Showing posts with label online drama. Show all posts
Showing posts with label online drama. Show all posts

Thursday, October 18, 2012

The Tripwire Interactive Forums Gestapo strike again

Nothing like seeing people get temporarily banned, and their posts deleted, for completely innocuous joke posts that don't in any way fulfill the criteria they were infracted for.

TWI are like Bioware Lite. If you have the balls to do anything other than mindlessly fellate the devs, you're on the chopping block. Haven't done anything bannable? No matter! Tripwire's excellently-chosen sycophantic moderators will dream one up and then remove any evidence that proves otherwise.

Don't buy games from these assholes.

Saturday, May 5, 2012

The RO2 shitlist

 I was going to use this as my review of RO2 on Steam, but there's a 1,000 character limit; how are you supposed to say anything meaningful about a game with 1,000 characters when it's one as troubled as this? Anyway, since I can't post it there, I'll post it here so I can refer people back to it. Apologies for the shitty formatting, I've cleaned it up a little already.
things that are good:
*gunplay is literally unparalleled and you will never see another game do guns this well
*neato tank interiors and the way tanks 'feel' as they lurch about drunkenly (i.e. like real tanks)
*heroes (the concept, at least, the execution is poor)

things that are dumb (grab some popcorn and a coke):

*vanilla ballistics (hitscan at close range, penetration not properly modelled)
*netcode (serverside hit detection on a game with an international community all divided up by server location, and is bad anyway, ties in with ballistics somewhat - both ballistics and hit detection are fixed by a mutator the devs refuse to support and openly opposed). ro's was just as iffy, but at least it had the excuse of being an otherwise good game.
*historical inaccuracies out the wazoo (minor stuff i could sort of ignore like some maps taking place in the wrong season, wrong markings on weapons, etc. is to be expected, but tripwire literally made shit up that never existed to add more stupid unlocks and then justified it with "PROVE IT WASN'T THERE" which is the worst burden of proof ever)
*unlock system, which could have been actually almost okay if they had made it use historical sidegrades instead of fairytale upgrades
*tank combat is shit since you now can't leave your tank to see over/around obstacles easily, turret control is by mouse which blows and is awful to use, tanks themselves feel rather odd and sometimes die in one shot and at others bounce everything, it's just really inconsistent)
*visuals (the maps range from okay to super nice visually but the weapon textures are absolute trash, the character textures are unimpressive, and in general it feels like twi think current gen dynamic lighting is an excuse for your textures to literally be flat colours - the models are excellent but a good model with a shit texture still looks bad)
*level design (nearly every level consists of wide open streets or plazas or just huge fields with little or no cover, what cover there is tries to shoehorn you into using the inbuilt cover system which is useless at best and actually a detriment to your chances of not being shot at worst). so far the only level which even approaches having decent design is mamayev kurgan, which is still in beta, and still not perfect. twi apparently lost all their good level designers between ro1 and ro2, no konigsplatz here. the maps are unfun meatgrinders or retarded sniperfests where one class dominates all others and the cap order on most of them makes no sense. the fact they had a great custom pavlov's house map in ro1 to work from and yet churned out the shitty stalemate version seen in this game is just mind-blowing
*everything is too fast. you aim too fast, you reload too fast, you move a little too fast but you can stop on a dime, ironsight and shoot someone at the drop of a hat. the game literally feels like every other shooter ever. fluid movement is a godsend after how clunky ro1 was, but jesus christ fluid doesn't necessarily mean fast
*single-player campaign they hyped so much is just playing multiplayer maps with slightly different cap orders and bots. that's it. it's practice mode from ro1 except instead of sprinting around hipspraying, the bots in ro1 spend 90% of their time behind walls popping up and down. you may as well play whack-a-mole, it's the same experience for much cheaper.
*terrible support. i seriously think twi must've lost all their good people between ro1 and ro2. ro1 had regular free updates with several new maps each, occasionally new vehicles, regular bugfixes, and so on. this game has two vehicles and the additional ones that were promised to "follow soon after release" are still nowhere to be seen - not even ANNOUNCED - seven or eight months later. the devs are still busy trying to figure out what actually made people like ro1 (not kidding, they have no idea, they have to keep asking), new vehicles any time this year are unlikely which is pretty poor. oh yeah, and the devs still haven't fixed numerous bugs, some game-breaking, that have been in since beta. in fact they seem to introduce more with each new update which is fucking amazing. while they should be fixing bugs or removing unlocks from the game they are actually busy adding a mode which is literally call of duty 2 to the game, because they want to try rope in casuals and somehow believe that will revive the community. not likely, call of duty is still far better than ro2's casual mode, i doubt anyone but idiotic tripwire fanboys will even play it.
*devs are openly hostile to criticism, including the constructive sort, and will ban you from the forums, delete all your posts, and even CENSOR YOUR USERNAME perpetually if you prove enough of a thorn in their side by daring to point out the many, many flaws in the game or just how poor their attitude is. they're like bioware, except they actually alienated most of their fans, so the few left white-knighting them are either idiots or new kids on the block trying to brown-nose to the devs. oh by the way, while they're off deleting posts which politely but harshly and honestly criticise them as well as posts which outright flame them or their yes-men, said yes-men and devs will verbally abuse people at will and those posts will be lauded. it's like they are channeling goebbels himself, fucking unbelievable.
*game is sparsely populated, even compared to ro1's final few weeks of life, so good luck playing against anything other than bots unless you a) live in the us and are lucky enough to get a slot in the 2.fj server or b) live outside the us, are lucky enough to get a slot in the 2.fj server, and can tolerate playing with an awful ping on bad netcode
*features promised for launch - notably the multiplayer 'campaign' gametype - are still nowhere to be seen
*heroes, which we were told would be visually impressive, are literally dudes with rolled sleeves and unbuttoned collar (summer) or different cold weather gear (winter). every other rank from recruit to veteran is an imacculately-clad soldier with varying levels of brown grunge brush overlayed onto the texture. zero fucking effort. oh yeah, and for some reason, the german heroes are the only germans who get any cold weather gear; they have a parka, regular troops get nothing. not even a fucking greatcoat. remember all the iconic photos of german troops wrapped head to toe in blankets, tattered coats, boxes for shoes, etc.? none of that here! they just wear the standard summer uniform with some half-assed white shit brushed onto it to look like snow.
*the devs actually ruined the one good competitive ladder this game had. i am not fucking kidding. the president of tripwire himself is responsible for there being no serious competitive play in this game. several people were completely excommunicated from the tripwire forums over this.
*while it adds neat features ro1 lacked, like adjustable sights, it takes away just as many. you can't fix or unfix your bayonet at will; it has to be UNLOCKED at level 25 and then cannot be removed (until the devs finally patch in selectable weapon levels, which is a shitty 'fix' at best). yes, a piece of equipment that was standard issue to every soldier is a level 25 unlock for those who don't own the first ro. oh, and the bayonet makes you a million times more effective in close combat, so it's pretty unfair on guys who don't have it yet.

