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Old May 10th, 2005, 12:02 PM   #191
dj_tano
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Default Re: Future Multiplayer Enhancement Requests

the only ww2 game where u had realistic reloading was day of defeat... nd u hav to htink that dod isnt such a realistic based game...
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Old May 10th, 2005, 12:31 PM   #192
DTS 5.1
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Default Re: Future Multiplayer Enhancement Requests

Quote:
Originally Posted by jazper
In hopes that GBX read this, I think its a good idea to get a list together of MP ONLY feature enhancements we'd all like to see.

Please keep this civil and to the point. Don't stray off course on the goal of this thread.

I'll keep a master list here:


- Dedicated Server
- Direct connect to server/room(command line or console)
- Admin options
- Kick/ban
- In game voice communications
- Some sort of server ping times, "Quality" rating doesn't show up for 95% of servers
- Chat Lobbies
- Friends List
- Join a game that's already in progress
- More Missions
- Larger Mission areas
- More squad members
- Filtering the server list
- Drop the ubi.com login requirement
- A new server list panel(???)
- Smaller text... no need for JUMBO TEXT
- change our in game name (Clan tags etc.)


Thanks
BIA doesn't have

- Filtering the server list
- Direct connect to server/room(command line or console)
- Admin options
- Kick/ban????

whoa....even HALO has that. That really surprises me.
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Old May 10th, 2005, 05:06 PM   #193
misterxxx2005
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Default Re: Future Multiplayer Enhancement Requests

Quote:
Originally Posted by dj_tano
the only ww2 game where u had realistic reloading was day of defeat... nd u hav to htink that dod isnt such a realistic based game...
Red Orchestra's animations are also realistic/authentic.
I like them, but the barrel change for the MG34 and MG42 are just great!
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Old May 16th, 2005, 01:21 PM   This is the last staff post in this thread.   #194
ook
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Default Re: Future Multiplayer Enhancement Requests

Hi, thanks for all the great footage links of weapons firing. We spent a lot of time firing and filming these weapons firing in the creation of BiA.

I wanted to address a few of your concerns relating to effects since I made them all and wresteled with a lot of the issues you mention.

1: Muzzle flash sizes. Yes our flashes were slightly larger and brighter in daylight than is usually perceived. However this was a conscious choice to improve the "feel" of the weapons and also to fill a double role where they would be used in day and night settings. At night muzzle flashes are much more apparent so we needed to find a reasonable middle ground that would work in both cases. Finally we needed to be able to see enemies better to facilitate the tactical game play and the near invisible daytime muzzle flashes made it very difficult to pick out enemy positions. While some would argue that this is very realistic we found that it was just no fun.

2: Every bullet having tracers. In reality it was uncommon to use tracer rounds in anything but belt fed weapons. We added a streak to all gunfire that represents the whizzing bullet visually to give a better sense of where fire was going and coming from. Since a real soldier would be able to "feel" the crack and pressure waves caused by bullets passing nearby we felt the subtle tracers would fill in the missing senses of a gamer in the same situation. Indeed the Flakverling did have correctly spaced tracers.

3: Regarding not seeing a muzzle flash every shot on the MP40. This is because the video being shot is not high enough framerate to catch every muzzle flash. There is one flash per shot in reality. In fact, many times in the game, during a heavy firefight, the framerate will drop a bit and cause muzzle flash frames to be skipped creating a nearly identical effect.

Again thanks for all your suggestions and the links to the footage. Know for future titles we will be using high speed photography to perfectly capture muzzle flashes from many angles in an attempt to make all of our arms effects even more real.

- Jeramy Cooke
- Lead Artist


Quote:
Originally Posted by misterxxx2005
Please add some more authentics to the multiplayer. I didn't read the whole thread so excuse me when it has been written before.

-Reload-animations for MP40, Thompson, BAR, both pistols and the STG44 need much work to improve them (For MP and also SP)
I thought BIA is the most authentic WW2 tactic shooter? I also started a thread about that some time ago...

-Muzzle flashes are way too big. It's more authentic when they don't occur with every shot. Now you can't see the the enemy while shooting. Maybe a bit more smoke instead the fire hell?

-M1 Garand needs a higher rate of fire

-options for automatic guns for single or auto shot modus

-Sound files for MP40 and Garand need some improvments

-Every bullet has tracers, that's not really authentic, maybe every third or fourth

-when I'm behind a stone wall, and someone shoot at me, all bullets go through this wall and don't hit me??? Is it cover or not?

These are my wishes.


Here is a video for reference. It's a MG3/MG42. You only see smoke, no fire of the explosions... Maybe in slow motion

Quick Time Player is needed

MP40 example The MP40 has a really small muzzle flash, in BIA it's like a hell. When the guy shoots with single shot you can see that there isn't a muzzle flash for every shot

Thompson example little muzzle flash, more smoke

second Thompson example little muzzle flash, more smoke

MG34 example a really little muzzle flash for a MG, more smoke

Shooting the Karabiner K98 rifle

Shooting the Karabiner K98 rifle 2

STG44 magazine change

STG44 magazine change 2

MP40 magazine change

MP40 magazine change 2

MP40 magazine change 3

P38 magazine change
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Old May 16th, 2005, 01:26 PM   #195
PATRI0T
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Default Re: Future Multiplayer Enhancement Requests

Nice first post ook!
Keep them coming and welcome to our community.


