Wait what?, I can't hear you due to so many spinfusors flying past me while I furiously go full speed trying to deliver my flag in Tribes: Ascend.
Wow you read my mind when it came to RO2. I liked the game a lot but the problems you listed are why I quit it long ago. I was so sad too because I had REALLY high hopes for RO2. Sadly trying to blend some casual elements made it bland.albino boo said:I think Tripwire are misdiagnosing the problem here. I have 615 hours logged on RO2 and the problems the game has is the same problem as you find in all team based muiltplayer fps. The key is the ratio of players willing to attack/defend objectives versus the number that are only concerned about K/D. In R02 too many players spawn and plink at targets with an MP40 and never stand on the point. There is also the attitude, carried over from RO1, that anyone using an automatic weapon is a noob and because you don't repeatedly stand in the same spot and duel with a rifle makes you a bad player. The idea that you might move and flank and score more kills never occurs to them. So the issue, in part, comes down to map design, I know they are using historical places for RO2 but that doesn't stop moving objectives about to incentivise the player to go there. The other thing that tripwire could do is look at is the scoring system, if you don't record the K/D stat, how many players would try to maximise it? If you reward having a high win/loose stat, more players would concentrate on maxing that. For the record my k/d is 1.67 and win/loose is 2.89, so I practice what I preach.
Same here.GAunderrated said:Wow you read my mind when it came to RO2. I liked the game a lot but the problems you listed are why I quit it long ago. I was so sad too because I had REALLY high hopes for RO2. Sadly trying to blend some casual elements made it bland.albino boo said:I think Tripwire are misdiagnosing the problem here. I have 615 hours logged on RO2 and the problems the game has is the same problem as you find in all team based muiltplayer fps. The key is the ratio of players willing to attack/defend objectives versus the number that are only concerned about K/D. In R02 too many players spawn and plink at targets with an MP40 and never stand on the point. There is also the attitude, carried over from RO1, that anyone using an automatic weapon is a noob and because you don't repeatedly stand in the same spot and duel with a rifle makes you a bad player. The idea that you might move and flank and score more kills never occurs to them. So the issue, in part, comes down to map design, I know they are using historical places for RO2 but that doesn't stop moving objectives about to incentivise the player to go there. The other thing that tripwire could do is look at is the scoring system, if you don't record the K/D stat, how many players would try to maximise it? If you reward having a high win/loose stat, more players would concentrate on maxing that. For the record my k/d is 1.67 and win/loose is 2.89, so I practice what I preach.
If you want a game where you can be an actual sniper, you should check out Battlefield 3. The maps are huge and there are plenty of places to hide and watch your prey. Also getting a headshot from a long ways away is a great feeling, especially when you take into account bullet drop.Sniper Team 4 said:Um...how is it different from Call of Duty's multiplayer? I'm serious because he didn't list anything that's different, save for that small time difference at the end there. I ask because everything seems like Call of Duty multiplayer to me. Okay, granted, I've only played Modern Warfare 2, Halo 4, a bit of MW3, World At War, and barely any Black Ops. Tried both Medal of Honor games too. But from what I've seen, all multiplayer shooters boil down to running around killing each other and they all felt exactly the same.
Now I get extremely bored with multiplayer--except MW2 because I could be an actual sniper--rather quickly, so I don't know the differences between games except that Halo 4 lets you jump really high. So how is Red Orchestra 2 different?
So what you are saying is the only way a competitive FPS can be good is if it is a hardcore skill based shooter. Did you ever pause to think the reason why CoD got so mainstream was because that's precisely what it is not? What Call of Duty has done an amazing job with is creating a game where both the hardcore and casual can find enjoyment. THe game offers enough depth in the unlock and metagame as well as shockingly, reward players for learning the basics of the game, as well as the layout of the map. But at the same time your random joe can pop the disc in, play a quick game of tdm, get a killstreak or two and call it a day.Treblaine said:Yeah... COD is not about "flinch" as in needing to have good aim, it's not about skill, it's about random encounters, whoever sees the other first, with all likelihood gets the kill. It's slot machine taking turns killing each other, you only have the illusion of control offer your destiny, like maybe if you pull on the One-armed-bandit just right you can get the result you want. You can camp, you can rush, but really it hardly matters what weapon or perks you have, it's ultimately just a huge hide and seek contest.anian said:I'm no CoD supporter/fanboy etc., but their map design is reeeeeeally good. And the action is not so much flinch trigger based, as say CS:GO...CoD games just have really good gameplay.
And playtesting with people who's comment in the end is "It's not like CoD", is idiotic and may indicate what your problem is.
Games like TF2 or Quake have in depth strategy of engagement of counters and manoeuvres, there are pages and pages of strategy. But COD all that's irrelevant to who sees the other first, the weapons are so accurate and powerful, it's little more than a game of hide and seek. COD has to be the most terminally boring spectator game.
People can play COD drunk, high or while watching a TV show. It's faux-hardcore, it's casual dressed up in the clothing and pretences of modern soldiers and military equipment.
