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adamoneil's Achievements

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  1. Ability to switch characters--by definition--means having more control, and more control means a better play experience overall. I believe it's that simple. I'm baffled that GRIN doesn't see it that way. Switching characters/teams at will lets you work around certain AI limitations. I found that again and again in GR1--enabling me to forgive AI problems in the original game! The only argument I've heard against character switching is that it's unrealistic. I can't argue with that, but gameplay always comes before realism, so I am--again--baffled that GRIN sees it differently. Clearly, they thought the improved command interface and cross-com would make up for the lack of direct control over other characters. IMO they don't. It will take substantial AI improvements to make me feel confident enough in the AI that I don't need direct control. Specifically, I'd like to see soldiers learn from their mistakes. adam
  2. I couldn't easily find the thread on demo feedback, so I decided to start new topic. My feedback is not really on the demo specifically, anyway, but on the overall direction of the game. Basically, I got mad at the demo and uninstalled it. I played terribly, and it was humiliating, considering I've been playing GR1 on "hard" for several years now. I took heart that it was a brand new game with a map I didn't know. (Knowing the maps and memorizing the enemy locations was the key to my good GR1 single-player experience.) Still, there were some deal breakers in the GRAW gameplay that I want to get off my chest: - I fumbled the new command map. I didn't really grasp the new attack, move, cover, stop buttons. Are they verbs or adjectives?--in UI-speak. Is there a certain order that you have to click things? I was not really getting much out of the map, which is bad since it's the key to the game, pretty much. I find that the map requires too much precision, too many clicks. I don't have the answer for what to do with the map. I love the map concept. Always have. Would not even consider GR without it. But I did not enjoy new command map. Quite possibly lack of formal tutorial soured me. I don't know you do this, but I wish you could express a maneuver, a tactic, in more general terms--without having to "spell it out" point by point. This is where all the clicks come from. Speaking figuratively, I wish the command metaphor was more of a "karate chop" than a "pointilist blueprint." Like I say, I don't know how you do that. A revolution in tactical mapping still needs to happen. - Lack of concealment in urban setting means no sneaking around. Lots of cover, yes, but limited concealment. You see enemies at the same time as they see you, more or less (unless they happen to be facing away), and I find no time to maneuver. The shooting starts, and I can't take my eyes off the fight to use the map. I bring up the map, and I freeze, stumped by it. - Inability to switch to different soldiers a real bummer. I know it's not realistic, but gameplay always trumps realism. The whole cross-com thing...what can I say?...I just don't dig it. It was offered as compensation for lack of direct control over teammates. I'm still wondering what I did wrong to deserve having that control taken away. It's clear that an awful lot effort and thought went into the game. But...I've parted ways with it. I'm not mad. I've actually saved a good bit of money on what would otherwise be forced computer upgrades.... adam
  3. Name: Adam O'Neil Date of Birth: 8/9/73 Location: Asheville, NC Occupation: programmer Romance Status: got a girlfriend Image: (none) Favorite Aspect of GR: concept, level design, overall game design. Least Favorite Aspect of GR: AI issues, team control issues. Favorite GR Mod: don't know. Favorite Ghost: don't know. Favorite Kit: no particular favorite Favorite Aspect of GR.net: occasionally come across interesting/thoughtful post Least Favorite Aspect of GR.net: not really sure When did you first visit GR.net: don't remember Other computer games played: COD/2, Q3, R6 (since Rogue Spear), TrackMania Nations, Age of Empires, Q2, Q1, Doom2, BreakQuest Clan membership: none Computer Hardware/Accessories owned: P4 1.6 Ghz, 1GB RAM, Nvidia 6200 Current/Former/Future Military: If yes, what job: none
  4. Dude, you are so right. I, too, like the Salta's composition (might have wrong name), but I recently compared the new main theme "side-by-side" with the GR1 theme by Bill Brown, and Brown's simply stands taller. Brown's is triumphant without the "sickly patriotic flourish" that you correctly describe. Brown did the original R6 music, I believe. A lot of that was very good, but highly cliched. Heck, parts of the original GR1 music would qualify as such. I guess my feelings about the game are affecting my opinion here. I definitely feel that some soul has been lost in the journey to GRAW.
  5. I'm hoping you just got a bit mixed up cos personally I'm hoping the game is a great deal of fun otherwise there aren't gonna be many people playing it. Hoping it will be anything other than fun implies it shouldn't be fun? ← Basically, I'm venting my disappointment in the Teen rating. I'm conflicted in my own opinion about representations of violence as well. I know they just want the game to reach the widest audience, but I was kinda hoping they weren't going to make compromises like this.
