[Blockierte Grafik: http://farm7.static.flickr.com…6082513595_41aa933b89.jpg]
Tripwire meldet sich wieder mal mit einem Forenpost zurück. Das tut Tripwire relativ regelmäßig aber oft ist es nicht wirklich informativ. Im aktuellen Post gibt es aber durchaus viele Neueigkeiten:
ZitatAlles anzeigenMany of you know (and the rest of you should quickly find out) the SDK is out and users are hard at work already creating maps and mutators. To help with that in the short term and the long we've been posting guidelines in the forums and we will be releasing example content in a future SDK update. Combine that with what we always do...... Contests! While we don't have any dates ready yet, one can assume that content creation contests for the RO 2 SDK are in the works and creators might want to get an early start!
Looking forward as we have mentioned before we are working on our own first content update for RO 2. What you can expect with this one is the first of several maps we are working on as well as the Multiplayer Campaign feature, allowing users to fight across the entire battle of Stalingrad! This mode allows the teams to choose what territories to attack or to decide to defend while they hold an advantage and let their enemies grind themselves to death in the cold hard winter.
While we continue to work on bugs and improve features already existing we have been looking at the wants and needs of the various groups in the community. Now before you start gathering the pitchforks and lighting the torches, on to the subject that many of you want to know more about. The so called "RO Classic (Community named it, we didn't! And no, that is only the working title)
We are not committing to a time frame on its release, however we will be bringing the RO 2 Beta back into action so players will have a chance to give us feedback early on in the process as things get done and rolled into it.
While many of the fine details are still being worked on (we know you want them and we plan to provide!) let me walk you through a brief overview of some of the things we are working on.
The current plan involves keeping most of the new features of RO 2, however one of the main and most requested items is the removal of the weapon upgrade system and replacing it with a standardized loadout. I can confirm that we will be implementing a system like this for the new mode. And no, we have not yet finalized specific loadouts and weapon availability.
As we move forward and things finalize we will be taking a new approach to how we handle information and media releases (at least when it comes to the community). As things firm up we will be talking about them sooner with specific detail and releasing media over a longer period of time. So expect to see this begin in the weeks ahead.
Along those lines, while nothing is final yet we are looking into stances, the stamina system, and their relationship with each other for this mode as well. So stay tuned to these weekly announcements as things firm of for more detail and information.
Before I end this "what we are up to post", I would like to point out that we are hiring for several new positions here at Tripwire so if you are skilled and interested, keep an eye on our employment page over at www.tripwireinteractive.com. As you know, we are passionate about games, and continue to support our products for years to come and you will have a chance to work on a variety of titles.
Also hier dann mal die inhaltiche Zusammenfassung auf Deutsch:
Für das bereits erschienene SDK wird es nicht nur kleine Hilfe in Form von Guides geben, sondern es wird in der Zukunft auch kleine Wettbewerbe für Modder geben. Solche Wettbewerbe hat Tripwire in der Vergangenheit sowohl für Red Orchestra, als auch Killing Floor veranstaltet. Dort wurden dann z.B. gute Maps offiziell in das Spiel übernommen. Tripwire arbeitet inzwischen auch am ersten Contentupdate für Red Orchestra 2. Das soll nicht nur neue Maps, sondern auch den bisher unveröffentlichten Kampagnenmodus bringen. Dort können Spieler online einzelne Schlachtfelder auswählen und angreifen oder verteidigen. Aufbauend auf dem Ergebnis einer Schlacht wird die nächste Schlacht dann etwas leichter oder schwächer.
Neben Content und Bugfixing ist man auch mit Veränderungen am Gameplay beschäftigt. Viele Spieler wünschen sich einen Classic Mode für Red Orchestra 2, der Gameplay näher an den Vorgänger bringt. Natürlich gibt es dafür noch kein Release Datum, aber man wird dafür wieder einen gesonderten Beta Client auf Steam veröffentlichen. Die erste handfeste Ankündigung für diesen Modus ist, dass es möglich sein wird Unlocks für Waffen zu deaktivieren. Momentan sind freigeschaltete Unlocks immer automatisch ausgerüstet. Ebenfalls schaut Tripwire sich derzeit Zusammenhänge zwischen Körperhaltung, Erschöpfung und Weapon Sway an. Ansonsten zeigt Tripwire auch Anzeichen von leichter Selbstkritik, was den Kontakt zur Community in der Hinsicht zu Neuigkeiten zum Spiel angeht. Dort will man in der Zukunft neue Leute einstellen damit das besser läuft.