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Peace

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Everything posted by Peace

  1. Good one Recluse It is definitely worth to emphasize on. For more posts about it, see this thread: http://www.ghostrecon.net/forums/index.php...=41048&st=0 (includes a couple of other issues, but unfortunately I have kind of given up about the replays and injury model by now) and another thread from GRAW 1: http://www.ghostrecon.net/forums/index.php...2&hl=random Please note that multiple insertion zones with a random insertion option a´la GR will not prevent spawn camping when playing with respawns. Also, the random feature is purely for the first spawn Any subsequent respawns (if playing with those) are set to the same zone as insertion (first spawn). The beauty of multiple insertion zones with a random insertion option is mainly for no respawn games where: 1) The team does not know where the enemy team has spawned, which... ...creates a greater suspense in the game (i.e., not the same running to pin down the typical choke point locations, although it will never be fully prevented) 2) Greater variety of direction of firefights and use of covers etc 3) Greater replay value of each map, Instead of GRAW's only 2 scenarios in T vs T MP, there are 12 scenarios each map with 4 insertion zones in GR!!!! GR spawn Team vs Opponent team Red vs Blue Red vs Yellow Red vs Green Blue vs Red Blue vs Yellow Blue vs Green Green vs Red Green vs Blue Green vs Yellow Yellow vs Red Yellow vs Blue Yellow vs Green Note, In GR you could either play RIZ =random insertion zones or SIZ = set (predictable) insertion zones. The above scenarios depict the pssible turnout of RIZ on any map. The insertion zones (color coded) were typically in each corner of the map. GRAW spawn Team vs Opponent team South vs North North vs South Gamesplay and variety is supposed to progress (or at least stay the same), not regress...
  2. Well put Judge Recluse, it has been said many times before, and it is worth to emphasize again, I do hope multiple insertion zones with a random insertion option will be there for TDM MP. A big shame it was droped from GR really...
  3. When playing with multiple spawns and static spawn zones like in GRAW, spawn raping will happen whether you like it or not (unless you are at an admined server that does not allow it). I agree that if there is no invulnerability time it can be really frustrating as you die before you even have a chance to act. However, if server admins simply gave spawners 5-6 sec of invuln time, there is plenty of time to locate and get rid of 1) players hanging around close to spawn or 2) deal with spawn snipers being far away. You can locate where they are while taking hits and give returning fire promptly (besides after a while all the usual spawn raping positions are known and normally very dangerous spot to be in when playing against experienced players). Taking out players on the way out of spawn or in spawn after invuln time is over in public games with multiple spawns is just fine by me. It is the interest of the team to keep their spawn zone, its immediate surroundings, and typical spawn sniper spots clear. Remember, certain servers have strict rules about spawn raping, spawn nading, traveling within spawn etc and it should be respected. Always make sure you know the server rules at the different servers. Suggestion! I wish GRIN will add a tab where admins can enter the server rules, that players can access already before joining in the server browser or whenever in game from the "kit up" screen or status screen.
  4. *Bump* ..or are you too busy at the moment? or too much of a secret to tell this time?
  5. I totally disagree, using certain "illegal" exploits due to glitches in the game to gain unfair advantage is definitely out of bounds, even for public games. It will get you banned from the major ladders and clan servers. A few examples (i.e., not a complete list): GR1: Go prone and shoot from e.g. Embassy ramp or crater edges (often called "glitching") or do tight left peeking through walls (i.e., put the gun barrel through the wall) Exploits where you knowingly can shoot and hit opponents who can not hit you due to a glitch in the game. GRAW1: Go outside map on ComStation. Exploit using a glitch in the game GRAW 2 Demo: Use the "silent crouched slide exploit" to move around in crouched position completely silent and still be able to shoot accurately. Exploit using a glitch in the game While there were many glitches in GR1 that players can exploit to gain unfair advantage, there are less such in GRAW (although there are some). However, there is also less consensus what an illegal exploit is in GRAW due to laddering never took off. My main point is that taking advantage of any glitch in game is not automatically ok to use . By time these are evaluated and a consensus of "what is what" is worked out among ladder admins and the competitive clans. The same clans also normally run many of the best servers so it usually with time becomes the "gold standard" for many public servers also. The main problem with GRAW is that it is harder to catch and verify players using illegal exploits due to lack of replays, which is very unfortunate. PS. On another topic, the extent of spawn camping in public fun games with respawns can be reduced by having invulnerability for 5-6 seconds after respawn. Yea, I know I violated my own darn recommendation in the intro post , but I just felt the urge to respond... Also... And now back on topic!
