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Messages - Dago Red

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61
Meuse River / Re: Meuse River 64
« on: 22-07-2011, 18:07:33 »
I liked this map right away -- the looks and feel, the flag lay out, the liberal use of ABC code, the heavy wooded hills mixed with an urban center.... The vehicle load out is great too. It's the one i've played the most from the new release and one very much needed tweak has become apparent after dozens of full server sessions:

Open up the buildings at the flags, especially Town Center, and Com HQ.

You can count on one hand the amount of buildings you can actually go inside of between these two flags, even though they are densely littered with buildings. This gives the map there a kind of fake,  set piece feel instead of a real living map that can be interacted with.  That may be the most important reason to give more buildings one can actually enter and use.

But moreover, there are 2 very significant impacts to game play as a result of there being no usable buildings. 


1. Arty is overpowered on this map.  There is nowhere to take cover, that tree won't help you anymore than that stone townhouse because you can't get inside it!  I am spawnkilled by arty on this map almost constantly when fighting at the flags.

-People would be busting in windows and doors to use these buildings -- what happened to the destructible statics that you used to make use of?  How about making most of the town locked up at first, but players can bust into the buildings?  Just a random thought.

2. Because there is no where to hold up (other than a couple buildings that are flag locations and way too obvious to remain due to constant HE shells) everyone is always on the move on this map.  This gives this map that willy nilly, ring around the rosey, flag chasing style of play instead of a more deliberate capture and hold feeling that you are trying to achieve through map creation. Flags will rise and fall on any map, but this one has no sense of battle lines and sustained firefights even though on paper it looks like it should -- why?  Because there are no buildings to set up a command in and remain alive for any length of time.

62
Suggestions / Re: Infantry weapons just too accurate!
« on: 20-07-2011, 18:07:32 »
The bayonet is a ridiculous idea when you consider reality.  When you come around a corner in a building and bump into a guy with  semi-automatic weapon, you're not going to stop and fix your bayonet. If  you do, you'll be dead.

These changes are put in by the devs to increase realism and try to stop ridiculous things from happening. They wanted to reduce spray and pray  overall. I think it's a good change for the most part, but for rifles, it will only make more ridiculous things occur. 

You're going to see people jumping wildly and diving to the ground and shaking their hips and blowing kisses at you....anything but stopping to aim carefully or fix their bayonet because they'll find out quickly that doing either of those means they're dead. With crosshairs option on rifles, at least you could move reasonably and fire off a shot, have a chance.

63
General Discussion / Re: FH2 Teamwork theory
« on: 19-07-2011, 20:07:59 »

You should know that today, people when playing war games, like realism.
You and I like realism.  And others too, but the average joe and jill prefer fun gameplay over stark realism. Realism may factor with them but it's not the number 1 priority, it's not even number 2.

Exhibit A: Forgotten Hope had more players than you could possibly count. WOLF alone, had  5,000 members, most of which played FH1 at least on occasion.  Now we have more like 200 playing FH2, total.

People's wives and girlfriends played FH1.  Rarely was there a week without female voices on our TS.  FH1 was a realism mod, but it was sill easy to pick up and play by the casual gamer. 

FH2 is not like that.

I like more realism, because I am part of this hardcore subculture of gamers that play mods for aging game engines. The vast, vast, vast majority of people are not with us.  This is why FH2's player base is so much smaller than FH1's.

FH2 may make it's current, hardcore base, happier than FH1 did.  But everyone would be wise to remember that the rest of the world likes a little easier time in their games.  Let me emphasize the word game. IN fact, we still have a number of dedicated FH1 players -- they would rather play a game that's older than their kids (and looks like it!) than play the newer FH2, because they have more fun there.


Understand, as a super administrator for WOLF, for all these long years, I have a different perspective on the game that is more than my own personal desires.... setting aside my own interests for longer, more punishing firefights and greater realism, because I see our community dwindling, and fewer people returning to play FH2.  I'd rather have all those friend back and a slightly less realistic game.  Then indulge in all my realism whims and have only a few people to play it with.


