Are PR rounds too long now?
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space
- Posts: 2337
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Are PR rounds too long now?
Ive noticed since 0.9 that the rounds are now taking along time - in my experience 2-3 hours on average. For many people, me included, this is often great - last night on RT there was a 3 hour Qwai round where the Chinese won by 3 tickets! But for other people, they may only have an hour or two to play every night, and may not want to spend it only playing one map. What do you guys think? Should the tickets be reduced slightly?
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Protector
- Posts: 245
- Joined: 2006-02-02 14:26
Re: Are PR rounds too long now?
Long rounds are incredible and I hate it when they end, the longer the round the more immersed you become in the battle!
For those who want to play shorter rounds there is skirmish mode...
For those who want to play shorter rounds there is skirmish mode...

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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Are PR rounds too long now?
Servers can always reduce the ticket % of the maps thou this dose effect every map and some maps you may want a ticket reduction/increase where others you dont and it may feck up INS maps etc (dunno about that) but may be worth giving it a shot.
I personally prefer longer rounds, it means you play less of the same maps too since your not for ever switching maps and seeing muttrah 3 times in the same night
I personally prefer longer rounds, it means you play less of the same maps too since your not for ever switching maps and seeing muttrah 3 times in the same night
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Su34
- Posts: 97
- Joined: 2007-03-02 14:05
Re: Are PR rounds too long now?
Indeed, for Ins it will be problem, because the amount of caches remains the same.
However, on some large Maps like Kashan or Qinling, less tickets could improve the gameplay experience. I also want some variation in maps, which is not given, if one map takes 3 hours. Some, it depends on the maps I think.
However, on some large Maps like Kashan or Qinling, less tickets could improve the gameplay experience. I also want some variation in maps, which is not given, if one map takes 3 hours. Some, it depends on the maps I think.
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Feriluce
- Posts: 334
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Re: Are PR rounds too long now?
2 hours of Iron ridge with <15 fps, nothing happening and 200 tickets left. Thats when I got too bored and left PR till a hotfix is made.
Long rounds can be good, but long rounds for the sake of long rounds can also be incredibly dull.
Long rounds can be good, but long rounds for the sake of long rounds can also be incredibly dull.
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EnermaX
- Posts: 146
- Joined: 2009-04-08 19:06
Re: Are PR rounds too long now?
Indeed, epecially Iron Ridge, great map, but in Insurgency my last round took 3 1/2 hours...Feriluce wrote:2 hours of Iron ridge with <15 fps, nothing happening and 200 tickets left. Thats when I got too bored and left PR till a hotfix is made.
Long rounds can be good, but long rounds for the sake of long rounds can also be incredibly dull.
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Ford_Jam
- Posts: 458
- Joined: 2009-06-19 01:06
Re: Are PR rounds too long now?
A 4 hour round that isn't a 3 + 1/2 hour stalemate on Kashan or Qinling is a great game 
No offense to Qinling or Kashan, but a good 3 or 4 hours without seeing an enemy got dull
No offense to Qinling or Kashan, but a good 3 or 4 hours without seeing an enemy got dull
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Punkbuster
- Posts: 879
- Joined: 2008-10-24 23:12
Re: Are PR rounds too long now?
I support you on this...
Yesterday I was plying Kashan, I played for 3 hours as a tank gunner and we still had 300 tickets... so I just left the game because of bore!
Anyway... Can you please tell me how did you make a poll??????
Yesterday I was plying Kashan, I played for 3 hours as a tank gunner and we still had 300 tickets... so I just left the game because of bore!
Anyway... Can you please tell me how did you make a poll??????
In-game name: =[BF]= Rudy_PR
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Protector
- Posts: 245
- Joined: 2006-02-02 14:26
Re: Are PR rounds too long now?
See 2 hours on Iron ridge defending a cache site with a high fps is very funFeriluce wrote:2 hours of Iron ridge with <15 fps, nothing happening and 200 tickets left. Thats when I got too bored and left PR till a hotfix is made..

