shaftz0r wrote:
pasik wrote:
I've had random thoughts about a free multiplayer-only version of the game with certain feature limitations, that would continue to co-exist with the full game after the final release. You wouldn't have rank progression and you'd be always just a private, essentially limiting you to a sidekick role, you wouldn't be able to use mortars, you'd have less grenades, you wouldn't have access to all weapons, etc.. but you could play all the maps and see all the content and events happen, you just wouldn't be able to do it all yourself, but you could participate nonetheless. Even if I'd go this route, the game would obviously need a server browser instead of manual IP/domain input and a dedicated server support, and at 0.572, the game isn't there yet.
see i think you're selling the gaming community on the whole a bit short. I think MP is THE THING that will bring money in. I could really see this game taking off 3v3, 4v4, even 5v5 in mp, especially if you make the ai follow properly and take commands. Not to mention community support in map making and mods (if you allow that sort of thing). Yes you would need a gui for server browsing and a feature for a client side host feature, but i truly believe that the mp would be your bread and butter. PvP would bring a truly unique experience into this game that a randomly generated scenario just can't reproduce
PvP may become a big thing in the future of RWR, sure, but PvP has never been the primary focus for development of RWR so far, and it still isn't. The game is first and foremost a coop and single player game. Any bigger features for strictly PvP gaming, like e.g. profiles and leaderboards, will likely be left to be implemented after the 1.0 release.
We've just recently tried a couple of games playing PvP with AI bots, 1vs1 and 2vs2, and at least I was surprised that it was pretty fun actually. I would've thought that 1) it isn't all that nice playing against other players while involving AI bots and teams in between, 2) the topdown view without any field of view obstruction leaves only a little room for proper flanking to happen and the players generally just see too far, which I would have expected to ruin the experience mostly. In practice, for 1), it didn't trouble at least me at all, and 2), I got myself flanked several times by other players which is a great thing.
I don't know if you've browsed through the threads in the forum, but a simple command interface is coming for squad controlling, mostly it'll just involve hinting the squad with a target position. They will then try to do what is appropriate in that position, concentrate fire in that direction, run there and take cover, regroup to the leader and follow, etc.
Map modding is already possible using inkscape, but as it is, inkscape can be hugely off-putting for those with less than high-end PCs with its performance issues regarding heavy filter usage. There's basic support for character and weapon modding through usage of sproxel and a converter, but what the community really needs is me to get my own editor to such a shape that it could be used by anyone, not just the guy who developed the tool.
Server browser, dedicated server support (also Linux port), client side prediction to compensate the lag, various network traffic optimizations, all this stuff related to online coop gaming but also benefiting PvP equally will be implemented in RWR during the spring. It just takes some time, and I do need to finish the water area implementation first before even getting to start with those things. At some point, I'm sure the time is right for that limited multiplayer demo or whatever that is.