>snip<
I'm glad RoF is seeking feedback, especially from those who are unhappy with it. I would recommend answering the questions.
HT
The OP never said he was unhappy with RoF, he actually suggested they fix some flaws and did not ask for new planes in his response from what I read. I did not see criticism in his response. Lets see how neocube responds.
Of course I am unhappy with the sim - hence why I have not played it. I've spent $62.85 + shipping on a sim and 3 planes... and I haven't touched it in so long that the developer is sending me e-mails asking "What's wrong?"
Put it this way: I bought DCS: Black Shark around April. RoF came out in mid-Summer. I did it enjoy it for a bit, and openly stated here that this sim is the closest to real flying I've ever experienced. That is still true. When they were available, I bought the SE5, Pfalz DIII, and N17. I flew those for a while.
But now, in the beginning of Autumn, which sim do I crave to play? For which one have I joined an online squadron? For which am I writing new documentation for the community? Not Rise of Flight, even though I've only had it a couple of months - not five.
I'm a silver-lining kinda guy. I can watch a horrible movie and see good in it... somewhere. I watched "Mutant Chronicles" last weekend, the worst piece of crap I've seen since Uwe Boll's "Bloodrayne", and I still thought the effects and look of the movie were good. However, that little glimmer of silver lining doesn't change the fact that the package as a whole was terrible. That's where I'm at with Rise of Flight. It suckered me in with the pretty graphics and flight model, but in the end the overall experience is just not good.
I'd also like to note that I'm the kind of person they'd probably want to cater to. I like niche flight sims. I buy add-ons. I appreciate accuracy - even if it makes the sim difficult. I like independent developers/musicians/artists and gladly support them however I can when they produce even just a decent product.
Heck, I even bought the game when they decided to add the two additional planes to the original roster. I thought it was a reasonable gesture on the part of a developer who actually paid attention to their (potential) user base. I appreciated that, so I decided to offer my financial support by buying their game. But what I got was a pretty flight sim wrapped up in a godawful user experience.
Before I got into my current job, I designed graphical user interfaces for web sites and Flash applications. Every time I load up RoF I wonder what their designers were thinking - and if their beta testers actually thought the interface was good. Tiny text buttons without actual buttons behind them, so you need to click on the pixels of the letters to open a menu. "I thought I opened that?" A sim that doesn't remember your machine gun convergence settings. Being forced to click through a realism menu every.single.time you play. The clunky pre-flight setup screen where the menu covers up the aircraft, so you can't really see the skins as you scroll through them. At least they managed to fix the in-flight map screen somewhat.
The interface, of course, is just one tiny part of the whole issue. First is the lack of a instant mission generator. The Russian Roulette stuff just gets boring. The first opponent is always a SPAD or N28, the second always 2-seater, and so on. Not exactly random. I want to be able to choose an altitude, time of day, weather conditions, location, ground obstacles (AAA, armor, barrage balloons), number and type of opponent flights, and number and type of friendly fights.
It's in an instant mission generator that many folks - myself included - learn proper gunnery, aircraft identification, situational awareness in a furball, and the strengths and weaknesses of our - and the enemy's - aircraft. Laser's QMB was nice, but it's still nowhere near as powerful as the 10-year old one in IL-2.
The second thing that severely rankled me was the online component. I play a lot of games online - not MMORPGs but more "pick up and play" games. DCS:BS. IL-2. Red Orchestra. Call of Duty: World at War. People have been playing online for years and it should come as no surprise what people want in their online experience.
I have never seen a game force people to wait every time before playing. Sure, IL-2 and CoD:WaW have coop modes where players do have to "ready up" - but that's only one part of their online setup. If I just want to pick up a La-7 or an MP40 and blow some other players away I can just switch over to another server type.
RoF has NO other server type. You wait - or you don't fly. And every time I've tried - half a dozen times? - I've sat there and waited. And waited. Readied up. Waited. And Waited some more. I don't mean five minutes. I'm talking fifteen or more. And it's not like there were that many other servers out there I could try. Eventually, I just closed out, opened up DCS:Black Shark, and within a couple minutes I was online and flying - no "ready up", no wait.
Also, while coop modes are great and mission-based teamwork is one of the best aspects of flight sims, they can also be extremely frustrating for new players. To get good enough to fly online, you need practice against live people. The best way to get that is on an instant respawn dogfight server. People here say that dogfight servers are crap. Apparently that opinion wasn't shared by the tons of people I always saw on the IL-2 servers in Hyperlobby.