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Feriluce
- Posts: 334
- Joined: 2009-03-12 18:35
Re: Are PR rounds too long now?
Indeed, it very much depends on how the round plays out. However, with a very high amount of tickets, there is a larger chance of a very long stalemate.Protector wrote:See 2 hours on Iron ridge defending a cache site with a high fps is very fun![]()
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Are PR rounds too long now?
Well, for me, it totally depends what situation we're in. I can't say they last too long, because sometimes they're even too short, because you have such awesome battles (whether you're winning or not, you can still have an awesome round). In other times, I can't wait for a round to end, due to various reasons.
All in all I think it's fine, but really depends on the situation, which is different every time. Plus, I may find it lasts too long, or too short, but others on my or the other team may think totally different about it. So can't say "too long" or "too short" about this. I think most players can't.
Well, maybe unless the map is very vulnerable for stalemates most of the times it's played. Even then, stalemates don't have to be boring at all, but knowing on roundstart it's most probably going to be a stalemate at location x can get pretty dull.
All in all I think it's fine, but really depends on the situation, which is different every time. Plus, I may find it lasts too long, or too short, but others on my or the other team may think totally different about it. So can't say "too long" or "too short" about this. I think most players can't.
Well, maybe unless the map is very vulnerable for stalemates most of the times it's played. Even then, stalemates don't have to be boring at all, but knowing on roundstart it's most probably going to be a stalemate at location x can get pretty dull.

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TheLean
- Posts: 483
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Re: Are PR rounds too long now?
I think 2 hours should be a maximum for an AAS round, longer than that and too many drop off, so you play with other teammates than from the start.
For INS I would like to see shorter rounds as it can be incredible boring as insurgent to sit at a cache for 30minutes and wait for the enemy to come. There should be a one and a half our timelimit before the round is over and the bluefor should automatically loose if the time is up. This would put preassure on bluefor to go for the caches.
For INS I would like to see shorter rounds as it can be incredible boring as insurgent to sit at a cache for 30minutes and wait for the enemy to come. There should be a one and a half our timelimit before the round is over and the bluefor should automatically loose if the time is up. This would put preassure on bluefor to go for the caches.
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Heskey
- Posts: 1509
- Joined: 2007-02-18 03:30
Re: Are PR rounds too long now?
Long rounds that are action-packed and full of teamwork are great.
Long rounds that are packed with no teamwork, rambling 2/6 locked squads, and old infantry squads becoming armour squads named 'VOIP INF', when every time you walk out of a building you die and there's no medics around... That's when it gets boring.
Ultimately, the rounds are what you make them. I've had some amazing times on some maps, and at other times it's a complete snore-fest, however, I would strongly recommend a cap of 300 tickets on all maps (unless some cool map/game mode comes out where it's best to have more), as 500 tickets on Iron Ridge for instance is just annoying.
Not only do you spend the entire map time fighting, which can lead to 4 hours of dross, you fight so hard only to have the round ended arbitrarily anyway by the map timer! All that work for essentially nothing.
Long rounds that are packed with no teamwork, rambling 2/6 locked squads, and old infantry squads becoming armour squads named 'VOIP INF', when every time you walk out of a building you die and there's no medics around... That's when it gets boring.
Ultimately, the rounds are what you make them. I've had some amazing times on some maps, and at other times it's a complete snore-fest, however, I would strongly recommend a cap of 300 tickets on all maps (unless some cool map/game mode comes out where it's best to have more), as 500 tickets on Iron Ridge for instance is just annoying.
Not only do you spend the entire map time fighting, which can lead to 4 hours of dross, you fight so hard only to have the round ended arbitrarily anyway by the map timer! All that work for essentially nothing.
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: Are PR rounds too long now?
bah the only issue i have is that the changes in insurgency mode have done all but shortened the rounds. If anything they are way longer then they used to be.
On a side note: the huge amount of combined arms maps are also an issue due to the fact that round on them take aeons to finish
On a side note: the huge amount of combined arms maps are also an issue due to the fact that round on them take aeons to finish
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BabylonCome
- Posts: 709
- Joined: 2008-03-30 02:31
Re: Are PR rounds too long now?
We set our server to 2 hour matches, but I often think we should change this to 4 because there are too many times when the round finishes I wish it could go on for further....
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Heskey
- Posts: 1509
- Joined: 2007-02-18 03:30
Re: Are PR rounds too long now?
2 hours is too short.
And I feel Insurgency is now too short, and often too easy for BLUFOR to win.
I will agree that in 0.87 I was sick of Insurgency because of the length of time it took and how hard it was to win as BLUFOR, but now I love Insurgency due to the changes, but either think an extra cache should be added, or the tickets recieved for each cache reduced to 15-20...
Maybe add an extra cache (8 total) and reduce ticket gain from 25 to 20? Small changes to strike a balance.
And I feel Insurgency is now too short, and often too easy for BLUFOR to win.
I will agree that in 0.87 I was sick of Insurgency because of the length of time it took and how hard it was to win as BLUFOR, but now I love Insurgency due to the changes, but either think an extra cache should be added, or the tickets recieved for each cache reduced to 15-20...
Maybe add an extra cache (8 total) and reduce ticket gain from 25 to 20? Small changes to strike a balance.
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: Are PR rounds too long now?
Have to echo this, on Iron ridge we spent nearly 1 and a half hours searching for 2 caches in the city (where all buildings are enterable) about 4-5 FB's went up and came down in that time trying to get into the city.EnermaX wrote:Indeed, epecially Iron Ridge, great map, but in Insurgency my last round took 3 1/2 hours...
Im yet to try it on ***.