  6. That one is nice too Paddy, but the first "Save WS" is kind of more catchy (Save Willy analogue...) even though it is less "accurate". Let's all hope GRIN will deliver.
  7. I 've spent some time playing GRAW 2 MP T vs T Demo TDM (will try the other gamemode within shortly). This is my short & concise comparison with GRAW 1. I figured the feedback thread starts to become somewhat large to digest so here we go. NB! They do not necessarily come in ranked order but I numbered them anyway Top 10 good things with the GRAW 2 Demo 1) "Trade kills" are now possible (i.e., kills by mutual gunfire) 2) Victory or defeat message is now present 3) Single shot is now often better to use than full auto 4) Weapon variety 5) The Calavera map is great! 6) Loading times seems quicker 7) You can aim better than before when prone 8) The sounds in general are awesome (see exceptions below) 9) The new game mode RvsA seems fun (but haven't played i much yet) 10) There was actually a Demo. Thanks! PS Many things remain good as in GRAW 1, therefore not listed Top 10 bad things with the GRAW 2 Demo (to improve before or after full game release ) 1) Lack of proper widescreen support 2) Chat and kill notifications are displayed "backwards". (i.e. the most recent chat message should appear closest to the centre of screen where is is most easily read, not vice versa) 3) Useless Compass (the N, S ,W,and E letters are too small to be readable) 4) Lack of chat box and detailed statistics in the after-action screen 5) The user interface is generally annoying (eg, it is difficult for beginners to know what are clickable items) 6) Walk, crawl, slide, run sounds are still too loud 7) Still lack of a proper damage model 8) Still lack of more than 2 spawn zones with a random insertion option C'mon! make it like in GR! 9) Still seemingly false kicks for "altered gamefiles" when there probably is a "time out" 10) The limited draw distance. Should be 200-250 m Feel free to post your own top 10 lists. No extensive discussion please! I'd ju like to see what people think without reading too much!
  8. About the chatbox It may have been mentioned before, but the MP chat lines and messeges etc in the lobby appear the wrong way. The newest message should always appear towards the most center of screen, if the chat box is up top. Messages should then scroll upwards so that the oldest message is up top. Why? Because in an often fast paced shooter the player's focus is on the center of screen, and to look all the way up top for the newest message is more difficult than to look at the first line that appear in your view. Please, don't change the order from how it was in GR and GRAW! Make the sharp version of GRAW 2 the same as players are used to.
  9. Yep, this is indeed unfortunate. A lot of people believe cheating is all over the place when really there is "simple" time out issues between client and server. I thought that would have been sorted out by know? It never really got sorted out for GRAW, which is unfortunate and it would be even more unfortunate to have these false positive kicks due to time out in GRAW 2 as well. Can't there be a server message "Disconnected due to time out" instead? (if these disconnects can't be sorted out by other means) and the "altered gamefile message only appear when there is actually altered gamefiles found.
