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03-26-2006, 11:40 AM #16
Re: Server Feedback Weekend...
I usually play RO Mon-Wed. Sometimes early Sunday before Gamer Club.
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03-27-2006, 12:44 AM #17
- Join Date
- May 2005
- Posts
- 155
Re: Server Feedback Weekend...
Failing that, I wonder if there might be some benefit to joining or even forming a realism clan. They're pretty big on proper chains of command and organizations, as well as scheduling sessions. Or perhaps sign up at Battle for Europe.
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03-27-2006, 12:53 AM #18
- Join Date
- Jul 2005
- Posts
- 4,492
Re: Server Feedback Weekend...
I think that a lot of the 90+ are finding (have found?) that "realism", as it's implemented in this game, isn't all it's cracked up to be. Leaving out features that help teamwork because they may (or may not be) more realistic is a crutch.
I'm holding a mouse, working a keyboard, and staring at a 20" screen -- realism has gone out the window and I'm playing a game. Instead of working towards realism, a larger effort should have been made for immersion. If I'm spending a huge amount of time trying to communicate with my teammates or figure out where I need to go, then I'm no longer immersed in the game.
I won't even use BF2 for my benchmark, but America's Army because it is based on the same engine and tries produce a "realistic" combat environment (whereas BF2 will sacrifice some "realism" for arcade-like features). AA is a bit behind the times and doesn't yet have built in VOIP, but we overcome that at TG by making extensive use of TeamSpeak. Due to the tools provided to me on screen I'm able to feel more immersed while playing AA, as opposed to constantly fighting with the game in RO to figure things out and having to leave my immersed state. That is what has kept me away from RO (well, seeing an empty TS channel hasn't helped matters..)Battlefield Admin(BF2 Rules) (BF2142 Rules)
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03-27-2006, 01:14 PM #19
Re: Server Feedback Weekend...
Well said. I don't like that the RO crowd seems to be throwing dispersions at us that have made what I consider constructive criticisms of things that are lacking in the game. I have been put off that every time I make a suggestion on these forums, such as the fact that this game lacks teamplay tools that I personally consider important, I'm under attack for "thinking bf2". I've played far more years of true tourney style Ghost Recon and many hours in medal of honor, AA, R6 games then I have any bf2 game. My opinion remains unchainged that this game is wonderful in its own right, but is lacking the teamplay tools that will allow its potential to be realized on a night-in-night-out basis. The strategy of kit, squad, CO level coordination in bf2 and to some degree even in AA is unprecidented and IMO leads to solidly teamplay oriented play on a nightly basis. This game is poised to be superb during coordinated scrimms, but outside of that is an uneven product at best.
Originally Posted by icky
Lacking these tools doesn't make RO a game that can't be great, but it has established a hurdle for the sake of "realism" that greatly diminishes my opinion of the gameplay. For the record. waves of reinforcements without ANY knowledge of the battlefield, existing troop deployments, reinforcement levels and kit selections doesn't seem very realistic to me. If it is realistic of the battle at that time, then it isn't a "GAME" I want to play. There is nothing outside of kit caps that controls if this respawn wave will be 100% rifles or 100% smg. Its pretty hard to form-up a consistent squad without the tools necessary. In turn the "best" teamplay option available 70% of the time seems simply to rush back to your prior location to try and join up with your prior group and objective.|TG-12th| SHINER









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03-27-2006, 02:09 PM #20
Re: Server Feedback Weekend...
Thanks to all for your feedback.
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03-27-2006, 02:19 PM #21
Re: Server Feedback Weekend...
I respect your opinion but respectfully disagree. I was one of the four players Coridon refers to in his excellent and throrough post. 1st MIP is nothing if not tactically oriented. I spent more time trying to figure out who was who and how to stay together as a cohesive unit than I did fighting. Perhaps that's more of an indictment of the 1st MIP style not transferring well to this game than anything else--but it sure was frustrating. I've had more success in battle in RO while lone wolfing it than at any other time.