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space
- Posts: 2337
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Re: Are PR rounds too long now?
[quote=""'[R-DEV"]AfterDune;1262825']Well, for me, it totally depends what situation we're in. I can't say they last too long, because sometimes they're even too short, because you have such awesome battles (whether you're winning or not, you can still have an awesome round). In other times, I can't wait for a round to end, due to various reasons.
All in all I think it's fine, but really depends on the situation, which is different every time. Plus, I may find it lasts too long, or too short, but others on my or the other team may think totally different about it. So can't say "too long" or "too short" about this. I think most players can't.
Well, maybe unless the map is very vulnerable for stalemates most of the times it's played. Even then, stalemates don't have to be boring at all, but knowing on roundstart it's most probably going to be a stalemate at location x can get pretty dull.[/quote]
Good points - I play to win, but I equally enjoy a round weather my team win or loses, as long as there's good teamwork on the team. 0.9 does seem very balanaced now, so I am often seeing stalemates, but also far less people trying to play a particular faction. I suppose we have to keep playing a bit longer to see a pattern in the balance of all the maps.
[quote="TheLean""]I think 2 hours should be a maximum for an AAS round, longer than that and too many drop off, so you play with other teammates than from the start.
[/quote]
This is definitely a problem, and it causes a lack of cohesion in the squads. Maybe a 3 hour time limit would be useful.
All in all I think it's fine, but really depends on the situation, which is different every time. Plus, I may find it lasts too long, or too short, but others on my or the other team may think totally different about it. So can't say "too long" or "too short" about this. I think most players can't.
Well, maybe unless the map is very vulnerable for stalemates most of the times it's played. Even then, stalemates don't have to be boring at all, but knowing on roundstart it's most probably going to be a stalemate at location x can get pretty dull.[/quote]
Good points - I play to win, but I equally enjoy a round weather my team win or loses, as long as there's good teamwork on the team. 0.9 does seem very balanaced now, so I am often seeing stalemates, but also far less people trying to play a particular faction. I suppose we have to keep playing a bit longer to see a pattern in the balance of all the maps.
[quote="TheLean""]I think 2 hours should be a maximum for an AAS round, longer than that and too many drop off, so you play with other teammates than from the start.
[/quote]
This is definitely a problem, and it causes a lack of cohesion in the squads. Maybe a 3 hour time limit would be useful.
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Heskey
- Posts: 1509
- Joined: 2007-02-18 03:30
Re: Are PR rounds too long now?
AAS Iron Ridge is fine, we agreed on the T&T server on it's first attempt, that Insurgency Iron Ridge was just stupid.
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Epim3theus
- Posts: 1110
- Joined: 2007-01-03 13:23
Re: Are PR rounds too long now?
I don't mind a long round or a large amount of tickets, i like it even. It leaves open a cirtain room for screw ups without loosing the round, if you lower the amount of tickets teams, who want to win, could be even less inclined to act.
It's also a shame that when a medic revives, the team doesn't loose a ticket Ceeping the squad together should be reward enough imo. Otherwise getting shot is almost without penalty. But that's probably hardcoded.
It's also a shame that when a medic revives, the team doesn't loose a ticket Ceeping the squad together should be reward enough imo. Otherwise getting shot is almost without penalty. But that's probably hardcoded.
If you can read this the ***** fell off.

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