It is currently Thu May 01, 2025 5:43 pm

RUNNING WITH RIFLES Multiplayer

test

Game servers 50 List provided by EpocDotFr | Players online 123


All times are UTC




Post new topic Reply to topic  [ 34 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
PostPosted: Sun May 26, 2013 11:50 pm 
Offline

Joined: Tue May 08, 2012 9:57 pm
Posts: 159
pasik wrote:
excluding the fact that the map view is pretty much filled with numbers now.


Would color coding be an idea? If you plan on using more than two factions simultaneously on a map (didn't I read something like that?), this might be ideal.

Where green holds an area but grey is attacking it, the area's color is green with thin grey stripes.
If there is a serious threat (grey outnumbering green), the stripes could alternate in color.
This could even work with multiple colors in one area.

You could get rid of the '!' warning sign and the explosion-icon altogether.

The downside would be the lack of any indication as to the quantity of men engaged in the fight.

_________________
Moderator /u/Myrandall of the RWR subreddit.
http://www.reddit.com/r/RunningWithRifles


Last edited by Visionhunter on Mon May 27, 2013 2:32 am, edited 1 time in total.

Top
 Profile  
 
PostPosted: Mon May 27, 2013 1:28 am 
Offline
User avatar

Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States
^ I get this once in a while. Enemies will pop into view pretty close to me (aka not out of the sector) and kill my ass.

ComJak

_________________
ComJak's house... stay out of it


Top
 Profile  
 
PostPosted: Mon May 27, 2013 8:46 am 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Visionhunter wrote:
pasik wrote:
excluding the fact that the map view is pretty much filled with numbers now.


Would color coding be an idea? If you plan on using more than two factions simultaneously on a map (didn't I read something like that?), this might be ideal.

Where green holds an area but grey is attacking it, the area's color is green with thin grey stripes.
If there is a serious threat (grey outnumbering green), the stripes could alternate in color.
This could even work with multiple colors in one area.

You could get rid of the '!' warning sign and the explosion-icon altogether.

The downside would be the lack of any indication as to the quantity of men engaged in the fight.


Not sure, the amount of troops is important at times. You'd want to know if there's a fight between 30 vs 20 or 5 vs 4.

The numbers could be summed up and displayed less accurately than what the blocks would allow, making it similar to what it has been. But, I don't have particular love for the numbers as such, so not really sure what to do about it ultimately.

The explosion icon is fine, it attracts more attention than blended/striped blocks in a mess of colored blocks.


Top
 Profile  
 
PostPosted: Mon May 27, 2013 10:04 am 
Offline
User avatar

Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
the warning sign is very important, I use it a lot to warn me about backdoorer on the map so that I can react as soon as possible.


Top
 Profile  
 
PostPosted: Mon May 27, 2013 12:30 pm 
Offline
User avatar

Joined: Mon Feb 25, 2013 12:24 pm
Posts: 283
I have also seen enemy troops just "appear" from nowhere in game, normally I see gunfire or a grenade just appear from nowhere a fraction of a second before they appear as well.

As for the showing the number of troops on the map, would prefer not to know if I am being honest - gives it a kind of god mode feel, you should not know the strength of the attack until you get there.

RP points? At the moment I just don't think they work in Classic. The whole "pick it up, put it in your backpack then try to get to a bit on the map where you can swap it for points" just ruins the flow of the game for me and rarely makes it worthwhile to pick them up, knowing you are probably gonna die before you get anywhere near where you should. Personally I would like to see it just being a case of "see an object, pick it up and get the points" straight away. Game flows better, RP points are then worth the risk and it makes gameplay more exciting having more players with the special calls.

_________________
Image


Top
 Profile  
 
PostPosted: Mon May 27, 2013 12:39 pm 
Offline

Joined: Tue May 08, 2012 9:57 pm
Posts: 159
{SAS}DocStone wrote:
"see an object, pick it up and get the points" straight away. Game flows better, RP points are then worth the risk and it makes gameplay more exciting having more players with the special calls.


I think this is a great idea. Having to withdraw from a fight to secure some precious RP breaks the flow.

_________________
Moderator /u/Myrandall of the RWR subreddit.
http://www.reddit.com/r/RunningWithRifles


Top
 Profile  
 
PostPosted: Mon May 27, 2013 12:59 pm 
Offline
User avatar

Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
{SAS}DocStone wrote:
RP points? At the moment I just don't think they work in Classic. The whole "pick it up, put it in your backpack then try to get to a bit on the map where you can swap it for points" just ruins the flow of the game for me and rarely makes it worthwhile to pick them up, knowing you are probably gonna die before you get anywhere near where you should. Personally I would like to see it just being a case of "see an object, pick it up and get the points" straight away. Game flows better, RP points are then worth the risk and it makes gameplay more exciting having more players with the special calls.


