View Single Post
  #25  
Old 04-08-2011, 01:46 PM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

I'm not worried about graphics or sounds...the developers will fix some and the modders will fix some, even if they can't be adequately optimized our hardware will catch up in 6-12 months, etc...

Long story short, i don't worry about stuff if it's only a matter of waiting until they get better. I prefer to worry about stuff that can't be added at a later date and thankfully, CoD has a lot of that already built-in.

That's the reason my personal choice goes in favor of CoD, it's just a matter of what each one prefers.

I never liked RoF's online restrictions and the fact that they don't offer any full add-on/expansion packages but only individual flyables.
I've tried the demo a few times and i got the impression that RoF is perfect for flying the aircraft, but not for flying a simulated war: the 2km visibility bubble, the inability to use large numbers of ground units, the lack of a common content base between players (they don't all have the same aircraft available to fly), etc.
They got the feeling of flight perfect, they just didn't have time to model the war around it and they are still filling the pieces in, more than 2 years from its release date.

CoD on the other hand is the exact opposite approach: here, take all these undocumented features that you can hardly use today but which will be useful in the future for a full-on dynamic war experience, take these flyables and AI units that are enough to cover all the major players for the scenario, experiment with it and by the time you've figured it out we will have improved it sufficiently so you can use what you've learned.

None of the above methods are ideal and that's due to money and time constraints, i just prefer CoD's method because it's better geared towards long term development. The fundamental building blocks for the future are already there, they are just hidden under the heaps of disorganized stuff that lies on top. When the easier to perceive features are sorted out (graphics, sounds, etc) and people start looking under the hood, it will be easier to realize and appreciate the complexity involved.
Reply With Quote