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Peace

GR.net Supporter
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Everything posted by Peace

  1. yup, me too can only recall that the GR MP t vs t community was kindly asking for multiple insertion zones with random or set insertion option. I mean it is a great thing to see variability in GRAW 2 for the SP campaign , but it will surprise (and disappoint) me if they haven't implemented this feature for game modes like TDM or HH. I surely hope they have had time to incorporate it, and design the maps accordingly ...
  2. Not multiple insertions Does anyone have a clue if the multiple insertions only accounts for the SP, and player vs AI modes? or have they made it for eg. Team vs Team too? with a set or random option? (i.e. you don't know where enemy team have spawned? It's kind of boring with the set 2 insertion points in GRAW MP, especially for no respawn T vs T games. Multiple spawn zones increases suspense and variability of the MP game.
  3. Server settings are superb, I'd love to get some GR1 nostalgia one day.
  4. Congrats! Pretty much expected what company you aimed for judging from how you post...sort of agree with Lightspeed here hehe Just don't forget us T vs T MP players in future FPS game development ... Cheers Peace
  5. Peace

    Going Widescreen

    Nice Now, there is (almost) no turning back! Enjoy the screen!
  6. Peace

    Going Widescreen

    Nice to see you're going wiiiiiiiiiiiiiide Rocky Once you've done it there is no turning back. I've had my 24" Dell 2405 for nearly 2 years now and a regular 4:3 screen looks just...dull. The worst part with WS is though too keep your frames per sec up without going down in resolution, you'll need a bad ass gfx card.
  7. Yep, it seems so, but there are also a lot of us former testers that put down a lot of time and effort with GRAW patches that never even got invited for GRAW 2 like you guys were. I would say that is even a worse situation... Personally, I was somewhat disappointed with the whole beta procedure last time, becuse of too few testers out there on the servers, dysfunctional UBI forums, no whatsoever feedback after the testing was done, and very little action taken to the bug reports etc (probably a lot due to time constraints with the whole thing). Thus, I'm not too upset to miss out on the event this time. Also, I do see a certain problem when you are forced to sign up for a subscription and pay Fileplanet, but still not garanteed a key (the fine print). On the other hand, by having this small "first-in-line barrier" it will prevents a lot of "unmotivated" peps signing up, which is a good thing. Last time, for the GRAW patches, no subscription or payment to anything was necessary.
  8. See link http://ghostrecon.uk.ubi.com/newspost.php?news_id=5396 Good luck to the lucky testers! Do your job! (Still don't get why some of us former testers did not get the e-invite )
  9. Lovely photos of your kids Ok Here is Peace's contribution to the survival of the Human race: To the left, my 19-month-old during todays "Easter Egg Hunt" at our street. To the right, my 4.5-year-old, proud of the newest addition to the family, a baby boy (asleep) only 8 days old today!
  10. Agreed I would love to see the GR ret with its moving dots that actually meant something back in GRAW 2 when firing from the hip. I could never understand why they replaced it with dots that were "unresponsive". That was one of the harder things to adjust to for former GR players, and I still firmly believe it was a wrong desicion by GRIN.
  11. I didn't get an email invite either despite patches testing for GRAW... Well, never mind. I hope it will be a good game in the end
  12. I really appreciate the input so far and I don't really expect any further clarifications, although I surely wouldn't mind so The concerns that limits my enthusiasm somewhat are: What exactly does "in the same frame...which is hard to achieve" mean? and Will the netcode "better" adjust for the lag time between clients and server? i.e., so that actually most or all rounds that a player fires before he dies count. Or will the issue in practise remain as in GRAW? i.e., you fire rounds in the lag time (right before your death animation is triggered) that "seemingly" cancels/doesn't register by the server, thus never hits the opponent. Remember, doing , hearing, and seeing something that doesn't register with the server is frustrating in a game, and most games are over Internet where lag is always a factor ... I don't know how it is in GRAW but imo the netcode should be optimized for Intenet play with pings of 50-150, not for LAN play. When I'm at it, in a related field: when you die with a frag grenade in the hand, shot after the throw has begun, but before release. The grenade should still explode (as the sprint is pulled), but in GRAW it doesn't. This is unfortunate as it has important gameplay implications of when and how you throw grenades (eg if corrected you may risk substantial teamkills or you may actually be lucky to catch the guy shooting you if he/she was up close).
