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Messages - LuckyOne

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1
Gaming / Re: Traction Wars - WW2 realistic FPS
« on: 05-10-2018, 21:10:54 »
Final push on Kickstarter!

With only 48 hours left, there is still around a 300 £ shortfall for the project to be funded!

I believe this is the closest this project has ever been to becoming a reality!

The last few video updates released have been pretty nice, I like the concept of the "Raid" gamemode that basically emulates sector push of FH2 in a small scale.

Looks like it won't be a "one-life" game mode after all, but the gameplay we've seen so far hints at being more tactical than action based like Battlefield or Red Orchestra...


2
Gaming / Re: Traction Wars - WW2 realistic FPS
« on: 24-09-2018, 20:09:43 »
The trailer might be a little rough around the edges but I'm sure they'll polish it by Early Access!

3
Gaming / Re: Traction Wars - WW2 realistic FPS
« on: 24-09-2018, 20:09:19 »


Kickstarter is live!

http://kck.st/2p1xelp

The fine lads at Vanguard: Normandy 1944 need our help!

Let's get to the point, they need about 10 000 £ to get the game ready for Steam Early Access.

Up until now, the Traction Wars team has never asked a single penny and have been carrying the burden of their project entirely alone. But one can only do so much with his own skill set in a single life ... And the right skills can be expensive today!

It's now up to us, as the people who love playing detailed, historically accurate WW 2 games to pull our share of the weight.

If you can spare 10 quid, why not send them to our young, talented fellows who have been working really hard to make their dream come true!

They are already halfway there, and with 13 days left they have a good shot at making their dream our reality too!

If only 500 people from this community numbering thousands send them just 10 £ each we might be in Berlin playing this masterpiece by next Christmas!

So what are you waiting soldier, enlist now and be ready to experience a WW2 tactical shooter in all its next-gen glory! No katanas, zombies or cyborgs necessary!   :P

4
I  H A T E you guys! (because you're running gameplay tests while I am nowhere near a gaming PC) :P

Also, I LOVE you guys!  ;D

(Told ya something can come out of a decent focused discussion)

EDIT: I am in favour of the score boost working both ways (smaller boost for teammates of course)
A good squad needs to have a mutual relationship, not just the teammates score-feeding their SL

5
General Discussion / Re: The future of FH2
« on: 01-09-2018, 06:09:58 »
The RP system will never work on a puplic server.

Now you're starting to sound like a certain maximalist from FH2's past... I believe his favourite phrases were "Players don't know what they want" and "Battle communication is the ultimate gameplay goal".  ::)

...  but he sure knew how to make a map beautiful :P

6
Gaming / Re: Battlefield V
« on: 30-08-2018, 23:08:18 »
Well, well looks like EA decided to "delay" their next Battlefield:

https://www.polygon.com/2018/8/30/17799546/battlefield-5-delayed-release-date-november

Whether the reason is bad original release date timing or player backlash remains to be seen...  ::)

7
Gaming / Re: Traction Wars - WW2 realistic FPS
« on: 20-08-2018, 20:08:34 »
Well looks like Traction Wars really is no more...











Because they're now called Vanguard: Normandy 1944 ! ;D

They've also decided that it's best for the project to move away from the Free To Play model and towards dedicated servers. Looks like they're also shifting focus from large scale to smaller infantry focused engagements.

All in all, looking interesting and will probably be worth 15 $ for the Early Access just to see Pegasus bridge in its next gen glory:

https://www.vanguardww2.com

8
General Discussion / Re: The future of FH2
« on: 20-08-2018, 18:08:39 »
Agreed, rally points would be cool. I don't like SLing because of the immense pressure to stay alive. And you don't really have much to do as a SL. Sure you can watch the minimap and plan but there's barely any info on it if nobody is actively spotting...

Ideally the rally should act as a fallback. So when the SL dies the players can regroup around it. It should be easily blocked so it prevents spamming it very close to the flags and so we can still do "squadwipes". Think of the possibilities with two spawns, you could actually lead flanking moves as a SL while your main force spawns on the rally! Would be much easier than trying to coordinate with another squad when you have VOIP with your squad members...

Also the SL should have at least a teammate or two near him to deploy it to reduce sneaky attacks and precapping.

9
Community Polls / Re: Transports showing in mini-map
« on: 20-08-2018, 17:08:00 »
I don't really mind it showing currently, like everyone said if you want it to stay invisible leave somebody in it.

However maybe some vehicles should stay hidden / be teamlocked. In FHSW the towed AT guns are invisible, and also the "commando" vehicles that were historically used for sneaky tactics...

Maybe only the SAS Jeep / Schwimmwagen should be locked and "sneaky" ?

All in all the vehicle flag rushing is in my opinion just a symptom of a far greater problem. The truth is, most transport vehicles are useless in this mod. The fast ones can be used for flag rushing, the APCs mostly sit in main even if they have some firepower because they are easy targets and provide little other perks. The trucks are only ever useful on Africa maps where distances are larger.

