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PostPosted: Thu Feb 19, 2015 10:39 am 
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Joined: Thu Feb 19, 2015 10:17 am
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Hi guys!

Since you're in beta, I wanted to do my part and submit my feedback on the game. I got utterly addicted to it for the last three days and for my own productivity, am giving myself a break until the final release. I found it just browsing around Steam - I'm actually surprised RWR isn't more popular. I really wanted to read and discuss more about people's strategies and the meta game online, but there's not too much. I hope it gets the recognition it deserves when you do your full release. I think the game is excellent in it's current build, but here are some thoughts that you might find useful.

1. I really like playing on the default hard difficulty - once I got good, I always feel like I'm just on the cusp of turning the battle, while still having to focus and push to overcome the challenge. I'm afraid that it might turn off many potential players, though (I'm hesitant to recommend it to my casual gamer friends - I think they'd be overwhelmed). You might want to consider an easier default for your full release.

2. I read the manual and wiki before playing, but I still missed some important points. I'm sure you must have a tutorial planned for the future.

3. I found myself tabbing to the map constantly. Usually, I was just seeing exactly where the dotted line for a capture point fell. A subtle line on the ground showing where the capture point begins would be very useful, though I understand if that goes against your aesthetic.

4. I also looked at the map a lot to try and time my pushes with the other attacking AI squads. I could kind of manage this by just looking at the moving blobs of color, but having some more explicit marking as to the plans of the other squads would be really cool.

5. The AI is really impressive, but there were so many times where I felt hung out to dry at the end of a push into the target territory. I'd clear it out, with my squad taking heavy casualties, only to be left alone to get overwhelmed by the enemy's counter attack, even it I could hold the point for several minutes. Sometimes I'd try to get around this by running back and recruiting more squad members before the enemy's counter arrived.

6. On the maps with tanks, it pretty much becomes a tank game. I'd just constantly spawn near the tanks and drive them to the front. I wish my AI partners would take more initiative with the tanks themselves. Tanks are fun, to be sure, but it makes playing those maps less interesting since all my strategies revolve around grabbing tanks as soon as they respawn.

7. On the huge trench map (by far the hardest, imo), the AI general's decisions for attack were infuriating sometimes. He kept making the same hard-set decision that resulted in a virtual stalemate when all we needed to do was focus on taking out one team's final base. It'd be really cool if I could level up enough to make those decisions.

Cool - that's all I got. Thanks again for the game - I had so much fun with it.


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PostPosted: Thu Feb 19, 2015 11:04 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Hey canman, thanks for the feedback! I'm on a rush so I'll just touch this one point before I go, I'll be back to respond to the other ones later.

canman wrote:
7. On the huge trench map (by far the hardest, imo), the AI general's decisions for attack were infuriating sometimes. He kept making the same hard-set decision that resulted in a virtual stalemate when all we needed to do was focus on taking out one team's final base. It'd be really cool if I could level up enough to make those decisions.

The stalemates in Moorland Trenches is mostly by design. We want you to experiment with side base captures too, and this map basically requires you to do that. Also destroying radio towers nerfs the enemy pretty bad, so the main friendly attack party may be able to push to the next base.

My opinion about fights in a 3-faction map is that you shouldn't strive to finish one of them first until you've got majority of the area in control - the two enemies also fight against each other, so they drain each others' forces as well.


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PostPosted: Sun Feb 22, 2015 8:39 am 
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Joined: Mon Jun 27, 2011 11:59 am
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canman wrote:
1. I really like playing on the default hard difficulty - once I got good, I always feel like I'm just on the cusp of turning the battle, while still having to focus and push to overcome the challenge. I'm afraid that it might turn off many potential players, though (I'm hesitant to recommend it to my casual gamer friends - I think they'd be overwhelmed). You might want to consider an easier default for your full release.

Maybe. We're still tweaking the wording and help text, and may add a more visible description to provide appropriate warnings about Hard.

Quote:
2. I read the manual and wiki before playing, but I still missed some important points. I'm sure you must have a tutorial planned for the future.

A training area based on the lobby map is being worked on where you can try various stuff, items, calls, vehicles without having to worry about spending RP to get used to some mechanics early on. That's basically it for a tutorial we have in plans.

Quote:
3. I found myself tabbing to the map constantly. Usually, I was just seeing exactly where the dotted line for a capture point fell. A subtle line on the ground showing where the capture point begins would be very useful, though I understand if that goes against your aesthetic.

Basically it shouldn't be that important where the capture area is exactly, at least I've never used that as a guide myself. Actually wouldn't mind if the rectangle in map view was removed altogether, after all, capturing is supposed to be a natural/transparent thing that occurs from having overpower in the base center rather than trying to reach a marked area :) The basic idea is just to get inside the central block of a base, then you're surely there. We also added the capture zone indicator icon on the capture meter in the previous version, so at least it should be clear now.

Quote:
4. I also looked at the map a lot to try and time my pushes with the other attacking AI squads. I could kind of manage this by just looking at the moving blobs of color, but having some more explicit marking as to the plans of the other squads would be really cool.

It's a technical thing why we had to avoid marking the bots in too much detail. Bots not too close to you experience the world as an approximation so they travel through buildings and obstacles, so the cloud was decided to be used as a way to hide the fact. In online squad indication is even more scarce being per block to decrease some network traffic.

Quote:
6. On the maps with tanks, it pretty much becomes a tank game. I'd just constantly spawn near the tanks and drive them to the front. I wish my AI partners would take more initiative with the tanks themselves. Tanks are fun, to be sure, but it makes playing those maps less interesting since all my strategies revolve around grabbing tanks as soon as they respawn.

It very well could be that tanks are too powerful in hands of a player, hard to say. My personal playing style came to form much earlier than vehicles were added in the game so that I often overlook the whole aspect and just let AI handle it.

For the bots to end up using vehicles, the commander needs to order a squad to move to another location, it's then when the squad considers utilizing a free vehicle. When a vehicle is somewhere far to your own territory, it's up to chance for enough bots to spawn in that area for the area to have more troops than demanded by the commander AI, in order for some of them to be re-allocated as attacking forces, which is when they consider their transport options and may pick the vehicle.


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