WihteSparrow wrote:
pasik wrote:
WihteSparrow wrote:
Fade footstep sounds between speakers:
The stereo panning is already handled in smooth manner. What kind of speakers do you use?
There's also distance based volume fading and low pass filtering for sounds that are originating from farther away.
I'm using Sennheiser HD 428 headphones plugged into my laptop. Tanks and gunfire and just about every thing else are handled smoothly and apply the low pass filter, but footsteps seem to have one constant volume and transition between speakers almost immediately (or maybe just a very, very quick but smooth transition) once the source crosses the center of the screen. I'll do some double checking on that later today.
At least both on my headphones and 2.1 speaker setup I can hear a smooth transition from one side to another if I e.g. run alone in the lobby and first look as far as possible to one side with camera and then take camera to the other side, so that the sound source of my soldier goes from one side of screen to another.
Quote:
pasik wrote:
WihteSparrow wrote:
Enable the player to affect his own strategy (AI strat or bust):
You have all the enablers. You can call paratroopers at a location, it's common to need to use several 8x paratrooper drops to capture another location while your commander keeps pushing at another.
Depending on how many bots you've got set up in the match, you can at times easily capture a less defended side base with a squad of 5 without calls too.
This is true once you're at the appropriate rank in campaign (or playing multiplayer where you start off with enough experience to make those calls), but I'm about 10 hours in and only have access to 4x paratroopers (I think I'm pretty close to having 8x soon). Do you all intend for the first 5-10 hours to be like a tutorial type of thing? If so then limiting the starting player to where they have to follow the commander makes sense. Or maybe its a realism-in-ranking thing where low rank soldiers would have no free reign/commanding power in real war and so it is in RWR. Elaboration on the purpose of limiting the player so that he, essentially, "must" follow the commander in the first several rankings (freedom prior to more advanced radio calls/personal squad cap is heavily discouraged) would be helpful here.

Hmm something sounds way odd about this. 8x paratrooper call unlocks somewhere at 4k XP which you should gain in about 4 hours of gameplay if you're playing with Hard difficulty, even sooner if you're with Less hard. 10 hours in you should be nearing 10k XP and probably close to completing the campaign, or maybe done it 3 hours ago.
But well, those relations of numbers are based on stats from veteran players, nothing wrong with playing it a bit longer if you're only getting to know the game, but going twice longer seems maybe a bit unintended.
You
are playing with either Hard or Less hard difficulty, and not something custom dialed in the campaign menu, are you?
What is your K/D?
Quote:
pasik wrote:
WihteSparrow wrote:
especially since the game is designed to be played as a team..i.e. you are a grunt with non-heroic sway in the fight making solo capture VERY VERY VERY difficult.
The game is designed to be played in 3 different ways:
* run & gun with the main attack group
* have a squad of your own and support the main attack group or lead an attack to another base
* go lonewolf and stealth by dropping all your squadmates out and execute certain side objectives harming enemy substantially for the main attack group to push forward easier
Using only one of the 3 ways throughout a game session is probably not the best way if you're looking to complete a match.
I guess what I was getting at here was not a critique of the amount of tactics available to the player, but rather a supplement to my suggestion to be able to direct soldiers a little more fluidly rather than leaving 100% of soldier concentration up to the commander. However, this could possibly be cleared up once the questions above are elaborated on.
Yeah, I think I got that bit about the comment. What I meant was that while it may appear that you as a player are just one grunt in a big battle following orders, dying and trying desperately to capture the sometimes foolish target base the commander has chosen, it's not (supposed to be) forever like that. After a few hours at tops into the campaign, you should already have a few squad mates, at least the 4x paratroopers call, which you can
optionally put to a good use for side base capturing if the invasion seems to be stalling otherwise.
Paratroopers and squadmates are different from the forces of what your commander controls, sure, paratroopers and squadmates don't keep flowing to your location "for free" once they die, but rather you need to have the required Relation/Reward Points with the commander to make the flow happen - i.e. keep calling more paratroopers. Poorly chosen side base attacks can become costly this way, but hey, that's the only reason RP even exists in the game, to spend it.
There's some easter eggy plans to add a "super call", a very expensive one and requiring very high rank, which would allow you to persuade the commander to either start a massive charge leaving all bases defenseless for a short period of time, or, you could change his mind about where to attack until that base would be captured. For most purposes, you shouldn't need these options, the game is balanced to work without such cheats.
Quote:
pasik wrote:
WihteSparrow wrote:
Type numbers for sliders while making a match:
You can also go change the settings directly in the files with Notepad if you like typing

