Are PR rounds too long now?

Post your feedback on the current Project Reality release (including SinglePlayer).
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Are the rounds too long in 0.9?

Yes, the tickets should be reduced slightly.
186
30%
No, long rounds are great.
435
70%
 
Total votes: 621

Epim3theus
Posts: 1110
Joined: 2007-01-03 13:23

Re: Are PR rounds too long now?

Post by Epim3theus »

Heskey wrote:I disagree with that Epim3theus. A soldier got wounded and had his wounds heal; thus the team did not lose a man (represented as a ticket).
I see your point, but in that light i would sooner say, a man got critically wounded and evacuated, a replacement was sent for him, costing one ticket, ic medic reviving. Healing wouldn't cost points (Little bandage on the fleshwound and your good to go).
Getting critcally wounded, ecpecially at long ranges, has to little concequence imo, and makes long range inf firefights useless.

Keeping the squad together, as a healing point, or reviving and keeping the squad together is enough reward, i still think.


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If you can read this the ***** fell off.
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Are PR rounds too long now?

Post by Mad-Mike »

Yep too long for me, somtimes they are 3+ hours and I can not sit down playin pr that long, no way!
MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Re: Are PR rounds too long now?

Post by MadTommy »

Wayyyyy too long.

But this is down to personal circumstances. i used to love long rounds... but now with a young baby and job that is too stressful i simply find rounds way too long. I rarely squad lead as i can rarely play for a whole round.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Are PR rounds too long now?

Post by Outlawz7 »

[R-DEV]Rhino wrote: 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 :p
Yes, but you don't see any other map either if the entire evening gets take over by two 4-hour rounds...I'm surprised at this thread, very long rounds/rounds that last the whole 4 hours have been here since 0.8 as far as I see it
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Are PR rounds too long now?

Post by Celestial1 »

I enjoy long rounds. Gives me enough time to get in good firefights.

Granted, in relation to RL, this is a lot of time to spend sitting at a computer... But it encourages setting out a good 'play' time, which will allow you to play interrupted and not play when you should be doing work. Pros and cons to the format, but I enjoy it this way and will make the accommodations to play as such.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Are PR rounds too long now?

Post by snooggums »

I like a game slow enough that I can get to know my fellow squadmates a bit, yet end in a reasonable amount of time to make working on objectives worthwhile. 2-3 hours on a large map and 1-2 hours on a smaller map are my preference.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Are PR rounds too long now?

Post by Rudd »

I love long rounds when I have more than an hour to kill, I love short rounds when I dont...

but its kind a per map thing imo.

would actually like the timer to be reduced by an hour or so rather than tickets.
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Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: Are PR rounds too long now?

Post by Oskar »

I agree with Rudd. I love long rounds, if the teamplay is good and we're having a good fight overall. If not, I'll just leave anyway. But you want those really good rounds to last long.
3 hours of non-stop playing is my limit though, a 3 h timer would be perfect. In my view, much more than that is on the verge of not being healthy.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Are PR rounds too long now?

Post by Arnoldio »

They are great, longer the round, more stamina it takes from each player, harder is to think clearly and battles can turn upside down because of that...
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offmason
Posts: 50
Joined: 2009-07-01 23:39

Re: Are PR rounds too long now?

Post by offmason »

With all the walking that has become prevalent in PR, get used to long rounds. I'm surprised that each match is not a grueling 10 hour battle of walking fury!
Change the Rally System back to how it was in 0.8!
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: Are PR rounds too long now?

Post by BloodBane611 »

I love long rounds, but I've yet to see a pub match go beyond 2 hours or so. I wouldn't mind playing a single map for 4 hours, it's just extremely rare outside the PRT in my experience.
[R-CON]creepin - "because on the internet 0=1"
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: Are PR rounds too long now?

Post by Jedimushroom »

The real problem lies in the attack-defend maps, namely that the attackers almost never have bleed. This can be seen on Asad Khal, Operation Barracuda and Yamalia to name but a few, and it utterly ruins gameplay.

Why, you ask? Because a defending team can hold their position for 2 and a half hours and STILL lose on tickets, which is just ridiculous. Every attacking force needs to have bleed, no matter how slight, before they cap their first flag. If the IDF aren't able to get mansion, they aren't going to get it, just end the map already and be done with it. Running the game on for hours longer than necessary is just going to piss people off.

This is probably my most annoying gripe about PR maps, it's been evident for ages, and it ruins otherwise perfectly good maps, see Kozelsk for one.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Potilas
Posts: 104
Joined: 2009-04-28 22:04

Re: Are PR rounds too long now?