Now I'll admit, Red Orchestra is kind of throwing the typical COD player way in at the deep end... but the problem is a serious disconnect between what COD players claim to want and what they actually want. There is this huge problem with a generation engineered to play multiplayer without any kind of deep strategy... they fall for BS distinctions between the weapons that are near identical.
Where do you go from there? People get their "kills" without trying.
You know what I said.Lucky Godzilla said:So what you are saying is the only way a competitive FPS can be good is if it is a hardcore skill based shooter. Did you ever pause to think the reason why CoD got so mainstream was because that's precisely what it is not? What Call of Duty has done an amazing job with is creating a game where both the hardcore and casual can find enjoyment. THe game offers enough depth in the unlock and metagame as well as shockingly, reward players for learning the basics of the game, as well as the layout of the map. But at the same time your random joe can pop the disc in, play a quick game of tdm, get a killstreak or two and call it a day.
By what definition of "hardcore"?!?!where both the hardcore and casual can find enjoyment.
Depth? Meaningless depth. The unlock weapons that are almost totally indistinct. From sub machine-guns to machine pistol to assault rifles to light machine guns, they are all high damage, high rate of fire weapons. It's just several dozen reskins of a Quake Lightning-Gun with quad-damage.The game offers enough depth in the unlock
You think COD is the only game that does this? For such a slow and simple game it's not that is has a shallow learning curve, it plateaus almost instantly. It's just about edging out and spraying on people. It's too random, look left and they are on the right, you're dead.reward players for learning the basics of the game, as well as the layout of the map.
This is part of the problem, this is the worst kind of reward to give in the game, it's kind of the dumb thing to ask for but that you shouldn't really take, like eating the ice-cream dessert before the main course.play a quick game of tdm, get a killstreak or two and call it a day.
As someone who joined in the beta stages of RO2, a lot of the complaints he mentioned are things I actually heard. The people who bought it on a whim tended to be mad at not having a KD ratio readily available for each match and spent most of their time running out into the open getting shot or complaining that the sniper rifle had to be manually sighted.hazabaza1 said:Oh, fuck off you pretentious git.
The reason Red Orchestra didn't sell well is because it's a fairly unknown shooter based in a time we've all moved passed that played and ran like shit, and also doesn't focus enough on supporting objective based play.
There's still a bunch of "hardcore" shooters out there, this guy needs to stop making excuses as to why his game didn't sell well.
first of all this post is unreasonably antagonistic. On to the real issue, while a low barrier to entry is a plus for COD, one cannot argue that it doesn't really take skill to play, only twitch reflexes and a decent gun that takes maybe a few hours to unlock. I haven't played COD since BLOPS 1 but it is more about the illusion of skill and knowing where to camp than anything else.ImmortalDrifter said:I see a lot of people here claiming that CoD takes no skill. Wrong. CoD has a low barrier for entry, that's why it's popular. When you have to devote a huge amount of your time to learning how to game's conventions actually relates to player action (I.E. the way things are intended to work in compared to what people actually do) then people get turned off. CoD is a good introduction because when you shoot someone, they die. You don't need to memorize camping locations, what weapons to spam, or sigh with irritation because 99% of the game is fucking redundant because one particular thing absolutly dominates the entire game. As a side note get off your fucking high-horses. Just because people don't share your taste in games doesn't make them inferior. No one here is an arbiter of games with the power to say what is "better" or (god preserve us) "real".
So in conclusion; when you ***** because people don't take the time to wade through miles of frustrating bullshit to become even mildly proficient at your game, they aren't spoiled. You design games that require an investment of time that most people aren't willing to put forward.
EDIT: After reading the actual article I must say, this guy's tears are fucking delectable. Like a diamond goblet of the finest ambrosia imbuing each of my taste buds with the fiery grace of aphrodite herself. His entire argument amounts to this "I made a game based on what I consider fun. When I showed this to other people they didn't think it was as fun as a game they had fun with. They are stupid." Delicious.
It really doesn't take any skill... the weapons are so powerful and with aim assist.ImmortalDrifter said:I see a lot of people here claiming that CoD takes no skill. Wrong. CoD has a low barrier for entry, that's why it's popular. When you have to devote a huge amount of your time to learning how to game's conventions actually relates to player action (I.E. the way things are intended to work in compared to what people actually do) then people get turned off. CoD is a good introduction because when you shoot someone, they die. You don't need to memorize camping locations, what weapons to spam, or sigh with irritation because 99% of the game is fucking redundant because one particular thing absolutly dominates the entire game. As a side note get off your fucking high-horses. Just because people don't share your taste in games doesn't make them inferior. No one here is an arbiter of games with the power to say what is "better" or (god preserve us) "real".
So in conclusion; when you ***** because people don't take the time to wade through miles of frustrating bullshit to become even mildly proficient at your game, they aren't spoiled. You design games that require an investment of time that most people aren't willing to put forward.
