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PostPosted: Mon May 27, 2013 3:05 pm 
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Visionhunter wrote:
{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.


Anything else than this. I don't know how it would be possible to drop an item if picking it up would transform it to RP; the bot would just have RP rather than the item then initially, right? :)


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PostPosted: Mon May 27, 2013 4:10 pm 
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pasik wrote:
Visionhunter wrote:
{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.


Anything else than this. I don't know how it would be possible to drop an item if picking it up would transform it to RP; the bot would just have RP rather than the item then initially, right? :)


You kill a bot, it drops an item that if picked up awards you RP. Like the weapons it is time limited, you have to make the decision "Do I run and try to get it for some immediate RP and possibly die, or do I hold off and wait for a more opportune time?" Because at the moment picking it up just isn't worth the hassle.

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PostPosted: Mon May 27, 2013 4:32 pm 
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{SAS}DocStone wrote:
You kill a bot, it drops an item that if picked up awards you RP. Like the weapons it is time limited, you have to make the decision "Do I run and try to get it for some immediate RP and possibly die, or do I hold off and wait for a more opportune time?" Because at the moment picking it up just isn't worth the hassle.


What I meant was how can the bot carry an item that transforms into RP when picked up? It does not compute :)

1. a bot finds an item
2. he picks it up to carry it
3. the item turns into RP for the bot
4. the bot no longer has the item
5. the bot doesn't have anything to drop when a player kills him

People certainly evaluate things differently, but if I see the painting, gem, suitcase or dollars, I'll do anything to get them and escape as fast as I can and frantically look for a stash or armory. If I escape the front line, then whew, there's no risk in dying anymore as I'm strolling in friendly territory. If the markers would be in place already, it would take a minute max to take the item to safety and get back to battle, right now it may take a few minutes strolling around to find the place - once you find it, it's fairly easy to find again. This item will get me a few mortars and possible paratroopers on top of that, easily worth a minute or two to me.

If there's cigs or comics which are not that valuable, they are certainly not worth risking your life, but you sometimes find them lying around after the local fight has ended. Now that the fight is over, there's a moment of safety, the pushing and the flow is anyway paused, it makes sense to get that stuff somewhere.


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PostPosted: Mon May 27, 2013 4:59 pm 
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pasik wrote:
{SAS}DocStone wrote:
You kill a bot, it drops an item that if picked up awards you RP. Like the weapons it is time limited, you have to make the decision "Do I run and try to get it for some immediate RP and possibly die, or do I hold off and wait for a more opportune time?" Because at the moment picking it up just isn't worth the hassle.


What I meant was how can the bot carry an item that transforms into RP when picked up? It does not compute :)

1. a bot finds an item
2. he picks it up to carry it
3. the item turns into RP for the bot
4. the bot no longer has the item
5. the bot doesn't have anything to drop when a player kills him

People certainly evaluate things differently, but if I see the painting, gem, suitcase or dollars, I'll do anything to get them and escape as fast as I can and frantically look for a stash or armory. If I escape the front line, then whew, there's no risk in dying anymore as I'm strolling in friendly territory. If the markers would be in place already, it would take a minute max to take the item to safety and get back to battle, right now it may take a few minutes strolling around to find the place. This item will get me a few mortars and possible paratroopers on top of that, easily worth a minute or two to me.

If there's cigs or comics which are not that valuable, they are certainly not worth risking your life, but you sometimes find them lying around after the local fight has ended. Now that the fight is over, there's a moment of safety, the pushing and the flow is anyway paused, it makes sense to get that stuff somewhere.


OK, I see where you are going with this :D

First off, where does the Bot pick it up from? I take it the items do not spawn randomly across the battlefield, therefore they must randomly spawn in a new bot's inventory when the bot is created, am I right? So, you shoot that bot and he drops the item. You then pick it up and get given the RP points for the item. If a bot picks it up, then he does not get given the RP points but rather puts it into his inventory, waiting to be shot again.

Having to leave the fight to gain RP points to me just kills the flow of the game in Classic game mode. In the 60 seconds it takes you to locate and then swap out at a stash/armoury you could have lost two or three flags and the game is lost. The whole beauty of this game to me is the fact it flows, you are always right at the heart of the action and the current method of gaining RP quite simply breaks that, so I just simply do not bother with it. Calls are not game winners, they are bonuses, but losing a flag because you had to run halfway across the map just to get a few paratroopers? Totally different, and not worth the risk.

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PostPosted: Mon May 27, 2013 5:18 pm 
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{SAS}DocStone wrote:
pasik wrote:
{SAS}DocStone wrote:
You kill a bot, it drops an item that if picked up awards you RP. Like the weapons it is time limited, you have to make the decision "Do I run and try to get it for some immediate RP and possibly die, or do I hold off and wait for a more opportune time?" Because at the moment picking it up just isn't worth the hassle.


