looking good!
Truecombat Elite mod - 1 day to go
I saw that mentioned on slashdot earlier. It does look interesting.
Is it as fun as wolf ET?
yeah, what he said. is it fun? the graphics look indeed nice. maybe that’s the game that can bridge my wait for qw? 
it looks alright but it dosnt have the class based gameplay of et, and a proper objective mode, eg with respawn and multiobjectives. Tho ctf might be ok.
Think CS meets ET. That’s an oversimplification, but a fair one. The primary game mode is the same: terrorists/counter-terrorists, bomb/defuse. It’s quite fun and addicting actually.
I found it a lot of fun with the first couple of releases, an incredibly well done mod, but they seemed to get bogged down trying to cater for fans who were only interested in “total realism” or “tactical realism”, whatever it was. These nutjobs had arguments with page after page on multiple threads banging on about the just the definitions on the official forums, all claiming they were experts (because they read Tom Clancy).
They kept ending up with all these realistic but utterly trivial or pointless touches and mean time the gameplay started edging out the window, and most of the players followed until all they seemed to be left with were the realism obsessives.
There is an objective mode. In the current release it’s bomb plant/defuse like in CS. Not sure if they’re adding anything else in the new one.
actually there’s a lot to “realistic” or, like they call it, “tactical gaming”. it’s not simply “for people who reads tom clancy”, though - apparently weapon enthusiasts and soldiers prefer these much more than the usual point and shoot vanilla fps games.
http://dslyecxi.com/bestoftactical.html
it’s definitely not my boat, but there’s a lot of people who enjoy it, and I can see why there’s some features that sound totally stupid/trivial to me (and probably to most people here) but are top priority for the “simulation” these people want to achieve.
that’s the key point: simulation instead of arcade gameplay (to various degrees). it’s not wrong or “gameplay through the window”, just a point of view and gameplay style that’s different from yours. :rolleyes:
i still believe a realistic fps game would be a game that uninstall itself the first time you’re killed, and that’s why I usually see people who wants certain games to be more realistic with disdain, but I can see why there’s a genre for games like that, for games that are designed that way. that’s what tc:e seems to be trying to do, considering they mention the word “tactical” several times on their website’s mod description. it’s a genre.
Don’t underestimate the awesomeness of Wils! (Or Locki, or Bongoboy, or digibob, or…)
I enjoyed several games praised on that page, particularily two of his apparent favourites RvS and Operation Flashpoint - the latter I consider one of my own all time favourites. Realism should be implemented with gameplay in mind however, you cant just change or implement some significant thing in order to accomplish greater realism without also considering impact on gameplay - dslyecxi argues this also in reference to gun jamming.
Further, adding ‘realistic features’ with little regard for the controls is also counter-productive, it’s often more realistic to go with a compromise that suits the controls but looks weird rather than go for something that looks right but just doesnt function properly. For example when changing weapons, OK so generally you’d go the whole hog even putting the safety on before slinging it on your back, but if you run out of ammo in the thick of it you’d just drop it and grab the pistol. Having two different keys for quick/slow weapon switch is just silly, because you’re making an instinctive action into one that requires fumbling about on a keyboard. Having weapon switching always drop the gun would be even sillier, but no more silly than always holstering it properly. Instead the sensible thing to do is compomise with some fudgy animation while giving fast access to secondary weapon every time.
I see it time and again in “realism” games, wether it’s the 2 second switch to ironsights, during which you cant shoot, or the 5 second proning animation (also cant shoot), it’s all like they’re ticking boxes for ‘how it should be’ rather than considering how it actually plays out in relation to real life. If it screws with how easy it’d be in real life, it’s not bloody realistic. dslyecxi says something along similar lines:
The importance of a player having the ability to move in ways that closely replicate the real world, and have as much flexibility and possibility as in reality, cannot be underestimated. Tactical games should strive to make it so that there is rarely if ever a moment where a player is faced with a situation where his real-world self would be able to do something elementary that his in-game avatar cannot. This is doubly so for life-threatening situations. Nothing is more frustrating in a game than to be killed because you couldn’t do something simple that could have saved your life, due to a game either not implementing an aspect of movement or poorly modeling it.
ps. I dont intend the above as a critisim particular to TC:E, some/all/none of the above may or may not apply to the mod in question, which I havent played for some time now, it’s a generalisation.
I don’t find TC:E to be any more realistic than CS, which is pretty goofy IMO.
People should give it a chance before they say “OMG it’s not exactly like W:ET!!!11” It’s not supposed to be like W:ET; they just used W:ET as a platform because it’s free. Erase W:ET from your mind and put on your CS cap before you play TC:E. There are substantial differences, but that will at least prepare you.
TC:E is a good mod. The TC team have been putting a lot of time and effort into it for quite a long time, and it shows. However, the previous version haven’t had much that made them really stand out over other realism games/mods. It isn’t a “CS clone” by any means, but it also isn’t compelling different. Combined with various bugs and lack of publicity, they have never really gained a big player base. It’s very hard to get a thriving community if you don’t have at least a couple populated pubs 24/7 in several continents. This is especially hard for team based games that really need more than a couple people on the server to be any fun.
I hope they fair better this time around. Given that ET is completely free, with sufficient hype it should be possible for a total conversion mod to really take off, without having to simply drag existing players away from the main game. Converting a substiantial part of the ET playerbase to TC:E is unlikely, since the game styles are so different. I suspect most of the people still playing ET really like the “unrealistic” ET gameplay, and are very unlikely to switch en-mass to something like TC:E, even if it is really well done.
I hear the word realism and steer clear of any game. Gameplay is king, and in my experience there never has been a realism type game that was fun.
It’s a shame for the dev’s of this mod, but I bet alot of other people feel the same way and will never even give their mod a chance. There are alot of games out there, and tbh I’d rather play Lego Star Wars and have fun than take a chance on a realism mod.
For what it’s worth, I’ve done MOUT operations before and the reality is that it’s so lopsided towards the defender, that it takes a highly trained and organized as well as numerically superior attack force to ‘make it fair’. A significant portion of that attacking force is isolation and supression … hardly the making of exciting gameplay. IMO, realism could be cool, but the first time you got eliminated from the game for good, because someone else wasn’t do their job, getting killed by friendly fire because they randomly shot at every shadow in the building across the street, you got killed because the target building was booby trapped in one a hundred different ways, blah blah blah, i’d uninstall it.
Here’s an idea though. SWAT team. You log on to a game, the game starts and you just wait with your team in the staging area for some random amount of time, let’s say 4 to 24 hours to be realistic, until an action forces the SWAT team to act (negotiations fail, hostage takers kill someone etc. You just have to wait, you can’t leave, once you go, you play for 5 minutes and determine whether you won or lost.
the problem imo is far too often “realism” is treated as the goal of the project, rather than a means to an end. I suppose you’d get the same thing with a Star Trek game, they’d have to make it perfectly like the show and gameplay comes in second. It’s not hard to notice the successful Star Wars games have steered well clear of anything to do with the movies, thus giving them a lot more freedom to make it, you know, fun.
People should give it a chance before they say “OMG it’s not exactly like W:ET!!!11”
who’s saying that? I’m the only detractor before you posted and i already said i played the first few versions, which means more than a week or two’s worth.