In BF 1942 at least some APCs could lay mines, others spawned a heavy MG on a tripod. The trucks could deploy ammo boxes to bring ammo for the infantry where it was scarce...I wonder why the current incarnation of FH abandoned all these perks that made support vehicles fun...

10
General Discussion / Re: The future of FH2
« on: 16-08-2018, 23:08:37 »
Alright, time for my answers.

1. How do you imagine the FH2 of the future? What can we as a community do to make such a future happen?

I'd love to see more people playing FH2 in the future but that has a really slim chance of happening, barring some extraordinary breakthrough. Still, my ideal future for FH2 would be the following:

  • Healthy population, being able to find a full-ish server every evening on workdays and any time on weekends. I'd also love to see a revival of the North American community
  • More quality content: new theaters, especially early war France, Italy, Pacific and South East Asia.
  • More maps featuring "special" game modes. Push with additional objectives, tanks only, naval battles, air maps... Maybe toss in some capture the flag too ? I remember when CTF was introduced in BFH. It was great fun!

I think it would really help if more people in the community were interested in learning high quality mapping. We have some great talent that makes maps for the tournaments but their approach is often "raw" and lacks certain finesse and polish the official maps have.

One other thing I noticed is that FH2 is quite lacking in the Public Relations department. The devs are doing great with devblogs and livestreams, but we lack a community which can create a buzz and preach the qualities of FH2 to other sources of players. The server admins could also step up with helping to organize funny events like it used to be in the past. Another (war) bear hunt anyone ?  :P

2. How do you think should the mod we all know and love rise up to the challenge of the newcomers, with their shiny graphics, smooth engines, innovative gameplay mechanics, never before seen factions and map locations?

Unfortunately on the graphics front there's not a lot that can be improved. FH2's visuals are pretty damn good for its age. Still I'd love to see some reworks of the effects and sounds. PR for example has some really great explosions. And their sounds are pretty powerful which makes being in a firefight really awesome.

I don't think moving to a new engine is feasible, unless FH2 merges with some other dev team that already has lots of motivation and experience.

New gameplay mechanics in FH2 are something I feel that has been woefully neglected for the past few years. The mod's gameplay is pretty solid and really balances that thin line between arcade twitch shooter and hardcore FPS. Still, that doesn't mean there's no place for a few more improvements.

Gameplay wise I'd love if FH2 of the future sees some work on the forgotten features that FH 2 started with, but today feel like unfinished placeholders. Evolutionary leftovers that can still somehow be fun and sometimes even significantly alter the gameplay. I see some potential in the following:
  • Bringing back the commander and increasing the significance of his assets. Airdrop tanks in a Market Garden scenario? Airdrop jeeps for squads stuck somewhere in the middle of a desert map with a long walk ahead of them? Airdrop AT guns on Crete? I say why not ?! It's not like it would be that degrading to history if it's properly balanced so it can't be spammed ...

  • Ammo resupply. It's a wholly underutilized vBF2 mechanic

  • Objective mode. I've had some really great rounds on Op. Hyacinth and Anctoville in the past. But they rarely pop up these days. PDH is still played though so maybe that is the right way to incorporate more Objective based gameplay

  • Destructible chokepoints. Something that in CoH can really alter the flow of a map and make it feel fresh again

  • Selectable alternative kit loadouts like the NCO kit. This would really make FH2 better compete with the newer titles that offer unlimited kit customization. Why not have rifleman separated in the long range Grenadier and more close quarters focused Assault (maybe with a permanently attached bayonet ? *wink* *wink*)

  • Deployables. Right now they feel like a gimmick. The kits on some maps are way too far from the front for their worth and therefore they get rarely used. I'd love to see that improved.

  • Score system. The current one is quite nice and has been improved several times in the past but I feel there's room for more improvements. Why not reward more points for following SL (or commander's) orders? Currently on average 50 % of the players don't join squads and just do their own thing. When lots of new players join a team gameplay often degrades into boring stalemates where nobody bothers to squad up and good SLs with cunning plans are ignored while everyone wanders around aimlessly, with no sense where they might be needed. I feel that sometimes an experienced central coordinator that has some tools at his disposal to "nudge" players in a specific direction could lead to decrease of those uncoordinated borefests that pop up from time to time.


3. What should the main focus of a future FH2 be ? The goal is to scoop up some stragglers and lost souls that will inevitably come when they get bored/disappointed of the new games.
New factions and content, more insanely polished maps, new game modes, new gameplay mechanics, easier distribution, installation and learning curve for the newbies?


I think the greatest strength of FH2 are the maps and that should continue to be the main focus to attract players. Beautifully recreated historical landscapes coupled with painfully crafted models make FH2 stand out in the midst of countless average WW2 games.

It seems to me right now the main problem is distribution. FH2 videos are filled with clueless (young ?) gamers willing to try it out but having no idea how to get it, having been spoiled by the new digital distribution channels.

4. Go back to a time when you first discovered FH2. What were the things that annoyed you the most, the main sources of frustration? What were your expectations and greatest disappointments you had while playing? How does the game of today compare? Have the issues been fixed?