Patriot

[edit]
the = them, lol.
[/edit]
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Last edited by PATRI0T; May 20th, 2005 at 05:47 PM.
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Old May 17th, 2005, 05:40 AM   #196
_Glidias_
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Default Re: Future Multiplayer Enhancement Requests

Quote:
Originally Posted by ook
2: Every bullet having tracers. In reality it was uncommon to use tracer rounds in anything but belt fed weapons. We added a streak to all gunfire that represents the whizzing bullet visually to give a better sense of where fire was going and coming from. Since a real soldier would be able to "feel" the crack and pressure waves caused by bullets passing nearby we felt the subtle tracers would fill in the missing senses of a gamer in the same situation.
Well, in real life if you get fired upon by an enemy, you WON'T find him that easily even with the whizzes, pressure waves and crackles. The whizzes and pressure waves you mentioned do NOT reveal the enemy position and seldom reveal clearly and exactly where the gunfire is coming from , except that it just tells you you're under fire. THis is already simulated in BIA with those screen whizz effects. After all, since the enemy is bound to be well-positioned, chances are you'll take cover first and check the enemy out later, especially if gunfire is very heavy and your immediate concern is to grab cover and think about the exact location of the enemy later. Most soldiers that come under fire from a well-positioned enemy will pay more attention and easily notice the fact that they are under fire (and the intensity of it) rather than anything else. In fact, for every soldier's account I come across, there' simply no way they could tell the exact position of the enemy the moment they come under fire, even if the enemy is well-positioned in front of them and the bullets whizzing over their heads.

The purpose of suppressive fire is to discourage the enemy to peek out his head and find the opposition, thus, suppressive fire doesn't necessarily reveal the positions of the "suppressers". Sometimes, it's because the passive force doesn't even know where the "suppressers" are, that actually makes suppression more effective. Otherwise, a huge amounts of gunfire at night (even though muzzle flashes do reveal your position), can still intimidate the enemy because the surrounding area is darker and thus it only serves in making the enemy distracted your force, and may miss out their flanks. There's a "delay time" of the "passive force" under attack in which the "passive force" is trying to respond and find out where active firing force is (and other opposing forces and flanking dangers). The longer the delay (done through constant firing that keeps their heads down or peeking out in uncertainty), the better chance of the active force moving up on the passive force without them knowing.

I wish this was the case for BIA when my squad did come under fire from an MG42, and the Germans have already prepared a flanking force to flank me in due time, if i didn't respond fast enough and remained in the same position, i'm in danger of getting my squad killed due to indecision (you are providing a loong loong "delay time, the term i used in the previous paragraph). Right now, the player isn't punished for taking his time to simply sit there at the same spot forever and think how to dispose off that enemy that just doensn't stop firing. He can sit there and think forever with no worries. In real life, the enemy would have made movements to dispose my squad off, simply because as a squad leader, the player was too intimated by the gunfire and could not respond fast enough (he was thinking too much on what he should do on his next move....). This is also a problem in FUll Spectrum Warrior. It makes the game feel very turn-based and not real-time, because in a real-time situation, the enemy would have called backup to attack you already and would not just sit there waiting for your turn always.

As you can see, this is why suppression and "getting fixed" works in a real life setting. Squad member communication is critical in such situations and the game must be designed with such an experience in mind (ie. finding the enemy is more difficult and longer than you think, especially if fire discourages you from peeking your head out). If you can't simulate that intricately within a limited computer enviornment with limited AI vocabulary or limited time, then tracers and bright muzzle flashes are a way of lighting up enemy positions and streamlining the process of finding, fixing and flanking to make it more straightforward, fast-paced and avoid issues with slow-paced disharmony. BIA would be even more intense if the 101st paratroopers did came under fire and could not tell exactly where the enemy is at that given moment. Effectively, the player's squad could get suppressed in the most realistic way possible (and even flanked). BUt BIA isn't realistic to that degree.

Just wanted to tell you that it's very common to not know where the enemy is when under fire. If there wasn't any tracers and muzzle flash-ups, the game would be more realistic in that aspect, since you'll know you're under fire, but can't make out the enemy positions. But alas: I realise the limitations of a small monitor and the limited vocabulary of the squadmates that may make the experience harder than it should. However, there are other aspects of BIA's difficulty that could be made easier (such as the cheating AI), while others could be harder (more dynamic enemy AI and more realism).

Last edited by _Glidias_; May 17th, 2005 at 09:14 AM.
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Old May 20th, 2005, 03:29 AM   #197
PiTiFUL
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Default Re: Future Multiplayer Enhancement Requests

I have only had the game a week and have not played mutiplayer yet. I have not played yet because after finishing the single player game I went to play mutiplayer and I get a log in screen. I dont have an account. So what, I have to create an account, get confirmation, log in, then ... I quit the game and moved on to other things. I realize this is lame, just a one time? thing that takes a few minutes but how many potential online players have you lost just becuase they couldnt be bother with the hassel. Really need to make it a simple three clicks and play like everyone else.
Also after reading this thread you really need dedicated servers, cant believe it isnt there.

One thought I have on the actual gameplay (based on the discussion here) is a way to implement 4v4. Have the two squads as now and make a motor team and MG team as the other two. They would be 'Human' fires weapon and 'AI' reloads, so there would only be one bot for each team. Could also make it so they have option to abandon the weapon and fight with sidearms.

Give you more suggestions if I actually get around to signing up.
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