That's the problem, if you walk into someone's firing line before them there is virtually no counter. The weapons and tactics become irrelevant, it's just a huge game of hide and seek, it's futile to bother trading shots (especially due to lag compensation) with the drop on you it's over, not effort at all for them to get the kill. After all, they have a weapon that fires up to 15 rounds per second, and does 1200hp damage from fully loaded gun against foes with only 100hp. You don't need to be precise, you don't need to go for headshots that are almost always worthless (mere 40% more, sometimes only 10% more damage).because when you shoot someone, they die.
...You don't need to memorize camping locations, what weapons to spam, or sigh with irritation because 99% of the game is fucking redundant because one particular thing absolutly dominates the entire game.
Yes, very true. It's the other way around.Just because people don't share your taste in games doesn't make them inferior.
That's the definition of casual gaming, they don't want any kind of challenge, they don't want any kind of possibility that they can't immediately start getting kills for bullshit. With no effort.people don't take the time to wade through miles of frustrating bullshit people don't take the time to wade through miles of frustrating bullshit to become even mildly proficient at your game, they aren't spoiled.
deathbydeath said:No, Doom and Quake were about 'dogfighting', really fast movement, and positioning on the map. Cawadooty is about centering your targeting reticle around a person with red text over their heads and then pushing a button. Maybe grenades and killstreaks if you're really good at that.CardinalPiggles said:It's because it does well what 'most' fps players clamour for; fast paced and responsive gunplay that makes you feel like a badass. It's done what Doom and Quake did back in the day.
Take this Q3 video for instance:
And compare it to this BLOPS 2 video:
(To be fair, I haven't watched all of the BLOPS 2 one because my audio is dead right now, so I just picked it out at semi-random)
My point: Call of Duty, as a trend/phenomenon/whatever, has both done miracles and fuck over the multiplayer FPS market (at least on consoles). I admit, it is a wonderful introduction to that genre of gaming, but because of dog piling and annual releases it has stunted the expectations of MPFPS players, as they haven't been given a chance to "grow out" of it and move in to other games requiring more skill and dedication on the player's part.
That sounds VERY entertaining, You have a link?Ultratwinkie said:COD is people running around. No thought. There was even a video of a pro Counter Strike player owning an entire server on his first try.
I wouldn't call it "depth". I'd call it "variety." And I don't want to sound like I hate CoD, by the way. I think I'd disagree that it has any kind of legitimate "skill" is involved (games like Quake III, conversely, have a deftness that could be matched by 2D fighters), but that doesn't mean I don't believe you can be skillful at it, or that it's easy... I just don't believe there's truly anything in CoD - even considering the "hardcore" modes - that I'd call genuinely competitive. Which isn't a slight against it, I just don't think it's properly built that way.ThatDarnCoyote said:And that's my point: depth in CoD - which you fairly identify as a popcorn game - comes from this variety in game types and play styles. To the point that Battlefield, CoD's primary competitor, whose players like to think of it as the anti-CoD, put out their Close Quarters expansion which copies a lot of CoD's game types. People think CoD is all about Core TDM kiddies because that's what's on YouTube, but the actual game is more than that.Andy of Comix Inc said:The maps are too small to provide any real tactical opportunity and it usually boils down to whoever is seen first gets killed first. Games with larger health bars provide a degree of tactical gunfighting... games like CS:GO where perma-death is switched on every round encourage more careful, meditative play...
Call of Duty is a popcorn shooter, a game where you can switch it on and get points and unlock weapons and level up. Which is fine! That's cool! Nothing against that! But to say CoD has depth is blatantly untrue.
Exactly. Which is why the good players would tell you it's about map control. The person who's going to win the fights is generally whoever sees who first, so the smarter players take advantage of that. They position themselves in the right place.Treblaine said:Yeah... COD is not about "flinch" as in needing to have good aim, it's not about skill, it's about random encounters, whoever sees the other first, with all likelihood gets the kill. It's slot machine taking turns killing each other, you only have the illusion of control offer your destiny, like maybe if you pull on the One-armed-bandit just right you can get the result you want. You can camp, you can rush, but really it hardly matters what weapon or perks you have, it's ultimately just a huge hide and seek contest.
No you can't. I've tried both. It's quite simply to fast-paced. No drug addled mind is able to keep up with it. You're less likely to care that you can't keep up with it, but still. It's too fast paced.People can play COD drunk, high
And that's literally all this is. What's even more pathetic about this is that this guy is a talking about how hard it is to cater to the CoD crowd on a PC only title. CoD is not that big on the PC. It's not "small" by any means, but the average PC CoD player is probably going to also have another PC title under their belt, Such as TF2 or Trbes, or something along those lines. So yeah, that's exactly what this guy is doing. He just simply doesn't even know who his target audience is.Now I'll admit, Red Orchestra is kind of throwing the typical COD player way in at the deep end... but the problem is a serious disconnect between what COD players claim to want and what they actually want.
I think the problem is less with people who like Call of Duty, and more with your typical mindset of "CoD players are what's wrong with everything", sort of what this Developer is trying to say.There is this huge problem with a generation engineered to play multiplayer without any kind of deep strategy... they fall for BS distinctions between the weapons that are near identical.
Where do you go from there? People get their "kills" without trying.