But TODAY's players enjoy more realistic and real ambience than those Medal of Honor : Allied Assault's ambient sounds.

Ambience is one thing, no one would argue with greater ambience.  Hurtgn Forest is awesome for that, and currently my favorite map. Just as Totdenbruch was before it.

But difficulty and limitations on what you can do to have fun are different. In FH1 you could get in the cargo hold of a plane toward the front, bail out over a destroyer, help bombard the beach with it, then take an LCV to the shore, commandeer an enemy vehicle and run over Yossarian on the other team while your buddy dropped explosives out of the passenger side door blowing up everything in your wake.  Was that realistic?  No.  Was it fun and made for people to come back night after night for more, including everyone aged 16 to 60, guys and girls, all laughing and having the best time of their lives?  YES.

64
Suggestions / Re: Infantry weapons just too accurate!
« on: 19-07-2011, 19:07:46 »
Don't overdue this "zomg we must implement all PR stuff!" attitude.

FH2 already nerfed rifles with the removal of crosshairs!  who suffers the most by this?  Riflemen.  Most action takes place at short range and there are lots of close quarters encounters.  In real life, you have a good sense of where your rifle is pointed and could easily shoot someone in the chest who's standing right in front of you, but in this game you cannot do that so easily without a crosshair to center your vision.

 So, in a melee, a bolt action riflemen is kaput compared to someone with a pistol, or smg, or any semi auto weapon. This makes sense, but it worked fine before. Now, without the crosshairs, riflemen are the most nerfed -- they were not relying on crosshairs at range anyway. 

65
General Discussion / Re: FH2 Teamwork theory
« on: 18-07-2011, 20:07:32 »
@Dago Red, I dont see any trolls here.

Not here, on the servers.


I wonder what you think of vBF2, Dago Red. If you like that gameplay, I understand why FH2 or PR isn't your cup of tea.

You missed my point entirely, but I forgive you since we don't know each other.  ;)
I have been playing FH since it's inception (well, since .5).  I have never played BF2 in my life.   I only bought it once FH2 was released, to play the latest incarnation of FH.

I have been staff on the WOLF community for a lifetime now.  We used to run a PR server along with our multiple FH servers and once FH2 was released, that too.  There are good things about PR, they just shouldn't all be implemented into Forgotten Hope.

There is a curious thing about this PR-FH rivalry.  We don't get guys in FH2 servers from Battlefield Pirates or First Strike, attacking the mod. We don't get players mentioning any other mod in chat when they launch tirades about it.... they are always from PR.  It got so bad an admin created a special watch list thread about it, and repeat offenders, whether they changed their nick or not, were eventually banned by hash and IP. I guess that says something about the similarity of the mods in some ways. They are close enough to be able to make comparisons and contrasts.

Did you ever play FH1?  It was one of the most successful mods in modding history ... because it was fun as hell.  FH2 has removed the punishing supression effects that on release drove away FH1 players in hordes. They also added back in jeeps and kubels and fun, fast ways of getting around a map.  Things have moved back to center in many ways, although removing crosshairs is an example of another step away from the easy fun of FH1.

I have not played enough to decide if it's good or not, but as a rifleman, I suspect it will greatly handicap me even further in close quarters than I already was against other small arms. It's this kind of change that may seem popular among the hardcore modding community, but it is NOT popular among new and potential players.   All of my friends used to play FH1. None of them now play FH2, for these reasons. Maybe it's because we are all old men in our 30's now, but some people want to have a nice, fun escape in their realism mods, not steep, punishing learning curves at every turn.

66
General Discussion / Re: FH2 Teamwork theory
« on: 18-07-2011, 19:07:41 »
PR trolls.  They'll never be happy.  Sadly, we had to start banning them on Wolf sometime last summer.  There was a new one each week coming in just to troll, nonstop, about how inferior FH is to PR and starting flame wars and basically disrupting the entire server.  Some didn't stop when asked repeatedly and it became clear they were there just to foul things up as long as they could get away with it.