When I first started with FH2 the main source of my frustration was that everybody felt overpowered. The learning curve coming from more arcade games in FH2 is downright brutal and the short TTL gameplay on some maps does not really help you enjoy the game for the first couple of months.

In game (and even out of it for some things) we lack quality tutorials that would explain sector push, objective maps, spotting, artillery, the importance of bleed... And also some funny mechanics like the ticket reinforcements on Sidi Bou Zid. I've seen countless new players stumped on those things.

The game of today is quite different and with improved map design and my own skills I find most rounds really enjoyable.
Today my main sources of frustration are quite the opposite from the micro level frustrations of my beginnings.

Now I am frustrated at the macro level:
I see patterns in the maps and player behaviors and lack the proper tools to communicate them to other players. If I use the available tools I have a problem of motivating other inexperienced players into following me.
I see people doing some extraordinary things and have no way except chat to commend them and get their deeds recognized. I feel there exists a way to solve my frustrations but I'm not really sure how.

Should the in game tools be improved to solve these ... Better VOIP (Mumble anyone ?), longer lasting map markers, chat commands for commendations ?

Or maybe we need better external tools? Voting for the SL of the week, teamplayer of the week and having the poll results show in the launcher? I think the official awards system had some great potential but was not accepted due to community (762) already having developed their own and unwilling to lose their progress... Maybe it could be reshaped into something different ?

That's all from me for now, please keep the discussion going! Maybe we can squeze something useful out of all these lines of text  ;D

11
General Discussion / The future of FH2
« on: 16-08-2018, 23:08:17 »
First of all, I'd like to congratulate the devs on another successful release!  :) ;D

I thank you from the bottom of my heart for many enjoyable evenings "wasted" playing this masterpiece. I do not regret a single one.

In the past 3 months the new trailer got over 26k views and I have noticed many new faces on the servers.

The new maps are examples of fine craftsmanship and some have almost art-like qualities. I'm sure many people find the gameplay on them really enjoyable. I can only speak for myself but I find the quality of the maps has improved immensely since I first started playing (around 2011 IIRC).

But as we all know, FH2 is not getting any younger.  :(
With the incoming hype train that is Battlefield V (and many other indie titles such as Post Scriptum and Hell Let Loose) a revival of the WW2 FPS genre is expected to hit us at any moment.

This could be a great opportunity for FH2... Or a road to a slow, painful death as the player numbers on the servers slowly wither away due to more popular games. We the community and our devs are the only things standing between a lively, prosperous future FH2 and a slowly decaying shell of a once great mod.

Therefore I ask these questions, for all of us to reflect upon:

  • How do you imagine the FH2 of the future? What can we as a community do to make such a future happen?

  • How do you think should the mod we all know and love rise up to the challenge of the newcomers, with their shiny graphics, smooth engines, innovative gameplay mechanics, never before seen factions and map locations?

  • What should the main focus of a future FH2 be ? The goal is to scoop up some stragglers and lost souls that will inevitably come when they get bored/disappointed of the new games.
    New factions and content, more insanely polished maps, new game modes, new gameplay mechanics, easier distribution, installation and learning curve for the newbies?

  • Go back to a time when you first discovered FH2. What were the things that annoyed you the most, the main sources of frustration? What were your expectations and greatest disappointments you had while playing? How does the game of today compare? Have the issues been fixed?

Please share your thoughts and let's get a discussion started.

The devs probably have their own vision, but if we can reach some useful conclusions we might provide them with valuable insights that could ensure we all get many more years of well populated rounds of FH2, loved by the players and cherished by the devs.



12
I don't think it's possible in engine, but it could be easily done with Mumble integration in the official installer. ( an unofficial trial run was conducted by 762 but the interest was weak, maybe by including it in the community map pack it would be better now)

However, some devs dislike Mumble because they believe it breaks immersion. I think it could be good for attracting new players, including some experienced folks from FHT/WaW and PR ( I have seen with my own eyes some PR guys diss FH2 in chat because of lack of quality VOIP) but it could potentially also drive out some old-timers.

Ultimately, it's up to the devs to decide.

13
Suggestions / Re: Unnecessarily Movable AT Guns
« on: 19-06-2018, 21:06:24 »
Would it be possible to use the suspension disabling code to make the gun "fall through" to the ground more and thus decrease movement? The one that was experimented on in the early stages of FH2?

Or make the gun really heavy (slow) and then add afterburner code to allow it to move?

Really, I can't believe nobody in over 13 years of Refractor 2 hasn't found a way to tone down physics shenanigans...

14
∆ I bet it's because of all those BF V fanbois being butthurt that old Battlefield set in WW2 > new Battlefield in set in WW 2  :P  ;D

Anyway I do agree FH2 could do with some reinforcements in the PR department. Gotta capitalize on WW 2 being all the hype again!

15
Gaming / Re: Gaming News
« on: 10-06-2018, 07:06:34 »
Pfft, first they killed Generals 2, then there was that stupid CnC browser game and now this! Looks like EA is hell-bent on destroying everyone's childhood...

Good that people still make decent mods for Generals/Zero Hour and there's even a standalone of all the old CnC games up to Red Alert 2

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