What I meant was how can the bot carry an item that transforms into RP when picked up? It does not compute :)

1. a bot finds an item
2. he picks it up to carry it
3. the item turns into RP for the bot
4. the bot no longer has the item
5. the bot doesn't have anything to drop when a player kills him

People certainly evaluate things differently, but if I see the painting, gem, suitcase or dollars, I'll do anything to get them and escape as fast as I can and frantically look for a stash or armory. If I escape the front line, then whew, there's no risk in dying anymore as I'm strolling in friendly territory. If the markers would be in place already, it would take a minute max to take the item to safety and get back to battle, right now it may take a few minutes strolling around to find the place. This item will get me a few mortars and possible paratroopers on top of that, easily worth a minute or two to me.

If there's cigs or comics which are not that valuable, they are certainly not worth risking your life, but you sometimes find them lying around after the local fight has ended. Now that the fight is over, there's a moment of safety, the pushing and the flow is anyway paused, it makes sense to get that stuff somewhere.


OK, I see where you are going with this :D

First off, where does the Bot pick it up from? I take it the items do not spawn randomly across the battlefield, therefore they must randomly spawn in a new bot's inventory when the bot is created, am I right? So, you shoot that bot and he drops the item. You then pick it up and get given the RP points for the item. If a bot picks it up, then he does not get given the RP points but rather puts it into his inventory, waiting to be shot again.

While points 1-2 would happen somewhere behind the curtains as randomly spawning into bot's inventory, it would still go through the same logic of putting the item to backpack, which is the exact same logic that happens when player puts the item to backpack. If this would be hooked up to trigger consume and reward, it would happen the same for the bot too. It would be nasty to hack it that there's a difference on this layer; that's not how RWR works. On the layer of interaction that these things occur, players and bots are equally just characters.

All in all, the high valuables are also meant to work partly as temporary "capture the flag" mechanism, which would be impossible if it would be consumed on pickup. You don't get a score by just picking up the flag either, it needs to be delivered.

{SAS}DocStone wrote:
Having to leave the fight to gain RP points to me just kills the flow of the game in Classic game mode. In the 60 seconds it takes you to locate and then swap out at a stash/armoury you could have lost two or three flags and the game is lost. The whole beauty of this game to me is the fact it flows, you are always right at the heart of the action and the current method of gaining RP quite simply breaks that, so I just simply do not bother with it. Calls are not game winners, they are bonuses, but losing a flag because you had to run halfway across the map just to get a few paratroopers? Totally different, and not worth the risk.

You don't lose 2-3 bases in 60 seconds :) There's a whole army of bots trying to do the same thing you're doing, stopping the enemies. Unless you're playing 2 vs 2, you should have plenty of time to get a little extra something for yourself if you're presented with the chance by a valuable item.

I personally frequently experience pauses in the action flow just by winning a fight by defending a base or at the border, I don't have a feeling of urgency when playing all the time.

I think almost every base has either a stash or an armory, so it's not like the safety point would be that far away either.


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PostPosted: Mon May 27, 2013 5:35 pm 
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pasik wrote:
While points 1-2 would happen somewhere behind the curtains as randomly spawning into bot's inventory, it would still go through the same logic of putting the item to backpack, which is the exact same logic that happens when player puts the item to backpack. If this would be hooked up to trigger consume and reward, it would happen the same for the bot too. It would be nasty to hack it that there's a difference on this layer; that's not how RWR works. On the layer of interaction that these things occur, players and bots are equally just characters.

All in all, the high valuables are also meant to work partly as temporary "capture the flag" mechanism, which would be impossible if it would be consumed on pickup. You don't get a score by just picking up the flag either, it needs to be delivered.



That's fair enough, if the coding for it is too nasty, then I can see why you would be reluctant to change it ;)

pasik wrote:
You don't lose 2-3 bases in 60 seconds :) There's a whole army of bots trying to do the same thing you're doing, stopping the enemies. Unless you're playing 2 vs 2, you should have plenty of time to get a little extra something for yourself if you're presented with the chance by a valuable item.

I personally frequently experience pauses in the action flow just by winning a fight by defending a base or at the border, I don't have a feeling of urgency when playing all the time.

I think almost every base has either a stash or an armory, so it's not like the safety point would be that far away either.


You can lose a base in the time it takes you to die and respawn ;) OK, maybe the 2 to 3 is an exaggeration but it still take time, and take time away from the fight.

At the end of the day it's all about personal preferences, and I just feel the current RP system doesn't work - it takes away from the flow of the game and just seems to overcomplicate matters.

