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Roxl

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About Roxl

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    Prentiss Tiger

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  1. Well, I'm still not a fan of the gameplay style overall, this "Season 0" did seem to play a bit better than the OTW test. Instead of constantly spawning in the middle of a firefight, I now spawn in with about 2-3 deadly zones to traverse before getting to a safe zone. Not particularly optimal, but better than OTW. On the main gameplay side of things, I haven't much to add that hasn't already been said. Biggest problems I had on the gameplay side is the rather intrusive UI, rather strange spawn locations, and slow standing gain. Though standing might just be because it takes ages to start a match up on Jericho. And my undecidedness on the backstory has not changed since the OTW test. There's far too many unsolved questions, and missing details on both the Red Hill Institute of Technology and Lawrence Holland. Still not quite sold on the map changes too. I think it's creative the way that some destructible fortifications have been made, but there are still floating objects, broken textures, and odd collisions that still need to be fixed up. And lastly, I still want to suggest that if this Red Hill Institute of Technology are going to hang around for as long a time as it sounds; their icons used for contacts should be redesigned in the style of current contact organization icons. So the white/grey outlined style. Even just something simple like the mock-up on the right. Simply because their red and blue icon sticks out like a sore thumb in comparison.
  2. I imagine that they simply haven't gotten around to sending the skin out to those who participated in the ARG. What with everything else on their plate. The skin definitely seems to be in the game currently. It has a chance to be the skin on some of the random gun spawns in RIOT. Though tbh I'm more interested in what's going on with this other skin. It also comes in other colours too apparently...
  3. While I've not much input on the topic of the RIOT mode, I just wanted to say that the example image given for number 13. isn't really a rendering issue. It is just how the map geometry and terrain was created during the games development under Realtime Worlds (RTW). That's not to say it shouldn't be fixed up at some point. Only that the image example isn't a rendering problem.
  4. I though nameplates in these specific game modes were intended to only show up when the person was either firing their weapon, or if you had your crosshair on their character model.
  5. While I've never been a huge fan of the larger-scale, closing zones, kind of gameplay, I must admit it was a more pleasant experience than I had expected. Spawns could definitely still use some work. I had more than one occasion where I would spawn in the middle of a firefight, or even in the same firefight. Outside of that and the bug with showing personal and team kill counts, the gamemode seems to be pretty fine. While I can understand peoples dislike of the player-specific loadouts, it does add a level of planning in the event of your potential demise in the late-game, and the additional costs of respawning. I don't really have any more quarrels otherwise with the modes gameplay. I would like to give some props to the people behind some of the map additions/changes. Some of the ways they utilised existing assets were pretty creative. Interesting to see a variety of different breakable walkway planks being re-used as walls/cover. The looks of little elevated platforms and towers, along with some reasonable cover, were also quite nice to see. I am still on the fence about this backstory stuff so far. It really seems like it's kind of shoe-horned in for the sake of it. Also, if the Redhill Institute Of Technology and Lawrence is going to stay, why not change their icons to fit in with the other contact/organisation icons? Like more white-outlined. Their blue and red colours stick out quite a bit.
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