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For the developers and managers at UBI that have lost touch with how to make a hit Rainbow Six PC game, here is the recipe:
1) Take the last succesful title, Ravenshield and mimic everything in a new engine. This engine should have better graphics and physics but scalable to slower systems. It should also make better use of broadband connections and allow the options for more players.
2) Enhance game with better damage model (hit in left leg gimps left leg) but keep 1 shot 1 kill still as possible as it was. Have at least all the weapons from Ravenshield and its expansions.
3) Create new maps and test the objective game modes to make sure red team cannot get to bomb/hostage first. Throw in a couple remakes (City Streets) to show the improvements and how you kept the look and feel, but don't go overboard. The map makers will take care of remakes later as long as you don't forget to put in the map making software.
4) Have everything possible selectable on the server so that a server could turn off new options the players don't want (similar to new versions of Windows offering 'classic' settings)
5) release MP demo
6) listen to user feedback and patch appropriately. It would be preferable to release a demo early in the dev process and get feedback then...instead of waiting until the game goes gold.
7) Support modders with mapping tools and SDK at or (preferably) before release of game. Imagine how much hype the game would get if there were 100s of maps made by fans before they could even play them.
8) Have different options for score ladders on the web. Make it possible to count succesfully completing an objective in the ladder score so all clans don't play Team Survival all the time. Put some strategy back into team games this way.
Thank you - Pest<<[AWC]>> The clan that plays 80% objective games every Wed and Fri night.
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For the developers and managers at UBI that have lost touch with how to make a hit Rainbow Six PC game, here is the recipe:
1) Take the last succesful title, Ravenshield and mimic everything in a new engine. This engine should have better graphics and physics but scalable to slower systems. It should also make better use of broadband connections and allow the options for more players.
2) Enhance game with better damage model (hit in left leg gimps left leg) but keep 1 shot 1 kill still as possible as it was. Have at least all the weapons from Ravenshield and its expansions.
3) Create new maps and test the objective game modes to make sure red team cannot get to bomb/hostage first. Throw in a couple remakes (City Streets) to show the improvements and how you kept the look and feel, but don't go overboard. The map makers will take care of remakes later as long as you don't forget to put in the map making software.
4) Have everything possible selectable on the server so that a server could turn off new options the players don't want (similar to new versions of Windows offering 'classic' settings)
5) release MP demo
6) listen to user feedback and patch appropriately. It would be preferable to release a demo early in the dev process and get feedback then...instead of waiting until the game goes gold.
7) Support modders with mapping tools and SDK at or (preferably) before release of game. Imagine how much hype the game would get if there were 100s of maps made by fans before they could even play them.
8) Have different options for score ladders on the web. Make it possible to count succesfully completing an objective in the ladder score so all clans don't play Team Survival all the time. Put some strategy back into team games this way.
Thank you - Pest<<[AWC]>> The clan that plays 80% objective games every Wed and Fri night.
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I noticed the following from an old Q & A about Ravenshield before it released. I would like this to hold true on future Rainbow Six titles:
2.1 Will the game play be a lot like the other Rainbow Six's or feel more like CS?
Raven Shield definitely plays like Rainbow Six. How could we call ourselves a sequel if we didn't? We still have "one-shot, one-kill" lethality, which is very unforgiving when you make mistakes.
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Well said, Pest!
I don't know what's better, your post, or that quote you dug up. Remind me NEVER to say anything to you I don't want brought back up 3 years later
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ty
I don't know why I bother...but when all future PC games are just lame console ports i don't want to wonder what would have happend if I posted what I thought. At lease I'll know I attempted to communicate with the people that make the games and the gamers themselves. I have a bad feeling that Ravenshield may be the last good strategic shooter for the PC...maybe when I retire in 25 years I will have the time to learn programming and see if I can do anything about it.
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V nice post m8. I almost think that RVS 'will' be the last tactically realistic game made... We complain about things, then the 'too smart for their own good' devs think ok lets sort that problem out. They then make something new and unecessary thinking thats what we want... gimmicky features are not cool...
Devs... if u really want to know the key to a good RS title, its realism. I do not mean a feature that simulates realism. I mean a whole world inside the game that has accurate physics, weapon characterics and ballistics and realistic movement and abilities. Control and too much thinking is not the key.
And yeh, listen to pest and u got yourself a top notch R6 title!
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still waiting for the tactical edge of <span class="ev_code_yellow">"Being able to climb over Crates...UO/RS.."</span> really, since it's been gone, alot of the fundamentals of tactics have been lost...no longer do we play on X,Y,Z axies but now only on X and Y and this severly lowers the tactics envolved
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Yeh true.
I reckon there should be a few different climb/small jump abilities but not too much. I reckon UBI needs to make a swift assassin type game and not splinter cell. I think splinter cell is too american and gimmicky. Imagine a assassin style game like RVS! various realistic abilities and a more agile, 'swift skillful' operative! Inspirations: films such as Leon, Mission impossible 2 (very good movie for various dives, rolls, spins, climbs etc) and... cant think of any others
Gimmee a filmcrew and i'll show u wot i mean!
Damn if i could do what i could do in real life in game, i would own!!!!! P.S. If u wanna make a game like this UBI, i would be happy to demonstrate these movements and abilities for u
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I personally don't mind the no jumping, real spec opds guys don't jump while taking down the bad guy.
as far as climbing over stuff, yeah I wish that ws there but that is so minor of a factor to me, I can live without it if only the RVS physics were in this new R65
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Climbing over small objects can be worked around by map makers putting smaller objects in front of larger ones. If a map maker puts a 3 foot tall crate on a map to be used for partial cover, and didn't put a 1.5 foot box next to it to step up on, then the intent would be that we shouldn't get on top of that crate.
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