  6. That isn't true. The 'Teen' rating says 'Let's keep war tasteful'. There are plenty of perfectly unfun representations of war in the Teen rating. ← Well, I am wrong to say that the game should be anything other than fun. The Teen rating does bother me, though. COD2 is a great game, for example, but it just doesn't have the kind of grit I'm expecting from a GR experience.
  7. Sorry, I don't buy this. It's precisely *because* it's a game that "wanting to see realistic death animations" is okay. It's morbid, but still okay. Clearly, it would *not* be okay to talk like this about real life people and events. But no one's doing this. So, I don't buy the heavy-handed call for "manners" on this topic. All parts of the game must be thought through--including the precise level of violence we're all expecting. Frankly, I think the game experience should be morbid, and the Teen rating I'm hearing about concerns me. "Teen" games don't take mortality seriously. This should offend you. The "Teen" rating says, "let's keep war fun." Gosh, I think I just talked myself out of this game.
  8. Mine failed. I have a 1.6Ghz machine. All other requirements I exceeded with room to spare, but my CPU is kinda old. I hadn't planned on upgrading until after Vista comes out. Kinda bummed....
  9. I have a platoon of hostages I want to rescue. I've defined them as part of an allied company, with hostage behavior on. I *don't* want them visible on the map, however. I tried the HideMapObject action, and this doesn't do what I expect. Is the trick to make them not allied?
  10. I played Summit Strike for the first time recently, and it really brought me down: the music (Yemenese pro wrestling half-time show), the controls (like taxiing a Cessna), the limited squad controls, the 3-shots/1-kill ballistics, the time limits on some multiplayer games. I know this is not the XBox forum, but that bad experience has made me want to write about my hopes for GRAW/PC. I know this has been done ad nauseam already--but oh well. I'm going ahead anyway for my own satisfaction. I play mainly GR single player. I am one of these weirdos who dislikes multiplayer games for the most part. There are so many people more skilled and rude than I, that playing online just isn't that fun for me. I like just about every SP mission (except M04 Stone Bell and the polling center mission in IT) and play them over and over again. Maybe I have a different concept of "replay value" than most people. To me, replay value does not mean that the game "plays differently" each time. Rather, it means that the game is "consistently rewarding"--regardless of whether the play differs from game to game. As anyone knows, the GR missions play out more or less the same every time. (The enemies start out in the same places and react predictably most of the time.) My play style, therefore, has evolved into what I call "floor exercises": a series of choreographed moves that I try to execute as well as possible. This differs from the game design's original intent, I think--the idea that you would make up new plans on the fly, react creatively. This is one of the game's original selling points--and something I'm truly interested in as a game concept. But the truth is that this doesn't happen in my style of play. Frankly, there is little incentive to be tactically creative in GR. The AI-controlled teammates generally cannot be trusted to enter a dangerous area without my controlling them directly. Many games have this problem. I usually control one team for a while, get them in a safe position, then move to the next team. It's unusual for me to use all three teams at once--contrary to the game design's intent. The problem is that the AI-teammates don't see what I see. I see an enemy in the distance, but teammates don't. More importantly, I pretty much *know* where the enemies are and know where to look. (This is harder in some of the IT missions. IT03 comes to mind.) It would be pretty neat if I could indicate to my teammates where enemies are. I'd like two ways to do this--both by pointing and clicking in 1st person view and also via the command map. (I'd like to click points on the map that say, in effect, "there be monsters here.") Another thing I do an awful lot of is saving and reloading. I save about every 5-60 seconds. If I get killed, I almost always reload. I don't like to finish a mission with casualties. I'm very glad that GR allows unlimited and guiltless saving and reloading. Even so, I'd like to cut down on the need. I've decided that about 1/3rd of my deaths are due to lack of peripheral vision. I would love to see some kind of solution for that. Nothing over the top, but maybe some kind of subtle indicator that flashes whenever you "think there's somebody there"--out of the "corner of your eye." Such an indicator would yield enough false positives so as not to be too much of an advantage. Plenty of deaths are unavoidable and should remain as such, but some peripheral vision-like thing is worth some consideration, I think. There are a couple problems with the command map in classic GR, but I want to emphasize that, overall, it's a brilliant piece of game design. The problems are A) pixel-hunting. Sometimes (particularly on M14 Willow Bow), I click a point on the map that--for whatever reason--cannot accept a waypoint. Maybe it's a tree or a rock. The game chews it over for way too long, and finally decides not to draw the waypoint, and my soldiers sit idle when I'm not expecting this. B) When setting firing arcs, I want