1,310
0
Denmark
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.

Don't be silly Zets, i am not suggesting they add a constant input lag, that would be horrible and make the game neigh unplayable.

What i am suggesting is that a limit be put on how fast you can turn and fire, without denying us the abillity to look around rapidly.

Just like you said, have a max allowed movement speed, and if you move within that speed you have 1:1 mouse movement, allways, BUT, instead of disallowing people to turn any faster than that threshhold (which would be bad, we have a very narrow field of view on a screen and we need the mouse to look around and see what's going on), the weapon simply lags behind the mouse when subjected to rapid movements that go above the speed threshhold (simulating that you can turn your head and eyes faster to look in a direction than you can your entire body).

It would play exactly the same as setting a max allowed turning speed like you suggested, only it would do so without denying us the abillity to look around rapidly, all it is doing for normal weapons is making sure people can't pull off impossibly fast 90 and 180 degree turns (they can look that fast, but the gun won't follow such fast and extreme movement instantly).

Limiting the player to humanly possible turn speeds would go a very long way twords creating what you want, what i also want, more slow and tactical CQB fights, if people can't insta snap their aim at multiple tarets in succession, but have to deal with more human constraints than a 3000+ DPI mouse cranked up to hyper, then running into a building guns'a'blazin becomes harder, more scary, you might get the one guy who's allready in your line of fire, but the guy in the opposite corner, not so much..
Add more player momentum to the mix, so people can't change direction on a dime and do UT style zig-zag circle strafing, and suddenly people are gonna want to play smart instead of playing fast-twitch and reckless.


But for heavy weapons like hipfired MG's, the max allowed turnspeed (from hip, not from bipod) before smoothing sets in needs to be lower than that of a rifle, so the gun does feel heavy and unwieldy, and it does take more time to swing it 90 degrees and fire, or 180 for that matter, else we will continue to have Rambo's running around using thouse guns as an SMG replacement, instead of using them as MG's.
 
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Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
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Amsterdam, Netherlands
@Grobut
You call me silly, but Its an important note to call. Otherwise suddenly all guns will act like the heavy machine guns in ROHOS with a huge input lag/mouse acceleration.

as long as it is a max turning or acceleration speed I'm fine with it. And of course with that comes that you can always look around instantly just not turn instantly. Aka moving your eyes and head respectively (and while 3rd person anims to accompany that would be nice they aren't necessary).
 
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Grobut

FNG / Fresh Meat
Apr 1, 2006
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This need to be a poll

How on earth would you make a poll out of this? Even if the poll options weren't limited to something like 10 possible options, how could anyone create viable options for any and all features/changes/options and combination of same that people might possibly want to see in the game?

@Grobut
You call me silly, but Its an important note to call. Otherwise suddenly all guns will act like the heavy machine guns in ROHOS with a huge input lag/mouse acceleration.

Of course i call you silly, you silly goose, nobody in their right mind would ever want constant input lag, that would be horrible!

And i call you silly withot any malicious intent, BTW, though i should probably have used a smily to convey that.. my bad.

as long as it is a max turning or acceleration speed I'm fine with it. And of course with that comes that you can always look around instantly just not turn instantly. Aka moving your eyes and head respectively (and while 3rd person anims to accompany that would be nice they aren't necessary).

Yeah that's the right idea.
 
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Krobar

FNG / Fresh Meat
Jun 11, 2011
1,497
651
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The sewers of Leningrad.
Wasn't it said somewhere way back that DX11 would be default? I've been able to run DX11 ever since I installed a piece of crap GPU (that was 3 times better than my previous one) so DX11 support would be great.
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
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.

-------------------

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.


Fully agreed on that. However, regarding the zoom while running: it should definately not be permanent zoom, you would get seriously disorientated if that was the case. A free look button that zooms would be better imo.

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.


The truth has been spoken. I still play though, since it's still an awesome game.
 

Brozex

FNG / Fresh Meat
Oct 19, 2010
228
86
0
I still play, but what grobut says would be awesome and would take RO2 from "pretty good" to "the best".