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PostPosted: Tue May 06, 2014 7:47 am 
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--I'd Like to start with the disclaimer (to the devs of this game) that I know there are many features that people suggest that you probably already plan on implementing or even already have set up to activate, If any of these thing's seem like no brainers, or have already been suggested and acted upon or dismissed, that's my bad. and In no way am I criticizing this game, it's a great game and I just want to see as many neat refinements come the way of the many players and fans of RWR.--


Simply put, The Rp system although useful, is far to limited to truly engage players, and for very few and easily corrected issues (in my eyes anyway.. i don't know how to code a game) the first issue is that Rp in general is far too finite, and infrequently gained. don't get me wrong, the excitement of vaulting your cover to get some sweet gems in the middle of bullet hell is fun and will remain fun for the duration of my time with RWR - but having to restock via rp every time you die hurts the rp wallet disproportionately to the amount of rp gained over time by average players. The second issue Is that The radio calls are almost completely forgotten about, because it's either too expensive for players who die a lot, or not worth the investment for players who stock their stashes full of vests and what have you. I personally would love to use the radio calls more often, even if sparingly, seeing as how I see an npc drop a call every other minute, i think it's fair the Players should also have a little more opportunity to use the calls also.

To remedy this I suggest rewarding the players for various actions with small (mind you small) RP rewards outside the normal modus of collecting all the items you can and carrying them to the armory. These Rp rewards could be rewarded for a variety of actions there are already accolades for, like chaining kills, or killstreaks. for example, a three kill combo could be worth 3 rp, 5 kills in rapid succession - 5 rp, and so on, as well as kill streaks, being 3,6,9 and 12 rp respectively. this would allow players to build up a base of rp, get the gear they so badly want or need, and utilize the full range of features their radio and rank have to offer. The worldwar mod had a basic reward system, that was basically 1 rp per kill, which made the game that much more wonderful - now I'm not suggesting that, but greasing the gears with a little rp for accolades would make the existing vanilla version of RWR that much better for me and I assume many others who would like to see this feature.
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The second suggestion I have for this already spectacular game, would be to enable the players to have a sort of COMMAND mode, where they could direct the troop movements of their selected faction, often times I see the AI putting the attack order in absurdly useless meat grinder areas, and although some interesting battles spawn in these places, it hardly makes for a tactical situation, and more like a post up and shoot endless amounts of enemies until there's a lull just long enough for your faction to move in and secure the area before being swept away again by a tide of enemies.

to remedy this, I suggest implementing this 'command mode' when the player has maxed out the amount of xp/rank they can acquire. and on the map screen, allow (while alive) for the player to assign a simple attack location, like the Computer commander does, and possibly the direction of attack (must originate from secure area on map) so the npc soldiers might utilize advantageous positions from wherever they're coming from (presumably scouted by players)
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Finally, I suggest the option to select a pool of custom names to import, and the ability to select character model from the list of the different variants of a player's character's faction. One of the main draws for me to this game, aside from the fact that I love all manner of tactical shooter, and all manner of indie/isometric style graphics (which I feel strangely more emotionally invested in than games that look almost real) So the ability to make my little soldier on screen my own is greatly desired. don't get me wrong I'm not asking to see full on character customization, but having lets say a slightly different head, or brimmed hat instead of helmet, or rolled up sleeves (features that already exist within the game) could be selected from a simple ticker menu, possibly like the mods 'on/off' peripheral accept with the character model options.

this of all my suggestions is of the least import, but I love feeling connected to my little dude on scree, and even if it's only a few pixels difference, or a funny/unique name that I can scream consistently something at the top of my lungs like " *insert name* NOOOOOOOOOOOOO NOT LIKE THIS!" or "YOU BASTARDS! *insert name* WAS 2 DAYS FROM MUSTERING OUT! HE HAD A FAMILY *anguished sobs*" -- well you get the point. I already do that now with the names provided, the added option to personalize would be nice.

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PostPosted: Tue May 06, 2014 9:34 am 
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Quote:
To remedy this I suggest rewarding the players for various actions with small (mind you small) RP rewards outside the normal modus of collecting all the items you can and carrying them to the armory.
Hm, actually there're already some extra missions which will award you with a fair amount of RP:
  • Spotting hostile vehicles
  • Capturing a base (however, I often get only a verly little amount of RP, even tough I've captured the base on my own)
  • Stealing and saving cargo trucks
  • Destroying hostile vehicles (comms trucks, radar tower etc.)

