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Code M OFP2 Survey

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Did anyone else recieve an e-mail with a link to an online survey to vote on what you want best in OFP2?

I think you've got to be a Code M subscriber, but if you are it's quite a good little survey you can do in no time at all.

Sadly it does show that there's been little development in OFP2 so far as it asks what kind of theatre of combat (WW1,WW2,Vietnam) we'd most like. sad_o.gif

Never-the-less, fill it in if you get it! smile_o.gif

Here are the questions (the ones before 5 where just standard survey questions)

5) Which area of the world would you like to see a future Operation Flashpoint title set? (0, least – 4 the most)

Real events

A fictitious story based on real politics and events

A completely original story

A story based on the plot of a book or a film

6) When would you most like to see a future Operation Flashpoint game set (0, least – 4 the most)

World War 1

World War 2

Vietnam

Cold War

Present day

Near Future

American Civil War

7) What are the most important elements of an Operation Flashpoint game (0, least – 4 the most)

GAMEPLAY REALISM: Accurate weapon physics, 1 shot kills, representation of real war

ENVIRONMENTAL REALISM: Realistic terrain, large maps, realistic geography

ENVIRONMENTAL CHANGES: Day and Night Cycle, moving star map

MODDING: Potential for modding

MISSION EDITOR: Potential and flexibility for creating user missions

VARIETY OF WEAPONARY: Wide range of historically realistic weapons

IN-DEPTH STORY LINE: Rich story with lots of cutscenes taking you though the game

PLAYABLE CHARACTER VARIETY: Missions experienced as 4 distinct characters – Soldier, special ops soldier, tanker, pilot

SANDBOX GAMEPLAY: A open environment where the player can go anywhere and do anything, and is no restricted in the way they approach or execute a mission

VARIETY OF VEHICLES: Wide range of historically realistic vehicles

MULTIPLAYER MODES: Broad range of multiplayer modes including, death match, capture the flag, king of the hill and co-op campaign

SIZE OF ENVIRONMENTS: Large 100 sq kilometres go anywhere environments

MISSION DESIGN: High quality, varied missions

DIFFICULTY: A high level of difficulty through realism

SQUAD CONTROL: Being able to command a squad and control them in a variety of ways

CO-OP AI: Being able to rely on your squad members to react to your commands intelligently and effectively

ENEMY AI: Enemies react realistically to situations but not always in the same way

GRAPHICS: Quality of the graphics

THEME: A relevant believable theme such as the cold war

LONG AND MEDIUM RANGE COMBAT: Environments allow for large environment battles

8) Which of the following would you find most exciting in a new Operation Flashpoint Game (0, least – 4 the most)

DEFORMABLE ENVIROMENT: Objects, building and landscape

VEHICLE DAMAGE: Vehicles appear damaged and perform less effectively

WEATHER: Unit’s are effected by weather effects, visibility, movement etc

RAG DOLL PHYISICS: Bodies and other objects react fully realistically to impacts

ONLINE RANKING SYSTEM FOR MUTIPLAYER: Individuals and squad ranking systems across multiplayer game modes

CHARACTER SKILL PROGRESSION: Improve your characters stats in shooting, stamina, health and vehicle control.

CHARACTER EXPERSSION: Facial expression and reaction to in-game events (war face)

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I hope they don't seriously consider using the american civil war or ww1/2 as the setting for the next flashpoint. i want present day all the way!

Quote[/b] ]GAMEPLAY REALISM: Accurate weapon physics, 1 shot kills, representation of real war      

ENVIRONMENTAL REALISM: Realistic terrain, large maps, realistic geography      

ENVIRONMENTAL CHANGES: Day and Night Cycle, moving star map      

MODDING: Potential for modding      

MISSION EDITOR: Potential and flexibility for creating user missions      

VARIETY OF WEAPONARY: Wide range of historically realistic weapons      

IN-DEPTH STORY LINE: Rich story with lots of cutscenes taking you though the game      

PLAYABLE CHARACTER VARIETY: Missions experienced as 4 distinct characters – Soldier, special ops soldier, tanker, pilot      

SANDBOX GAMEPLAY: A open environment where the player can go anywhere and do anything, and is no restricted in the way they approach or execute a mission      