  13. Thanks GeckoGore for input I've play GRAW MP t vs t(not LAN) nearly every evening since release, and it has never happened that there is a "trade" (mutual kill) by regular gunfire. It very frequently happens though that the player dieing feels "ripped" because he/she knows he/she fired a good burst in the opponent at the duel, and it sort of feels like: The last rounds fired/hits seen on the clients screen (possibly made in the lag period after server registered the player as dead?) never gets counted as hits. Is this possible? Anyhow, whatever it is, it is unfortunate because it reduces the fun somewhat. Trades should be possible. I would have hoped the issue could be corrected in GRAW 2 so "trades" by bullet fire happen more frequently. It would avoid a lot of frustration and cheat accusations still going on on the servers.
  14. Note, as Cell said, we are talking about no respawn games, 10 min rounds, no kit restrictions, and either TDM, HH or Domination is fine. No pressure, just pure gaming for fun but under typical matching conditions.
  15. Haven't tried RO, but the [GR] model with the distinct viewspin when hit and effects like limp, heavy breathing, (and) or "slow reticule" is the best damage model I've come across so far even though it was pretty basic. It gave tremendous positive effects on gameplay and enhanced the pure fun of gaming. PS I agree that a health status indicator, preferably a figure showing the body part hit, via small figure on HUD (toggable on/off)still is valuable to verify the health status. Sry for going off topic...Please give us some more in game screens to study in detail... I'm very curious of the new? reticule. Did GRIN finally get rid of the "unresponsive" dots around the GRAW reticule (that actually did not show the actual bullet spread (like it did in [GR]). If so, it is a good thing even if I'd have prefered to have the ret dots act like in [GR] when firing unscoped/without ironsights
  16. I recall that post too (before GRAW release), but honestly, I and others have not noticed much difference in the game... Thus, the problem is that there is a ECG that displays a heartrate that seems irrelevant in practise. I don't know any MP player that cares if the ECG (heartrate) is red or not. Also, you should not need to look at a heart rate meter to know if you are tired or not. You should "hear" and "experience" that by heavy breathing, slow gun raise, slow reload, have more recoil than usual etc etc In the same field is the damage system. You should not need to look at your color indicator to see if you were hit/are injured or not. You should "hear" and "experience" that by substantial viewspin and heavy breathing, limp, slow gun raise, slow reload, have more recoil than usual etc etc The GRAW damage model was a step backwards compared with [GR], which is a shame really, because GRAW is so good on many other aspects.
  17. Me too, but variability is great, and in GRAW the 150 m clipping plane makes long distance sniping problematic. You either don't see the enemy at all (because it is >150 m) despite you see structures and trees etc, or the enemy suddenly appears because he/she crossed the magic "150 m line"...(at least in MP, don't know about SP because I don't play it) Imo fog on some maps would make the game more enjoyable with variable view distance, i.e., everything from clear "Riverbed" conditions to foggy "Swamp" to speak in [GR] terms.
  18. Link http://www.ghostrecon.net/forums/index.php?showtopic=41324 Important issue. To put a perspective on the decrease in # maps compared to [GR]: Ten months after [GR] release (i.e., incl. the expansions DS and IT which added 13 maps each) there was the staggering 48 official maps to play any MP game mode on for laddering. These maps had varied environment, everything from jungle to desert, day and night, clear to foggy, rural and urban, wilderness, and indoor etc etc Compare that to GRAW...e.g., 8 official sun baked day maps for TDM (even less for HH), that we can't even play in random order (i.e., for next map a random map is picked). That is a reduction in number of official maps by 83%. If UBI/GRIN would like to see a greater likelihood of a laddering community in GRAW 2 as it was in [GR], please make the excellent GRAW maps downloadable content for GRAW 2. PS Plz...4 insertion zones with random or set insertion option, and option of random map pick.
  19. Good call. That is an important feature that I miss Absolutely, I have thought about that myself, but it has sort of become secondary to other issues. Definitely miss that too, had many about nades going off among friendlies in [GR] servers
  20. Yea, it happens with GL too, but I didn't type that because I think the GL launch "but disappears" seems more sporadic than the problems with regular gunfire. Mutual "trade" kill by "GL vs GL", or "trade" kill "GL vs regular gun fire" does frequently happen, but "gunfire vs gunfire" never results in a "trade". The latter is annoying as you feel ripped off, you know you fired a good burst Scar H in the enemy which should have killed too. PS. Please note, we are not talking about "failed" GL launch because of too close distance here, we are talking about true netcode issues (or whatever it is)