Here's the RP article in the wiki: http://runningwithrifles.gamepedia.com/RP_or_Resource_points

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PostPosted: Tue May 06, 2014 11:00 am 
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Tummerhore wrote:
[*]Capturing a base (however, I often get only a verly little amount of RP, even tough I've captured the base on my own)


the RP gain on capturing a base works so that you get 100RP when the base has been in the enemy's hand for at least 10 minutes (?), if it has only been in enemy's hands for 3 minutes, you will then only get 30% of the max possible amout, i.e. 30RP.
This way, it avoids people to abuse grinding cap RP rewards.


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PostPosted: Tue May 06, 2014 11:12 am 
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About the RP gain, I earn way enough RP by spotting, collecting valuables, etc.
I don't die very often, which is an advantage in terms of RP consumption though.
For the valuables, you can just run over them and quickly press the F-key when you are on top of them and they will directly go into your backpack. No need to stop, calling the inventory, drag and drop, etc as the game has is a pick-up priority system. For example, if you are over a lot of stuff, including valuables, throwables, weapons, etc., the quickly pressed F-key will make you pick up those items in this order:

First the rare weapons > valuables > throwables > secondaries > stock weapons.

About the commander AI of your faction changing the attack target, it could be added at some point as a (very) high rank ability. The base targeted would have to be connected to a base you already own to make it possible.


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PostPosted: Tue May 06, 2014 11:32 am 
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Is the RP comment based on experiences in Invasion online (and with how many players on the server?) or single player campaign (and which difficulty setting)?

In my experience, RP income in single player campaign on hard difficulty is plenty really, I most of the time got it over 500RP, peaking around 3000RP when I forget to continuously use the calls - it could be less than what it is and I'd still get to use calls to my heart's extent.

My K/D is generally around 5 in single player campaign when I'm not running with a rare weapon, so I consider myself dying a lot too. RP consumption per respawn seems also easily tolerable to me as it's generally in magnitude of 10RP thanks to 50% fill policy.

If the comment is more related to playing with 30 other players in Invasion, I can see why RP income would be significantly less than in single player, as there are then others who make spotting, deliver the items, execute side objectives and destroy important enemy vehicles instead of you alone.


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PostPosted: Tue May 06, 2014 2:16 pm 
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About RP:
Admittedly, I drastically lowered prices for items and radio calls, because I don't seem to get enough money for the better things in life. (I guess I am not a skilled player.)
Sometimes an ordered vehicle is destroyed after it's dropped on a spot where it shouldn't have dropped.
I lost a tank this way. Such a waste of money.

Anyway, I am glad there's a degree of moddability in this game (the main reason why I bought it, I wouldn't have otherwise), so I can 'fix' stuff that bothers me. :D

About Command mode:
I do hope this'll be implemented sooner or later. Sometimes the AI really tries to capture the most illogical zone on a map, leading to continuous stalemates.

About customization:
I'd like to see this too, for I often lose sight of my own soldier when in large groups of friendlies.
I thought about a simple colour choice for the hat/helmet.


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PostPosted: Tue May 06, 2014 2:51 pm 
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kadari wrote:
Finally, I suggest the option to select a pool of custom names to import, and the ability to select character model from the list of the different variants of a player's character's faction. One of the main draws for me to this game, aside from the fact that I love all manner of tactical shooter, and all manner of indie/isometric style graphics (which I feel strangely more emotionally invested in than games that look almost real) So the ability to make my little soldier on screen my own is greatly desired. don't get me wrong I'm not asking to see full on character customization, but having lets say a slightly different head, or brimmed hat instead of helmet, or rolled up sleeves (features that already exist within the game) could be selected from a simple ticker menu, possibly like the mods 'on/off' peripheral accept with the character model options.

This should be largely possible as a mod already.

The soldier group can be fed with custom first/last name files to generate the name from.

It's also possible to define which soldier model is used for each group, and players always spawn in the group called "default" so the bots could be transferred out from the "default" group to another group by setting spawn_score to 0 in "default" group, effectively isolating player appearance from bots.