i could literally go on for hours, this game was the single biggest gaming-related disappointment i have experienced in my entire time playing games and it almost ruined them totally for me. i was an idiot, i preordered a game from a studio i loved and expected it to be good. turns out tripwire lucked out with ro1 and killing floor and are actually one of the shittiest devs you will find, anywhere. don't buy games from them.

Thursday, April 19, 2012

Welp, that's it folks; all hope for Red Orchestra 2 is gone

Tripwire just announced that they are planning to add crosshairs, camera-anchored weapons, and more resilient players into the game. It is unclear how they're implementing this, but from what I gather this new gametype is to replace the default "relaxed realism" gametype - the one where you already had a minimap, pistols for every class, and so on - with RO2's current "realism" level remaining as-is and "Classic" mode (essentially RO1 with better graphics, flaws and all - in many cases a step backwards).

Needless to say, there was a huge backlash, followed by more arrogance and strawman arguments by TWI, along with some pretty intriguing moderation. Posts openly flaming the "0.01%" of the community that railed against the many mistakes made in the game were let be, but any post that could even tangentially be construed as infractable were not only infracted but also deleted. This is nothing new from the developers who delete entire accounts, along with all of their posts, and then censor their usernames for expressing dissent, and try to press slander charges in response to perfectly legitimate criticism. The author of that blog was a longtime supporter of Red Orchestra; I saw him nearly every other game I played. A truly dedicated fan who fell out of favour because he didn't accept Tripwire's new direction of appealing to the masses to make a quick buck, regardless of the knock-on effects. Like, say, your game being a barren, deserted wasteland a mere seven months after its big release.

Speaking of which, who else is wondering just what wisdom Tripwire sees in dividing their already dying community even further with three entirely separate modes of play? These are not simple gameplay differences like CTF versus team deathmatch, these are fundamentally different games.