YOU KNOW WHAT? 

Most of the people I knew who played FH1 that never stuck with FH2 (a good 60% of the old Wolf community) didn't like FH2 because it was TOO MUCH like games like PR.  Too punishing to the casual player or newbie. Too little for the lone soldier to accomplish without support. Too much reliance on squads for spawn points and weapons access. Too long between firefights on huge maps with too few jeeps and kubels to race around in. 

I, along with many others, got over most of this. But I still understand where my friends are coming from. FH2 and PR are just not as much "easy fun" as FH1 was.  There is so much more learning curve and limitations to what one can do on his own for an hour of fun after work before bed.

67
General Discussion / Re: FH2.4 First Immpressions
« on: 17-07-2011, 20:07:28 »
I play on a Dell p221oh, 21.5" 1080p.

 It's the 3rd monitor I bought in a row, looking for one I could stand to play FH on -- literally.  It was time to replace the old 17" lcd I'd had since 2004 and first I bought a 23" Asus widescreen that was real pretty but I discovered that even though it was hi-def, all that extra screen real estate stretched out FH2's hud and interface badly.  After trial and error and return policy haggling I ended up with this Dell... the 1920x 1080 resolution is high enough to cover 21.5 inches, but anything larger and you need an even higher resolution IMO, otherwise the game doesn't look good as the hud doesn't abide by the same resolution as the actual game action.

If I can find some way to have post production render without the sparkly static effect being so apparent I'd do it, but for now, simply being able to remove it is good enough.  I just want to enjoy this release!



68
General Discussion / Re: FH2.4 First Immpressions
« on: 17-07-2011, 19:07:15 »
A fatal flaw averted......

With a release of such larger scope and ambition comes both improvements and disappointments.  Overall, I think this is a superb release with many improvements with just one fatal flaw.  Unfortunately, that flaw is so fatal it is absolutely 100% game breaking for me. After nearly a decade of playing FH I'd have to hang up my helmet, if not for the ability you've granted to remove the flaw myself.

I very quickly learned, thanks to some studious wolfers who read everything, that you can disable the post production effects -- thank you for making that easy to do. I strongly applaud the basic idea, and the effort that went into this graphical frill.  I am absolutely certain that if I were polled before release about it, that I'd say "Yes!" implement that feature.  Anything to improve immersion and the atmosphere of the game!

However, I cannot emphasize enough that, for me, this not only failed to improve immersion and the atmosphere of the game, but in fact had the exact opposite result.  It's not the greyed out area around the edges that bothers me the most, that's something I could lean to deal with.  But on my computer this effect renders like a layer of multi-colored static over the screen, it's subtle but significant.  I play in hi def 1080p.  I don't know if that make it worse for me or what but the overall effect is horrible.   After about 30 minutes I began to hone in on what was bothering me, indeed giving me a headache, and once I focused in on it after a map change (to a greener, darker map where this is more apparent) all I could see was this sparkly, oversaturated static.  I played several hours more on release night, excited to see all the maps but increasingly eye strained and agitated by this graphical "noise."  THANK GOD YOU CAN REMOVE IT.  Because FH is, and has been for these many years, my favorite game.  I have devoted countless hours of spare time in my life to helping run WOLF and keeping FH alive on an American server. It's my great hope that, with this new release, along with Waw and other NA servers we can revitalize this game west of Europe.

69
General Discussion / Re: Wolf FH2 Thursday, Farewell to 2.3!
« on: 14-07-2011, 19:07:36 »
32 and 64 player maps only please, the last time I drove a tank or flew a plane on WOLF was probably back in 2010 and for a change it would be nice to see something more than infantry combat between 4 grid squares.

Sheik I haven't seen you in probably 3 months, and before that, it was very rarely over the last 6 to 10 months.  You have been delinquent, and as a longtime FH regular, I feel you should be punished with an entrenchment tool.