VARIETY OF VEHICLES: Wide range of historically realistic vehicles      

MULTIPLAYER MODES: Broad range of multiplayer modes including, death match, capture the flag, king of the hill and co-op campaign      

SIZE OF ENVIRONMENTS: Large 100 sq kilometres go anywhere environments      

MISSION DESIGN: High quality, varied missions      

DIFFICULTY: A high level of difficulty through realism      

SQUAD CONTROL: Being able to command a squad and control them in a variety of ways      

CO-OP AI: Being able to rely on your squad members to react to your commands intelligently and effectively      

ENEMY AI: Enemies react realistically to situations but not always in the same way      

GRAPHICS: Quality of the graphics      

THEME: A relevant believable theme such as the cold war      

LONG AND MEDIUM RANGE COMBAT: Environments allow for large environment battles  

I want all of these things in ofp2 tounge_o.gif

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I agree - I wanted all of them (except Ragdoll physics - I gave that a 2 or 3 as I really don't see much an an improvement in any form when I play games with it) and I sincerely hope that WW1/2 and ACW stuff is left to modders.

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I hope they don't seriously consider using the american civil war or ww1/2 as the setting for the next flashpoint. i want present day all the way!
Quote[/b] ]GAMEPLAY REALISM: Accurate weapon physics, 1 shot kills, representation of real war

ENVIRONMENTAL REALISM: Realistic terrain, large maps, realistic geography

ENVIRONMENTAL CHANGES: Day and Night Cycle, moving star map

MODDING: Potential for modding

MISSION EDITOR: Potential and flexibility for creating user missions

VARIETY OF WEAPONARY: Wide range of historically realistic weapons

IN-DEPTH STORY LINE: Rich story with lots of cutscenes taking you though the game

PLAYABLE CHARACTER VARIETY: Missions experienced as 4 distinct characters – Soldier, special ops soldier, tanker, pilot

SANDBOX GAMEPLAY: A open environment where the player can go anywhere and do anything, and is no restricted in the way they approach or execute a mission

VARIETY OF VEHICLES: Wide range of historically realistic vehicles

MULTIPLAYER MODES: Broad range of multiplayer modes including, death match, capture the flag, king of the hill and co-op campaign

SIZE OF ENVIRONMENTS: Large 100 sq kilometres go anywhere environments

MISSION DESIGN: High quality, varied missions

DIFFICULTY: A high level of difficulty through realism

SQUAD CONTROL: Being able to command a squad and control them in a variety of ways

CO-OP AI: Being able to rely on your squad members to react to your commands intelligently and effectively

ENEMY AI: Enemies react realistically to situations but not always in the same way

GRAPHICS: Quality of the graphics

THEME: A relevant believable theme such as the cold war

LONG AND MEDIUM RANGE COMBAT: Environments allow for large environment battles

I want all of these things in ofp2 tounge_o.gif

I agree to that LOL biggrin_o.gif. Only ragdoll should be limited, bodies not flying 5m away...

And a Waiting Room + Ingame join support should cover it biggrin_o.giftounge_o.gif

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i suppose that ragdolls don't really improve gameplay but it would look cool through a sniper scope when you get someone in the head and they fly backward instead of just dropping down.

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Well... the thing with ragdolls is that bodies tend to slide like they're covered in oil. In Red Orchestra 3.0, the bodies if shot on even a slight incline or anthill will slide. I dunno... it just seems kind of cartoony to me. Besides, I like having preset death anims - they can be useful for scripting.

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i suppose that ragdolls don't really improve gameplay but it would look cool through a sniper scope when you get someone in the head and they fly backward instead of just dropping down.

Well I think in real life ppl just drop down when getting shot by bullets, but ragdoll could be good for nearby bomb explosions and stuff like that, now the animation just plays when you fly thru the air O_o. crazy_o.gif And better Urban AI fighting style. =)

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Yea I got the email too. I found some of the options quite disconcerting like the American Civil War one, it scared me that that idea even came into someone's head as a basis for the entire game of OFP2. It's definitely something for the modders to do, not BIS/CM. As for WW2 and Vietnam, surely those have been done to death now?