I've already had a post deleted (as did another goon who made a pretty good argument against a "whiners" post - which, by the way, was not deleted while his was), so I wouldn't be surprised if I soon find myself banned from the forums and totally excommunicated, too. But you know what? I'm not entirely sure I care. My hopes for the game are clearly never going to come to fruition as long as Tripwire is at the helm, the only portion of the community allowed to have a say is the one that agrees with TWI's decisions, and frankly I am appalled at the arrogance displayed by the devs when not so many years ago, it was the now-beloved casual gamers they were mocking and banishing from the forums.

Quite frankly, their next game could give me a blowjob while I play, I still won't be buying it. Congratulations on losing a customer who had, until RO2's release, regarded Tripwire Interactive as their favourite developer by a country mile and intended to buy all their games well into the future.

Wednesday, March 21, 2012

My scope's dad could beat your scope's dad up!

Edit 15 Apr - corrected myself. The small screws on the German scopes were locking screws to prevent slipping of the turrets, not fine adjustment controls - so rather than only having coarse adjustment without their use, you cannot actually adjust the scope at all. Back to holds for the winter!

Here's something a bit different.

One thing that irks me is the way any discussion of military equipment almost always degenerates in to a pissing match about which country's piece of equipment is better. These are almost always as poorly-informed as they are annoying to be caught in the middle of, and they get exponentially worse as you approach the critical mass that is WWII German vs Soviet gear.

I've seen this argument play out twice, between the same two people, on two different forums. While I know one has a pretty heavy Soviet bias (as do I in most cases), the other in particular absolutely blew me away with how desperate he was to prove that the Germans were the best in the chosen field (in this example, optical sights and sniper equipment in general). I made it through about three or four pages before promptly losing the will to live and finding something else to read.

The point that the first party was making was basically that the Soviet PU scope was a great piece of kit and pretty much the ideal scope for a Second World War sniper. I cannot, in all honesty, fault him on his logic. I own one. The PU is built like a tank, has comparable magnification to its contemporaries despite being about half the size, and despite its lack of more cutting-edge features of the day like anti-reflection coatings on the lenses or purging of the tube with inert gas to prevent fogging or blurring of the image, it is very clear and vibrant. I can say with absolute confidence that it would be more than suitable for shooting out to ranges of 3-500 metres, with the upper end of its effective range being somewhere around 800 metres. Given that WWII was largely fought in urban centres or terrain that didn't really lend itself to 800 metre shots, and that snipers on both sides rarely did much shooting at ranges beyond half that, I would absolutely say that it is a great piece of equipment and certainly a lot better in that situation than the bigger, more sensitive German scopes, mostly derived from commercial hunting designs.

You see, the German scopes were very advanced and beautifully made, but being beautifully made meant they were costly and difficult to maintain. The fact that Germany took until 1943 to truly standardise a military scope (the ZF4, their answer to the PU which they began encountering earlier the same year) meant that German snipers who had damaged scopes had to face a logistical nightmare to obtain replacement parts. The sheer variety of types used is mind-blowing, and as a result you would want to spend over a year researching the topic before even thinking of purchasing a German sniper rifle to avoid getting hustled. The German optics were superbly clear, but they were large, difficult to adjust with gloves or in cold weather (or even in a hurry in good weather), and not easily replaced. German snipers were known to simply bypass the issue by taking captured Soviet PE and PEM-type scopes (based off of Zeiss designs, and of high quality themselves) and having unit armourers mount them on their Mauser rifles.

You see what I did there? I acknowledged the exceptional workmanship that went into German scopes, even though I consider them the inferior choice for a WWII sniper for the reasons outlined. I didn't blow them off and claim the PU did everything better, because I would be dishonest if I claimed that the PU was a better scope quality-wise than even the ZF4. It wasn't. It was cheap and easy to build, and compared to a German scope, it shows. What it was not, however, is a bad scope. For all the superior quality of the German examples, the PU was certainly clear and crisp enough to be a good medium-power sniper optic. It did not distort the image, the lenses were clear, and the scope itself was durable and simple to use. Like several of the German scopes, the PU could be removed from the rifle for maintenance and then replaced without affecting zero (the guy in question disputed this point, but I suspect he simply doesn't know how to properly mount a PU - the lower elevation screw is staked in place to ensure the scope's usual slight downwards cant is maintained every time, and the upper screw is tightened down, along with the thumbscrew. Eventually the thumbscrew may wander, but with periodic tightening that takes all of two seconds to do, the scope is not going anywhere).