This wouldn't provide live customization of course, but even that could be achieved to a degree by e.g. offering several different looking vest items in the armory (possibly configured to have no actual effect on gameplay, unlike with the vanilla vests) that are bound to change the character model to a specific one, with the item itself set up with respawnability and 0 RP cost (like in deathmatch gamemode).


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PostPosted: Tue May 06, 2014 3:02 pm 
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So, pasik, what you're saying is, we can have a shopping mall with all kinds of hats, vests, shirts, and pants to buy with our RP? SWEET

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PostPosted: Tue May 06, 2014 5:55 pm 
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pasik wrote:
Is the RP comment based on experiences in Invasion online (and with how many players on the server?) or single player campaign (and which difficulty setting)?

In my experience, RP income in single player campaign on hard difficulty is plenty really, I most of the time got it over 500RP, peaking around 3000RP when I forget to continuously use the calls - it could be less than what it is and I'd still get to use calls to my heart's extent.

My K/D is generally around 5 in single player campaign when I'm not running with a rare weapon, so I consider myself dying a lot too. RP consumption per respawn seems also easily tolerable to me as it's generally in magnitude of 10RP thanks to 50% fill policy.

If the comment is more related to playing with 30 other players in Invasion, I can see why RP income would be significantly less than in single player, as there are then others who make spotting, deliver the items, execute side objectives and destroy important enemy vehicles instead of you alone.
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I agree that In a large player count map/invasion I can see where having everybody have too much RP would be an issue, My personal issues do not stem from not having enough rp, They come from my personal Rp spending habits - I usually find myself with an absurd amount of rp, but no desire to spend it all, because of the finite nature of RP in the first place, it makes me feel like a miser, and although I buy a vest every time, stock up on support items, I find myself getting irritated when I see -x rp every time I die - don't get me wrong, I like being punished S&M style for my dying in games, but If I had a way to lets say - bank my rp, so that i would have the choice to restock my previous gear or not, because I know the pain (when i'm Rp broke) of being 1 or 2 rp short of a vital support piece like a tank or something.

I feel that should the players be granted nearly insignificant rewards, it would go further to facilitate the fluidity of battles. There's something magical about seeing an enemy calling in a mortar strike, and running like mad - surviving and calling your own in, or dropping a plane load of paratroopers on a vital position - this game delivers that, So I make this suggestion in a hope that I would see it happen more frequently, even if only a little more. The idea of RP for kills on a one to one basis seems a little pointless, which is why I suggested the accolade system, but if that's too generously bestowing rp I understand where you're coming from. In Single player however, the more I think about it, This would be a boon to players like me (who when not playing online play single player at grueling difficulty- I'm of the thought that If there's an optional slider, it's meant to be cranked way up) in the single player campaigns I play, I use near max accuracy for the AI, and the maximum amount of soldiers on the field, so as you can imagine, things can become hilariously stalemated for ages, with the entire floor stained red, these are often where I have the most fun, So if there were more support calls flying it would be a cacophony of death and magic. and I personally love that.

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PostPosted: Tue May 06, 2014 6:02 pm 
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Tummerhore wrote:
Quote:
To remedy this I suggest rewarding the players for various actions with small (mind you small) RP rewards outside the normal modus of collecting all the items you can and carrying them to the armory.
Hm, actually there're already some extra missions which will award you with a fair amount of RP:
  • Spotting hostile vehicles
  • Capturing a base (however, I often get only a verly little amount of RP, even tough I've captured the base on my own)
  • Stealing and saving cargo trucks
  • Destroying hostile vehicles (comms trucks, radar tower etc.)

Here's the RP article in the wiki: http://runningwithrifles.gamepedia.com/RP_or_Resource_points


yes, thank you. the thing's I'm suggesting is widening that list to include a few lesser accolades, accolades that are achievable more frequently than a target of opportunity may come along. I love grabbing loot from the battlefield, and stealing trucks and whatnot, but having some chump change rp, that I know that should I exhaust my rp reserve in a particularly long and drawn out (and adorable) battle, If I spend a couple of minutes shooting goons in rapid succession, I could have enough rp for some vests or whatever, to then go get some gems and cigars and the like, to make some real worthwhile rp doing the originally intended side missions.

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