You also gain access to many more options that way.
Quick matches are no longer considered the main mode to play RWR in. At this stage quick matches mainly serve for testing purposes of gameplay mechanics and new assets for campaign, and as basis for sandboxy PvP gaming.
The options available for quick matches will change in the future, you can't currently e.g. dial in boosts / nerfs for your / enemy teams like in campaign. This can make quick matches immensely difficult, as even in Hard setting in campaign, the player faction is configured to have a capacity boost over the enemy.
There's a shitton of useful options the quick matches could have but we can't really add them all in as it would defeat the purpose of having a UI in the first place to dial in settings. We'd need to make new decisions on which things are customizable in the match menu and which are expected to be done as mods. This thought-work won't progress until we're done with 0.96 and 0.97.
I would imagine the notepad thing would take a bit longer.. haha! It'd just be a small quality of life improvement to just click the numbers and type out "5000" or whatever you want rather than tediously moving that slider to just the right spot.
Yup, I'm with you, but before the customization menu is started to improved on once again (we didn't always even have the sliders), we need to decide what to do ultimately with it.
A perfectly viable option to the menu would be that you'd only see a list of names, names for externally created settings files, and a button to create a new one or edit an existing one. Clicking on the button would open e.g. Notepad on a template file of match settings which people would be able to fill with whatever kinky settings they want (100x + 200 bot multiplier and offset for Greys, make Browns not respawn after initial spawn, Greens to have 0.5 AI accuracy and all forces in attack, friendly fire on, custom faction resources, etc..). We would of course provide a few sets of settings which we think work fine.
With that approach, no sliders, choice buttons nor text fields at all in the menu, nice, clean and flexible!

Quote:
To clarify (even though much of the rest of the post was somewhat of a tangent), are you saying that campaign and pvp are considered the main modes that RWR is intended to be played in? If not, what is your team's vision for how you ultimately see RWR primarily being played? Are you trying to phase out quick matches? Or is it simply a tacked on addition to appease the folk such as myself who enjoy skirmish AI modes?
The single player campaign is the mode RWR has a clear focus in currently. The same thing works great as small scale cooperative, but also works pretty ok up to 20-40 players in online with some settings changed to make it harder (until the trolls come in).
PvP isn't in the development focus area right now, the whole thing is more like an afterthought. Once we're done with campaign, there's going to be more focus in PvP side of things I think, but we still don't know which modes should be done. Classic (i.e. quick match with specific settings), Team Elimination and Deathmatch modes exist, at least the basis for them, but mostly it's time we are short of for improving these; all efforts are in completing the campaign right now.
Quick match (=RWR 2011-2012) is there as it's the very core thing RWR is without the extensions used in campaign, thus making it an important development and testing tool. We the developers aren't playing any quick matches to completion these days, so I'm not sure if the balance there in the presets is what it used to be back in the day.
For instance, at some point important AI fixes were made, resulting the game becoming much harder, needing a friendly faction boost (and peaceful first base extension) for campaign to be reasonably difficult but beatable - while campaign was rebalanced that way, quick matches were not. Also campaign is easier in terms of balancing as it's a fact there that players are all in one faction.
So yea, not sure where quick matches are going. In one sense it's close to being a custom scenario creator, but really it's not. One could have a whole editor application devoted to such thing rather than single half screen menu page. The most likely thing here is that the settings presented in the menu will go through some minor changes so that it's possible to boost a player faction if there's just one player, and the rest of funky match setups are expected to be loaded in as mods/additional settings files.
Extension script support will be added in quick matches soon, as it seems it's starting to behave mature enough.