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PostPosted: Mon May 27, 2013 5:56 pm 
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{SAS}DocStone wrote:
At the end of the day it's all about personal preferences, and I just feel the current RP system doesn't work - it takes away from the flow of the game and just seems to overcomplicate matters.


If we take the equation of obtaining RP out of the question, you'd still have to access armory to change your equipment apart from the improvisational switch you might be making during a fight. I take it that this is also an out-of-flow experience to you even if the armories and stashes would be easily found, right?

The old way of just getting mortars as rewards isn't very versatile, I think we all agree on that, as there are alternatives on what you might want or need these days, and there's more to come.

What would you suggest as your ultimate purchase system then? Something like in CS, you spawn, you purchase, you run, or how was it?

If the armory would have a spawn point right next to it, and the marker would be shown in the map, wouldn't it be close enough if you could click on the marker to spawn at the armory, step in, and do your purchasing?

This kinda suggests that there would be more armories than there are now, to make them more accessible, but I'm not sure about that; armories as resources would be a nice mechanism imo. You don't always have an armory near you, so you need to figure out if you think you can afford to spawn a bit farther to get the stuff you need right now, or if you'll just keep pushing with the stuff you have until next base with an armory.

Hmm.. this lead me to another thing: are you ever the guy who willingly spawns at one of your far away bases to drive the APC or tank from there to the main battle area? :) I can see this being an out-of-flow moment for some, but I find myself doing this regularly.


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PostPosted: Mon May 27, 2013 6:24 pm 
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pasik wrote:
Hmm.. this lead me to another thing: are you ever the guy who willingly spawns at one of your far away bases to drive the APC or tank from there to the main battle area? :) I can see this being an out-of-flow moment for some, but I find myself doing this regularly.

I, for one, started doing this a lot more when I realized I could command my driver via the minimap. Get in, one click, and then wait for the AI to drive to the battlefield.


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PostPosted: Mon May 27, 2013 7:09 pm 
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pasik wrote:
If we take the equation of obtaining RP out of the question, you'd still have to access armory to change your equipment apart from the improvisational switch you might be making during a fight. I take it that this is also an out-of-flow experience to you even if the armories and stashes would be easily found, right?



Correct, I just don't use them to be honest.

pasik wrote:
The old way of just getting mortars as rewards isn't very versatile, I think we all agree on that, as there are alternatives on what you might want or need these days, and there's more to come.


I actually quite liked it, you got rewarded for your kills with "specials", the more you killed, the more "Specials" you got.

pasik wrote:
What would you suggest as your ultimate purchase system then? Something like in CS, you spawn, you purchase, you run, or how was it?

If the armory would have a spawn point right next to it, and the marker would be shown in the map, wouldn't it be close enough if you could click on the marker to spawn at the armory, step in, and do your purchasing?

This kinda suggests that there would be more armories than there are now, to make them more accessible, but I'm not sure about that; armories as resources would be a nice mechanism imo. You don't always have an armory near you, so you need to figure out if you think you can afford to spawn a bit farther to get the stuff you need right now, or if you'll just keep pushing with the stuff you have until next base with an armory.


I just don't like the purchase system at all, it feels clunky and overcomplicated for the game. RwR is a fast paced "think on your feet" tactical shooter and up until now the gameplay has reflected that.

pasik wrote:
Hmm.. this lead me to another thing: are you ever the guy who willingly spawns at one of your far away bases to drive the APC or tank from there to the main battle area? :) I can see this being an out-of-flow moment for some, but I find myself doing this regularly.


Yeah, I will do this, but what normally happens is I spawn, get in the vehicle, travel to a battlefront and get wiped out by LAW fire as soon as I do :D Same with flanking maneuvers - I will travel halfway around the map to get behind the enemy and get taken out by the first fecking bullet fired! Again though, the APC/Tank can be a game changing object whereas I don't see the mortar or troop drop in the same way.

Have RP increase with kills and capture/defend events (and again, this is for Classic only), have a max limit of RP points that varies by level. Have each call have a set cost - both RP and level wise, and set each call a separate key, So say you are level 5, you have a max of 100RP points. Mortar is 35 RP points cost, Stage 1 Para-drop is 65 and Stage 2 Paradrop is 90 for example. Have a time limit to stop spamming and let the player choose what one they want. Keeps it tactical, keeps it flowing and keeps it nice and simple.

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PostPosted: Mon May 27, 2013 8:41 pm 
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pasik wrote:
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.


The moment I leave the bridge in St. Anne is the moment the enemy captures both the Bridge and Frontier.
For some reason my team is always incapable of holding Bridge on their own, regardless of which side the enemy is coming from.

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