  10. Thanks for the post Ichabod! Greatly appreciated. Then we at least know the thread has come to GRINs attention. As you can see from the responses this is probably one of the most important issues to be worked on before game release. Keep the good work up! Cheers Peace
  11. Just shoot, I make heaps of kills when sniping at muzzle flashes beyond 149 m...
  12. The cropped view as in the demo makes the gaming uncomfortable when you know how it really is supposed to be (Cangaroo you'd feel the differance). In 2007 to intentionally disable the beauty of WS gaming like GRIN did in the demo is to just unbeliviable to me. Plz make it as in GRAW instead (but pull the camera back slightly...) Naturally WS users should get a true wider FOV, i.e, neither a cropped view as in the demo (see Paddys screenies above) nor a stretched (distorted) 4:3 image. I'd really like to see some GRIN input on this topic and what they intend to do with the full version.
  13. I don't think you are a dummy. I think the interface is not very well thought through or user friendly. It is e.g. not obvious which parts are "clickable items" (e.g. that you can select kits within soldier class in TDM). All clickable items should rather look like buttons, tabs or similar, which they do not. I'd like to see a reworked interface for the sharp version of this game.
  14. IMPORTANT Silent slide bug Same as in GRAW, i.e., you can on purpose, by a certain combination of key strokes, e.g. get into fast completely silent forward sliding motion while crouching, which may be exploited to gain unfair advantage. NOTE This one has been noted for GRAW and was crushed. It should be so here too, rather before release. GRINers Please Page me if you want me to remind you of the details. Short nade throw bug Can't lob or make short throws with frags and smoke grenades.
  15. About no proper widescreen support Nice and utterly important post Paddy!!! (but you are the true expert on this field too) I highly recommend a visit to http://www.widescreengamingforum.com/forum/ Yea, I didn't realize that myself, but I did feel extreeemely zoomed in when playing briefly yesterday. Especially in close encounters and when trying to go up stairs etc, it became really awkward GRIN, this is a step backwards compared with GRAW! A game released in 2007 should not do so! WS gaming is supposed to wiiiiiden your field of view to be more realistic, not crop the bottom and lower part which make you feel you look through a tube "zoomed in".
  16. Lack of effect when hit I and others have been repeatedly asking for some effect/punishment when hit since the GRAW release. Some body twist was introduced but it is still vague. By now it is obvious that GRIN will not address the issue this time either. Sad really, the injury model is a big let down of the GRAW series - a series that otherwise start to shape up T vs T MP wise (if they get the user interface, server lists, tools etc in place). The static two spawn zones By the way, another letdown (to give some critisism while I'm at it) is the unfortunate static two spawn zones in T vs T TDM. The players asking for multiple insertion zones with a random insertion option a´ la GR were the T vs T players, but instead they introduced it only for the SP players sigh... Maybe the final release will be different?
  17. TY GRIN! I'm glad to see this in the game
  18. For the GRAW 2 Demo the draw distance for players is unfortunately still 149 m. At 150 m the player "automagically" disappear. Pick a Barrett and watch a teammate in the scope. It only affects sniping though as the scope is normally too weak on other weapons and the haze/posteffects does its job. The drawdistance should be atleast 200-250 meters anyway...
  19. Compas "bug" The compass fulfills no function as the letters indicating N, S, W, E are too small to be readable (at least in my resolution) 1680 x 1050. And yea naturally you should be able to Alt-Tab out of a full screen game without getting double cursors (It happened to me too and I've got Windows XP)
  20. I think it's great work Beaver. Cheers buddy
  21. Well, I have all my various Gamespy account details, I haven't forgotten them, but still Gamespy is a real pain in the rear end...
  22. Apparently, I was in their stats too, and I beat your KD ratio Roco hihi http://www.tugteam.com/index.php?page=graw...player=peaceafz
  23. Thanks for the informative post Colin I have still issues with Gamespy- a true Moment 22. And I find it utterly disturbing that once you have an Gamespy account (non GRAW related), you can not delete it (which may have had cleared things up) In my case a previous gamespy account I had before GRAW came causes a conflict with the account name I really want. I get no help from the tech support to resolve the issue. Details here if anybody happens to have a solution: http://www.ghostrecon.net/forums/index.php...st&p=385577
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