We had a discussion with pasik about that. It was mostly for invasion but as inva and classic shares more and more mechanics it might also happen in classic anyway. The idea was that you'd give the item to one of your AI squad mates and he'd go back to the armory to sell the stuff. In the meantime you'd have one soldier less in your squad as small penalty. Of course it could also happen, that he dies in the process. Once the armories+stash are visible on the map you maybe could tell him to wich armory you'd like him to go.
Also defending a base will also give you RPs, not only capturing.
In pure PvP, as you might not have valuable drops apart from rare weapons we might activate the RP/min to compensate a bit the lack of RP.
We'll find the right solution, it might just take a few releases until it fits well, but that's what a beta is there for ;)


Top
 Profile  
 
PostPosted: Mon May 27, 2013 1:11 pm 
Offline
User avatar

Joined: Mon Feb 25, 2013 12:24 pm
Posts: 283
All I know is that since the change to RP points I have not used a call yet, I have yet to see a paratrooper drop and I haven't been killed by mortars, lol.

_________________
Image


Top
 Profile  
 
PostPosted: Mon May 27, 2013 2:45 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
{SAS}DocStone wrote:
I have also seen enemy troops just "appear" from nowhere in game, normally I see gunfire or a grenade just appear from nowhere a fraction of a second before they appear as well.

As for the showing the number of troops on the map, would prefer not to know if I am being honest - gives it a kind of god mode feel, you should not know the strength of the attack until you get there.

Knowing that the troops are there is part of the proof that they don't just spawn around to help you when you need it but they have to travel. It's partly also that troops are communicating with each other and sharing their whereabouts (even if you don't see it happening). You can also use it to see that if the attack wave has already gathered and started the wave, or if they are still waiting, I find it hugely important.

Similarly, when your troops get into a battle with the enemy within a block, the enemy force count in that block is revealed to everyone. It's same as someone broadcasted it on the radio to say what they encountered. This will include spotting enemy vehicles in 0.89, and getting rewards for doing some reconnaissance behind the enemy lines.

Quote:
RP points? At the moment I just don't think they work in Classic. The whole "pick it up, put it in your backpack then try to get to a bit on the map where you can swap it for points" just ruins the flow of the game for me and rarely makes it worthwhile to pick them up, knowing you are probably gonna die before you get anywhere near where you should. Personally I would like to see it just being a case of "see an object, pick it up and get the points" straight away. Game flows better, RP points are then worth the risk and it makes gameplay more exciting having more players with the special calls.

I personally don't know what Classic is supposed to be other than a test bed right now, so almost everything is currently just enabled there, it's a sandbox. Luckily, in 0.89 it'll be easy to change the resources on server side without clients to have to take an action about it, so items can be disabled completely and enable plenty of RP/min or RP/promotion to compensate. Well, actually, that's already possible with these particular resources if commonness is set to 0 on the server on the items. So this should be enough to craft up a Run&Gun-mode where you just focus on the fighting and you don't even have anything there to distract you from it.


Top
 Profile  
 
PostPosted: Mon May 27, 2013 2:56 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
{SAS}DocStone wrote:
All I know is that since the change to RP points I have not used a call yet, I have yet to see a paratrooper drop and I haven't been killed by mortars, lol.


I just finished map5 with having collected about 400 RP without realizing it lol. Armed myself with three vests, two 4x paratroopers, one 3x8 mortar strike to finish the enemy off in Dunes, didn't manage to do anything else than put the mortar strike in action and the game was over :D

I sometimes feel that the game just creates an illusion of having to need to run everywhere and be present in the fight as if things depended on you. I think there's a lot more time to do stuff, backdooring, hunting for enemy comms truck, stopping by the armory to deliver something, than people might think. Pure PvP might be a bit different, but then again, backdooring wouldn't even be allowed most of the time, there's nothing to deliver as no one's going to drop valuables.

When there's more than 5 playing on one side, it's of course good that most of them just defend/assault the usual way, running & gunning, it keeps the enemy busy while some might focus on harvesting a bit RP for a while and then return with some mortars or paratroopers. On paper it sounds good to me, not all fighters need to have the call-powers.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 34 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 10 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group