It also had several other advantages which many people would have believed were disadvantages. The simple bullet drop compensator type elevation turret was graduated from 0 to 1,300m and could be turned easily with the fingers, as could the +/- 10 mils windage turret. While neither had feedback and they weren't especially precise, it seems that Soviet snipers largely used holds to correct their fire anyway, somewhat pushing these issues into irrelevance. In my honest opinion, I doubt things were much different for the Germans. Most of the German scopes had very finely calibrated adjustment turrets, some designs requiring special keys to alter them. Most of the common German scopes had very fiddly locking screws for the turrets which you absolutely would not be able to operate efficiently while wearing gloves, or trying to work fast. I would imagine that most German snipers who saw much combat would've been using holds too as a result of this, and as a result the advantage is passed back to the Soviet scope simply by virtue of lacking these (in my mind) redundant features which did little but add expense and labour during production and headaches during maintenance.

The most mind-numbingly ignorant argument, though? It came down to, and I wish I could say this was a joke, "every PU scope I have looked through has been cloudly and/or distorted the image, they are rubbish." Perhaps not in those exact words, but the words used were certainly to that effect. Now forgive me for being the voice of reason, but could it be that this guy simply looked through a lot of examples that had been poorly cared for over the past seventy years? While we're at it, when you're trying to prove which WWII sniper scope conferred the biggest advantage to its end user, why do you care what they look like seventy years after the fact? A PU that has been properly looked after may exhibit at most some very slight fogging or a slight loss of vibrance. Mine has lost a little of its colour, but the image itself is clear and not distorted at all. I have never seen a bad PU in person, though I have seen photos of abused examples, and they look no different to what would have happened if a Carl Zeiss scope had been kicked around without the proper care. These were cheap scopes intended to serve until the military no longer needed them, and they did so with distinction. Let's not introduce irrelevant arguments into the matter. At any rate, later-war German ZF4 scopes were known to vary greatly in quality from 'superb' to 'barely passable by anyone's standards', a result of slackened quality control, material shortages, and Allied bombing.

At the end of the day, I would have to argue that the PU was easily the better choice. Think about the situation; it's total war, a war of extermination, and you have a lot of snipers to equip. It should be a no-brainer, and to the very practically-minded Soviets, it was precisely that. The Germans, with no widespread 'sniper movement' to feed, continued on for quite some time before realising that the immediate future of military optics was in cheap, simple scopes that did what they were asked. No more, no less. On the other hand, for target shooting or hunting, I would not hesitate to recommend the German scopes, whose quality was absolutely unsurpassed by any other nation during the war.

Hensoldt Dialytan 4x scope, often seen mounted on Kar98k rifles. Note the tiny locking screw for the elevation wheel... now imagine it's -20 and the snow is falling sideways. Not ideal for the Eastern Front, I would say.

Looking through the Dialytan, it becomes immediately apparent that this is an excellent scope, rivalling many modern examples. The image is excellent.

Soviet PU scope, 3.5x magnification. This is my scope, built in 1944 at the Progress works (which was a microscope factory, originally, tooled up with help from Zeiss). Brutally simple and extremely hardy. The scope is deceptively heavy for its size, considering the tube and mount are built of thick machined steel. Turrets are easily adjusted with gloved hands.

A look through my PU. This scope had its lenses replace postwar, but other than the antireflective coating it is otherwise identical to its original form. Obviously the coating helps keep the image clear in bright sunlight, but I think a lot of people give it far too much stock. The dark globes apparently floating in the sky are dust specks I failed to clean up, but you can still see that despite lacking the superb glass and engineering of the German scopes... it's really not that much worse, and absolutely a serviceable mid-range sniper scope.

Sunday, January 3, 2010

The dust settles: MW2 and matchmaking

Wow.

What a drama that was, and how unwarranted it was, too. As I'm painfully aware, there are still plenty of people who will waste no time in extolling the horrors of matchmaking and just what a low and depraved group of individuals comprise Infinity Ward; no doubt they do this despite begrudgingly playing (and probably enjoying) the game. MW2 created such an uproar that despite being literally half the world away from my own PC, I figured it pertinent to look back on the entire fiasco and share my thoughts here. I've also got little else to do for the next few hours, so naturally, typing this will amuse me enough to kill some of that time.

