
mal aufgefallen das viele zu et und qw zurück gekommen sind in den letuzten tagen !!! gut so das sind mp games!!!
http://www.wolfenstein.com/board/viewto ... 097#p18097Thanks to id and Sokal I suppose for taking the initiative in trying to improve the state of this game.
Summary of issues:
After having played the MP portion of the game so far, the biggest problem by far seems to be the overall lag and choppiness that was not present in earlier builds. First and foremost, this needs to be addressed!
Also, I have noticed a lot of features gone missing from the Wolfenstein PC build of 17 months ago. Obviously the game is in a vastly different state now, replacing the XP/reward/deployable system for a cash based upgrades system. I realize that is a fundamental difference that I am sure at this stage the developers wanted after the success of Call of Duty 4, and it probably explains why the maps were trimmed down to suit TDM as well as Objective gameplay. Sadly, this results in simpler map designs, trading the strengths of the objective modes for TDM requirements. I also realize that the primary platform for the project was the Xbox 360- so these simplified priorities are displeasing the legions of longtime PC MP Wolfenstein fans, who now take issue with the excessive simplicity of the interface, maps, and gameplay compared to RtCW and more specifically, Wolf: ET. There are at least a number of changes that could be more easily made since there were a number of features from ET:QW or that were in that previous build which have since been removed, resulting in a shallower game and at times unbalanced gameplay.
Recommendations:
I recommend reverting a number of changes back into the game from that previous build:
Lost features:
Player lean ability
Shotguns for medics and engineers
Different weapons for each side (explains no dead ammo drops, see below):
- Resistance: Thompson, Bar1918
- Axis: MP40, MP43
Lockpicks* (all classes...but would require maps to add back the lockable doors)
Unlimited Sprint
HUD indicator showing grenade cook timer
Enemies without red HUD indicators unless moused over, health of enemies hidden
Molotov **** for Resistance engineers
Shock Grenades for Axis engineers
Smoke Grenades for all engineers
Balance issues:
Remove ammo drops from dead enemies (will increase reliance on engineers for ammo)
Panzerfaust requires splash damage larger radius and more damage
MP40 with Big Bore upgrade too close in power to the Soldiers' MP43
Re-spawn timers are too fast, and along with the smaller map sizes results in:
-No sense of success after repelling an enemy attack since they return to soon
-Not sure if this can really be fixed now that maps are smaller. If respawns are too slow, Resistance may win too often because of slower Axis defense re-spawn.
-Medics encountering difficulties when trying to revive because either (a)the teammate respawns before they can reach them or (b)the medic is killed by quickly respawning enemies while trying to revive a teammate
Quality/Polish issues:
Add death animations.
Blood effect when shooting enemies is horrible. Replace or remove entirely.
Sound effects- gunshots/ footsteps need distance volume and spatial orientation (these used to work fine- what happened?)
Ironsights are too distracting, take up too much of the screen and aren't useful enough in aiming. Keep only for scopes.
Sadly, I don't expect the maps to return to their former size and complexity, especially with the high priority that has been placed on the maps to make them smaller and TDM compliant, but I ask that you entertain the notion anyways.
Again, thanks for taking the initiative in restoring gamers faith in ID!