my men to get coverage of a particular location, not simply aim in a certain direction. Can't count how many times I've parked a sniper behind a berm or other obstruction invisible on the map. The sniper just lies there looking at the tree stump or whatever, and isn't providing the cover I thought he was. And another thing: When spotting and sneaking up on a group of enemies, it would be really really cool if I could plan the takedown in detail in a couple of ways. Speaking of M14 Willow Bow--when you take the "north pass"? There are bad guys all over the place, but it's not hard to position your men for an ambush. The problem is that there's no good way to execute a really smooth ambush. I want two things: A) ability to "mark" enemies--to say, in effect, "I'll get the guy on the right, you get the guy on the left." (Perhaps accomplished with a Ctrl+Click.) This is where the need for richer intra-team communication comes in that I describe above--the ability to indicate somewhat precise enemy location to teammates. B) The ability to say, "don't fire until I fire." You can approximate this by using rule-of-engagement changes (going from recon to supress), but it's kind of clumsy because--if you switch to Recon ROE, your men will take cover--losing visual contact with enemies in the process. Again, I'm looking for a richer form of communication with AI teammates. In summary, I'd like - A richer form of communication with teammates: ability to indicate enemy locations/points of opposition, ability to time ambushes. ("Don't fire until I fire." "I'll take the guy on the left; you take the guy on the right" kind of stuff.) - Ability to direct fire to a specific location, not simply aim in a certain direction. Team mates smart enough not to let obstacles obscure their line of sight to a target I've designated. (But also smart enough not to expose themselves too much in the process of acquiring target. Teammates shall alert me if they can't get a good view of the spot I've designated.) - The music, packaging, voice acting, and overall packaging should be subdued, ominous. Mysterious but modest. The original GR music is mostly brilliant: spare, menacing. What a great development over the R6 music--a real sense that we'd come to a new gaming era. (BTW, great music on the Frostbite mod, whoever did that.) The voice acting in GR was pretty good, I thought--though of course I wish it was accented and nuanced for the various foreign specialists. It was good because it was so evenly toned, not hyped, not frightened. What I heard in Summit Strike was very junior high--a Johnny Quest nasality unbecoming the Ghosts. Notice I don't care so much about weapons and graphics. Absolutely, I want good graphics, but I'm not, like, obsessed with it. Nor weapons. I could do without a first-person weapon view. Yeah, they look kinda cool, but I should be focused on the action ahead, not on the gun itself. I do value good weapon sounds. Everything on classic GR is pretty good already. (Oh, a better way to aim grenades would be nice. Add that to my list of wants.) adam
  11. I'm trying to make a mission in which you load some prisoners into a humvee that has rolled up to a house. The prisoners are in the house, and I want to lead them to the humvee so they get in. How would you approach this? When I use the EnterVehicle action in my prisoners' plan, they just like down on the ground near the humvee. I suspect this is because the hummer has not come to a complete stop before I've told the prisoners to get in. That's the thing. I don't know how to trigger an action to coincide with the hummer coming to a stop. I can trigger something only by the hummer passing through a zone--when, by definition, it's moving.
  12. I'm working on a mission in which you start out with no weapons. The scenario is that you've been captured, but have managed to kill the two guards watching you. You have to steal some of the enemy's weapons. After reading on this forum a while, I figured out how to use the QueueLoopActorsInPlatoon response to remove everyone's weapons on Startup, but I have some problems. A) I'm setting each actor's kit to "NoWeapon.kit" (Origmiss\Equip\NoWeapon.kit), but the game is not finding this file. Instead, it's displaying "!find key []" in the weapon indicator "tray" along with the "image not found" texture. I figure this is because I'm not referring to "NoWeapon.kit" correctly. My question is: how do you properly reference a file in the SetActorKit response. Does it require a full path or just a file name? Or what? I can't make the SetActorKit response work with *any* kit. I didn't try a full path (cuz that would be stupid), but I tried a partial path and just the file name alone. B) After clearing every soldier's kit, everyone still has his hands up like he's holding a gun. How do I make them let down their arms? I tried setting HostateActorOn for everyone, to make them drop their arms like hostages do, but this hasn't worked. I suspect the problem goes back to not using SetActorKit correctly. thanks for any help!
  13. How do you prevent enemies from automatically attacking allied units? The situation is that I have hostages I want to rescue, and they're currently under guard by the enemy. (Just like M12, is it?) By default, enemies automatically attack allied units.
  14. A number of event responses have the options "set" "lock", and "unlock." I haven't found Red Storm's documentation on this helpful. What do these settings mean?
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