I agree with you on the issue of ragdolls, I too ranked that particularly low compared to the other potential features, most of which looked to enhance gameplay somewhat, although I wasn't sure about the skill progression thing either, that somehow just doesn't appeal to me.

Hopefully more CM subscribers who recieve this email will be prodominant PC gamers so that the data returned will suggest that the PC version is more important than the console ports. biggrin_o.gif

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I got the Email, but my god that Codemasters web page loads much too slow. I'm guessing I should update either my Flash version of web browser.

I was'nt able to see the survey, but I'll check it out when I can.

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Woooo I got the survey too, I voted 5 for (nearly) everything there, but gave a big fat 0 to the dumb ones like character skill progression and not so much to ragdoll

About time some news shows up about ofp2... atleast the game isnt forgotten

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I voted 3 or 4 for skill progression. I like the way H&D2 handled it. Of course, this would make a lot more sense for a long campaign or a special forces type of game - like if you were in the 5th Special Forces Group in the War on Terror, and you'd be deployed to A-stan, Iraq and Djibouti within 2-3 years. Obviously the skills of you and your team would increase over that time.

But if it's a campaign life OFP CWC/Res, where all the action takes place with the player as multiple characters over a relatively short timeframe, then yeah, skill progression probably won't be of much use.

But I think there's a lot to this - maybe for online play or if there are centralized rankings then stuff like this can come in handy. But that's my thinking and I know it's flawed. smile_o.gif

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Skill's should be strictly for the AI. Whether they can shoot or not, how brave they are, how they fare under pressure.. Things like those. But the players skills should be strictly reliant on well...the players skills wink_o.gif

I hate having the computer telling me how well I can or cannot shoot.

I really would like to see more use to ranking however, especially in multiplayer.

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I could maybe see having a skills setting for the player that could effect their speed(running) and maybe the steadiness of their hands(shooting), but other than that I don't think a skills setting should play much of a role for the player. And I think having it increase over a campaing makes it kind of arcadish. Like the beat this mission and you'll get to use a new gun! sort of stuff.

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Anyone could pm me this survey?

I haven`t got the codemasters account, but I want to know a bit more about the survey...

I must create the account to receive It?

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I got the Email, but my god that Codemasters web page loads much too slow.  I'm guessing I should update either my Flash version of web browser.

I was'nt able to see the survey, but I'll check it out when I can.

Same here + I cant remember my log in details

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I hope this game will have a Modern/near future as theme, WW I/II , Vietnam or earlier is not much fun with all those games already out.

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I got the Email, but my god that Codemasters web page loads much too slow.  I'm guessing I should update either my Flash version of web browser.

I was'nt able to see the survey, but I'll check it out when I can.

Same here + I cant remember my log in details

If you ask them to send you the password then use your e-mail address it'll work. smile_o.gif

But yeah, some of the questions are a bit daft.

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Let´s just pray that codemasters don´t influence too much how OFP 2 will be. Edit. Let´s hope that codies don´t intervene at all when it comes to designing and developing the game.

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I think Ragdoll system is a MUST !! do u find a "todays" game with no ragdoll? think in 2006.. then i bet 99% of all games uses ragdoll system.. would be "weird" then if OFP, with awesome gfz. nice psysic (or how it spells) does NOT have ragdoll... i think that will be studpid.. i havent got that mail yet.. but if i get il vote max on ragdoll!

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Of course it'll have ragdoll, but I only gave it 2 because it's been done and I don't just want OFP2 to be just another product on the shelf with a man holding a gun on the front. There are far better options to use your 4s and 5s on smile_o.gif

Acecombat, try e-mailing codem@codemasters.com or look on the codemasters website for another address. smile_o.gif

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Well... the thing with ragdolls is that bodies tend to slide like they're covered in oil. In Red Orchestra 3.0, the bodies if shot on even a slight incline or anthill will slide. I dunno... it just seems kind of cartoony to me. Besides, I like having preset death anims - they can be useful for scripting.

Ragdoll is something new , the next generation games ( HL2 , Doom III) have friction on the floor, meaning you cannot toss a body around the room by shooting in the hand (Farcry)

Ragdoll.... me likes! tounge_o.gif

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