  21. The announcement of a MP Beta is good news! (after our experience with GR2 for PC it is not strange I am a bit sceptic).. I hope it will be a good event a lead to constructful input for the devs and that MP netcode & gameplay will be in focus, rather than the insignificant missing texture or so. Some important examples of the concerns/bugs still in GRAW MP I'd like to see that improvements have been made are: - Lag/syncing issues example: sound of gunfire and animations you see of enemies are often lagging behind "action" (i.e., you die shot by somebody running with gun down, then (when you are in the death animation) you see the gun raise and hear the gun shots. Happens even if pings are great Action should be synced to what you see on screen and what you hear. - "Trades" . i.e., mutual kills by regular gunfire should be possible. As it was in GRAW, the final shoots fired by the "dying" player seems not to be "registered" in the shoot-out. -False pos A/C kicks in mid-game "Altered gamefiles found" when it seems to be a timeout issue or game crash (this false positive message still happens frequently. The server messege for this kind of drop should be "X left -time out" or something.
  22. I picked this up among comments to an article about the delay (very unofficial and DNCDante is unknown to me but still: "A Ubisoft employee showed an alpha-version to me at CeBit. ..There will be optimizations for older pcs and special techniques for full core 2 duo support." "The Ubisoft-guy asked me for my system, and when I told him I got a dual core cpu he said, I'm really going to enjoy the game, because they have special support for these." Link: http://www.computerandvideogames.com/forum...pic.php?t=19455 PS From another article about GRAW 2 PC this was new info to me: In the interview, the developer also said that it plans to support the sequel with post-launch content, although didn't go into details "because we'd like to keep it secret". Link: http://www.computerandvideogames.com/article.php?id=158305 I hope this is true and has not been changed
  23. GRAW MP lacked an instant message that pops up on the screen the second the game ends, and before you are taken to the after action screen. The typical GRAW end of game "freeze" and you are taken to the after action screen is boring, and gives no immediate feedback. In GR it was (if I recall correctly) Victory! if you were on the winning team. Defeat! if you were on the losing side. Lack of this type of direct feedback is unfortunate, because in gamemodes like Domination, LMS, and HH, it is often not obvious who won when game ends... In GRAW you have to check the after-action screen, like "Mex won" ...ok...hmmm...what team was I on...where am I in the list...ah darn I was US... And, often players don't even care to check how the team did, they just play to rack their own kills up. An instant messege on screen is more precise, and you'll actually notice it. It makes you feel good if you were on the winning side. Similar messages can be made for coop: "Mission succesful", "Mission failed" etc... So, please GRIN, for GRAW 2 reinsert an instant messege center of screen (displayed a sec or so and preferably with an appropriate sound effect a´la Desmond22) before you are taken to the after-action screen.
  24. Hmmm I'm sure you played it as you outline, but I’m puzzled and suspect that is different from when you play the patched 1.4 GR version with DS and IT installed and with no respawns. What the 1.0 manual reads is definitely misleading and not accurate for no respawn HH games on 1.4 version of GR. When laddering HH 2003-2004 on European Clanbase http://www.clanbase.com and Total Combat Zone http://www.thecombatzone.net/, no respawn games, time limit 10 or 15 min, the victory was always declared to the last man standing team if the oppositon was completely eliminated (regardless of smoke status). Trust me on this one. If elimination did not occur, the victory naturally went to the team with the most smoke time, if no smoke time by any team or equal smoke time- a draw. Typical server settings were (GR 1.4 + DS and IT): 1. All RIZ matches are played with the following server settings: o Random Insertion Zones : ON o Allow Observers : OFF o Arcade Mode : OFF o AI Backup : OFF o Random Teams : OFF o Identify Friend or Foe : Reticule o Threat Indicator : OFF o Timelimit : 15 minutes o Game Mode : Team o Game Type : Hamburger Hill o Difficulty : Whatever you like! o Next Map : Same o Map Repetitions : 3 o Max Players : 36 o Respawn : OFF o Available Kits : No sensors o Autostart Timer : No limit It does not simply make any sense otherwise when playing with no or limited respawns. Eg If one team had collected smoke time enough to make it impossible for the other team to catch up considering the time limit, the game did not automatically end. It always went on the full time length or until a team was eliminated. It would simply make no sense to keep playing if it was impossible to prevent a loss somehow. UPDATE WK, I have just verified this on a 1.4 GR server with DS and IT activated with Cell*AFZ*. I let Cell stand in the smoke for 4 min of a 5 min HH game, no respawns, then I shot him. I was declared winner of the game. Thus, at least for 1.4 version of GR with DS and IT activated, one of the two winning condition for HH no respawn games was elimination exactly as I have stated in previous posts. No matter what the 1.0 manual says .
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