Originally Posted by Vodkatonic
Oh and another thing. I expected more from the game engine. Can't tell you how many times I've had a valid shot on a player and nothing happens...even as a sniper with head shots...many times it seems like its all the luck of what pixel registers the hit.
And...I can remember a handful of times laying prone and being killed as another player walked over my back... I'll give you the game has its merits. I love the weapons and the look and feel of the maps but I'm disappointed with RO...I expected more.Last edited by Grunt 70; 03-27-2006 at 03:11 PM.
|TG-1st|Grunt
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03-27-2006, 03:16 PM #22
- Join Date
- Feb 2006
- Location
- Oklahoma City, OK
- Age
- 32
- Posts
- 998
Re: Server Feedback Weekend...
As Strag said, thanks for your feedback. I'm reviewing everything said and all the complaints and concerns. I'll be working on some 'concept' ideas for mutators which could lean RO more to the expected features.
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-28-2006, 03:35 PM #23
Re: Server Feedback Weekend...
wow, this is the last kind of discussion I expected here (shakes head like a dog with water on it
). I am sure that TG is mostly BF2 guys, and I am sure you guys make a great game of it (BF2, that is). I played it alot myself, and thought it was a fun game, even if a bit arcadish and un-realistic.
that being said, the game play, realism, and out-of-the-box team work in RO:O far exceeds that of BF2. Speaking pub server to pub that is, not pub server to TG server. you guys must really be spoiled with the level of play on the TG servers!
maybe I have the luxury of being an outsider here, but for the few that gave it up after a day or 2, you just did not give it enough time. I have 40+ hours into it (RO:O) so far, and it's by far the best shooter I have ever played. some of the posts above alomost sound like you need to be spoon-fed or something.
Strange. Very stange indeed. :|
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03-28-2006, 09:56 PM #24
Re: Server Feedback Weekend...
Okay, some feedback for you, Tze, after some play tonight on Server #1.
- The Blackout Mutator works great. Spot on.
- The increased respawn time helped a lot with spawn grouping, especially when the server filled up. Early on, when there were only about six or eight players per side, I usually had to wait for several seconds before some teammates would spawn and we could move out. When my team had between ten and 16 players per side, however, the spawn waves typically had at least three or four people, and sometimes more. I'd say this is working very well right now.
- The increased round limit time was much better but, in my opinion, could be even longer.
I'd say every one of your mutators works great, Tze. I like the gameplay, and I hope other RO players are enjoying it as well. Great job!
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03-29-2006, 12:24 AM #25
- Join Date
- Feb 2006
- Location
- Oklahoma City, OK
- Age
- 32
- Posts
- 998
Re: Server Feedback Weekend...
It was great to see players on the server tonight. My thoughts:
Server still peaks and struggled about the time I joined. We were at 32/32 and all the pings shot-up. As posted elsewhere, we may have to limit our server to only running one instance of RO server until Tripwire releases a patch.
Still working on the friendly tags. Would love to hear other thoughts on the mutators.It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-29-2006, 12:50 AM #26
- Join Date
- May 2005
- Posts
- 155
Re: Server Feedback Weekend...
We don't necessarily need 2 servers yet in terms of player load. We have enough trouble filling one as is. I think the main reason for them right now would be to test out different settings. Having just one set at the community's overall preferred settings could be for the best. For now.
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03-29-2006, 09:03 AM #27
Re: Server Feedback Weekend...
I thought the time was right. the spawn and start times worked great.
I am not a big fan of the "No deathcam" or "The Blackout Mutator ". I like to see my death, like when i get shot and flop down a group of stairs or when i tumble down a hill after taking a shot to the head.
could we just have that and then go back to blank screen or just get rid of the fly by death cam and only track teammates.
I'll go w/ whatever the group wants, just my thoughts
and i agree w/ just one server if thats going to help the lag/ping. I also spiked last night to 178 ping which is really high, never go above 60-70.
x-fire = bananajuice
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03-29-2006, 11:14 AM #28
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