And in all seriousness, we play plenty of maps with tanks, and try to get the plane maps in whenever possible.  But the reality is that FH2 is not well populated in the Americas, and paying giant 64 player maps when there are only 10-30 players on tends to be more frustrating for the majority of people, who then drop off after long periods of no action.

So talk to the devs about why there is no love for smaller maps, why there are only a handful with tanks or any vehicles to speak of and why there aren't more of the smaller versions for more maps in general.  FH2 needs more attention to the fact that it is unsustainable with only 64 player maps having all the goods.  FH1 never even had the capability of 64 player maps and did pretty well for the better part of a decade! 

Wolf would love to sponsor someone to ssm smaller versions of maps and/or add tanks and vehicles to existing ones where appropriate, but so far no one has stepped up.  I know this release will inject new life into the mod, but I fear after 3 months we'll be right back to where we are now in player base with only a small uptick overall.   

70
General Discussion / Re: Direct DL link?
« on: 01-10-2010, 18:10:23 »
Ah, it's already 1:00 in the afternoon here EST so I was getting antsy....  I know plenty of WOLF admins have the torrent already so there's no disaster pending for the server tonight, but I don't roll that way anymore.

Gave up torrenting years ago -- except FH files until last release when some kind of trojan got in related to utorrent. I finally deleted the pos from my computer and i'm not going back to that method.

I'll check back in an hour!

71
General Discussion / Direct DL link?
« on: 01-10-2010, 18:10:27 »
Greetings all.

Dago Red here.


Where is the direct DL link for the incremental patch? (NOT the torrent)

72
Suggestions / Re: More ABC Lines
« on: 24-05-2010, 17:05:17 »
Guys you have to add ABC to every map.  It's got to be one or the other, either FH 2 is a game where the developers consider these things, or it's a game where the server administrators do.

In FH1, it was the server admins. It makes more sense for it to be the devs, and we were all happy to hear about ABC code as a default part of FH2, along with anti-spawn camping buildings and spawn points etc.

The problem arises when it's not consistent.  Either we have ABC on every map, and we don't have to make a shit ton of rules.... OR we start making a shit ton of rules again.  No one wants that. We have very few bans on the FH2 server and it would be nice to keep it that way, but when you make rules, they must be enforced..... mainly only hardcore racists, and cheaters with the occasional sociopath no one could handle any longer.  Even some of the team killers have been unbanned, let off the hook since there are so few players to begin with, but i digress.

If people can find a way to camp, they will.  ABC, ABC, ABC.

73
Dago Red from WOLF here.  We finally pulled it this morning, just can't seem to stop crashing. 

I hope you saw the thread I commented on a few pages back:

Toddel...

As that is the middle of the work day I cannot come, but there is a thread on Wolf about one such "anything is possible" occurrence. http://www.wolfgaming.net/forums/showthread.php?t=40874

Hope it helps.

GOOD luck fixing it, i think it's a nice map!  A suggestion:  Give us a 16 (or 32) version of the town flags between Airfield and that Church. Toss in a couple sweet kits, and a couple med tanks/destroyers and call it a day.  Fix 64 version the next day :)

74
Toddel...

As that is the middle of the work day I cannot come, but there is a thread on Wolf about one such "anything is possible" occurrence. http://www.wolfgaming.net/forums/showthread.php?t=40874

Hope it helps.

75
FH2 Help / Support / Re: official word on widescreen
« on: 08-01-2010, 02:01:31 »
Prove that what works, the built in EA/dice support or the widescreen fixer?

I don't have the widescreen fixer, I'm trying to find out about it... long have I heard of it's PB troubles as I played on a 17" 4:3 screen for the last 7 years.  Then wegot the 1.5 patch so i figured when i upgraded to a wide I'd have no worries... but yes my text and map, aka the hud, all look like hell. 

big blown out shitty text...  what to do...

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