Right from the outset, my predicament varies drastically from that of many MW2 owners; I had the game pre-loaded, all ready to go, but I couldn't play it. It wasn't until four weeks after its release - nearly five, in fact - that I finally got to fire up the game which has caused one of the biggest online shitfights I can recall. Communities fractured, friends became arch enemies... it was absolutely ridiculous, and in the end, it was also absolutely pointless. While I have no doubt at all that various people will disagree with me, I thought MW2's multiplayer a drastic improvement over the ever-frustrating experience of the original Modern Warfare. The touted lag was nowehere to be seen; in fact, I ran into no more trouble with it than I have in any of the locally-based dedicated servers I frequent. Yes, occasionally the game has to pause for a minute or two while it migrates hosts, and yes, that has resulted in my painful and very avoidable death on multiple occasions. So what? It's a minor annoyance. It happens maybe once every five games for me, and that's at most - some days it won't happen at all. One unfair death or missed kill a day is hardly justification for the mess that followed the big announcement.

One of the other major concerns was the tactical nuke; again, this was something I found to be a non-issue. If one person can seriously get that many kills in a row without dying, it's a pretty sure sign to me that there's a severe skill stack going on, and most of the time that results in the game being little to no fun at all for those of us who still whoop with glee when we get killstreaks of more than five. An early ending to a game is hardly a life-ruining experience, and if it keeps happening, there's nothing stopping you from dropping out to find another match. I guess we're all just so used to being spoon-fed by developers that today's gamers will suffer a severe mental breakdown at the thought of actually needing to act on their own behalf.

Another concern - the customisable killstreaks. Again, non-issue. Don't like getting hammered by that C-130? Then find some cover and stay there, like any sensible being equipped with a survival instinct would do. I don't see how the new killstreaks are any worse than MW's helicopters or airstrikes were - in fact, a number of them are significantly less destructive and in the case of the care package, even useful to the other team if captured. Truth be told, the two killstreaks which proved most disruptive were - and brace for a shock here - the air strike and the helicopter. Amazing.

After several days solid of enjoyable play in various gametypes using matchmaking, I can honestly say that I'm glad Infinity Ward dared to rattle the cage of the PC gaming community. I'd even go so far as to say I'm glad that they went on to thrust a gigantic middle finger at those who couldn't accept this change.

Monday, October 19, 2009

Boycotts, forum raids, and people getting really mad in general

It seems that with its recent decisions regarding Modern Warfare 2's multiplayer arrangements, Infinity Ward has caused a stir to rival that of Valve's first announcement that there would be a new Left 4 Dead game, purchased separately from the original.

Of course, there will always be those who suffer uncontainable kneejerk reactions to even the slightest change to their favourite series. However, the L4D2 boycott, the Healers Against Halos episode, and now the spreading idea of a MW2 boycott have all flared up within such a short timespan that it's nigh impossible to speak to a fellow gamer without them suspiciously questioning your stance with regards to Valve and Infinity Ward. Naturally, being blessed with a short temper and irrepressible need to try and rationalise everything that happens around me, I've wasted no time telling my friends (any anyone else who will listen) my thoughts. I'll tell you, too, and I hope you do take note - rather than argue for any given party, I speak for myself.

I've always bought story-driven games for the story first, and the multiplayer (usually a very distant) second - with the obvious exception of those games intended primarily for online play, such as L4D. In my book, the fact IW are adding new features to the franchise to keep it interesting after so many years and so many games more than offsets the removal of superfluous features. Matchmaking doesn't really bother me, and nor does it instill horrific images of the PC being pushed aside by the console in my mind; it by no means prevents me playing with friends, and it saves me trawling through the myriad of servers looking for one which is actually worth playing on. There are concerns that it will affect competitive play, but I've never been one for that; I have a general distrust and plain dislike for competitive gamers born of many leaving me with distinctly bad impressions. In any case, matchmaking-based games have often had better competitive features, and this has been the case for years. Why MW2 would be any different is beyond me.

Yet despite all this, self-professed IW worshippers are stopping short of no extreme to tell the world just how wrong this is. Because a few relatively pointless online features were docked (how many of you actually browse for servers in L4D? I sure don't), they're cancelling their pre-orders, geting angsty over how much they spent on their Modern Warfare 2 computer, and generally making a mess of IW's forums. This kind of behaviour might be marginally more understandable if the game was primarily intended for multiplayer, but it wasn't; none of the 'true' Call of Duty games were, either, nor Halo for that matter. Initially, multiplayer was simply something added on so you could take the gameplay style and content you enjoy online. It seems that these days, however, it's the story which takes the back seat.

If there's one positive outcome of this absolute first-order shitstorm, though, it's that I'll have a lot less whiners to deal with when I do decide to hit the online mode - provided, that is, that they don't make a policy backflip and become just as rabid for the game upon release as they were a few short weeks ago.