Post by Potilas »

I have to agree with previous poster. 2 hour battle where your team has defended all flags, but loses is totally wrong. Simple solution: Give defending team 200 extra tickets, what they lose instantly when first flag is capped by attacking team. If defenders managed to cap all flags back they should recive same 200 ticket bonus. This rule would really make rounds more fair and will force attackers to do their job what is conquer the area. My second idea is force attacker to capture first flag in 1 hour or they lose automaticly after time is up.

Sorry if my post was too much suggestion like.
503
Posts: 679
Joined: 2008-08-30 02:53

Re: Are PR rounds too long now?

Post by 503 »

Jedimushroom wrote:The real problem lies in the attack-defend maps, namely that the attackers almost never have bleed. This can be seen on Asad Khal, Operation Barracuda and Yamalia to name but a few, and it utterly ruins gameplay.

Why, you ask? Because a defending team can hold their position for 2 and a half hours and STILL lose on tickets, which is just ridiculous. Every attacking force needs to have bleed, no matter how slight, before they cap their first flag. If the IDF aren't able to get mansion, they aren't going to get it, just end the map already and be done with it. Running the game on for hours longer than necessary is just going to piss people off.

This is probably my most annoying gripe about PR maps, it's been evident for ages, and it ruins otherwise perfectly good maps, see Kozelsk for one.
That is precisely correct. I haven't played the new Asad Khal or Yamalia enough to get good sense of flag layout, but playing as the Chinese on Operation Barracuda is extremely boring. With 0 ticket bleed for the US, the only way for China to win is by racking up more kills than the USMC or hope the huey pilots are awful. Hell, a good tactic for the US is just making everyone stay on the carrier but send in the hydra hueys to randomly bombard the island. No one is going to do this of course, but the concept works.
Doom721
Posts: 503
Joined: 2006-07-30 13:32

Re: Are PR rounds too long now?

Post by Doom721 »

Jedimushroom wrote:The real problem lies in the attack-defend maps, namely that the attackers almost never have bleed. This can be seen on Asad Khal, Operation Barracuda and Yamalia to name but a few, and it utterly ruins gameplay.

Why, you ask? Because a defending team can hold their position for 2 and a half hours and STILL lose on tickets, which is just ridiculous. Every attacking force needs to have bleed, no matter how slight, before they cap their first flag. If the IDF aren't able to get mansion, they aren't going to get it, just end the map already and be done with it. Running the game on for hours longer than necessary is just going to piss people off.

This is probably my most annoying gripe about PR maps, it's been evident for ages, and it ruins otherwise perfectly good maps, see Kozelsk for one.
Agreed, like Beruit when the Russians are on the cargo ship and IDF controls all of the ground and theres an extremely SLOW ticket bleed... just end it.

PS: Jedimushroom all grown up now? :P I haven't seen you since operation greasy mullet!
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"FAIL" - Right after you drive on the grass in Gran Turismo 4
Playing PR since Halo dropping spec ops and SL spawn ;) ( .3 :razz: )
Proud Member of the ~6 player PR clan StrkTm
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: Are PR rounds too long now?

Post by Jedimushroom »

Haha, I remember greasy mullet, cruising around in a car desperately trying to avoid getting bombed or shot by tanks. That map was sweet.

How ya been man? Haven't seen you or Dryer in ages, is StrkTm running good still?
Last edited by Jedimushroom on 2010-02-12 10:29, edited 1 time in total.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Pijama
Posts: 11
Joined: 2010-02-12 12:00

Re: Are PR rounds too long now?

Post by Pijama »

To be honest it depends.

If you're in a good squad, then no, it's cool. [ by good I mean that you have a squad leader who's leading you, a medic, an AR and the rest who's needed for the map ]

But when you arrive, that every squad is locked and that you can't lead [like me, with my not so good english I can't lead... ] or when your squad blow up and you see that there is no more space for you. Yeah then it's too long... Because playing PR alone or in a squad with lone wolf member isn't funny.

My two cent
It's funny to watch a british tank blowing up because of a honda civic ! #
luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

Re: Are PR rounds too long now?

Post by luizinhuu »

I just wish there were small maps and 16p servers for quick encounter and quick lasting battles. A different dynamic.
So if you're out of much time, you can join a 16p infantry on a small map server.
But if you've got plenty, then just go to a 64 long lasting server.
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soldier19919
Posts: 43
Joined: 2007-05-13 13:15

Re: Are PR rounds too long now?

Post by soldier19919 »

IT GETS SO BORING after ur squad is dead and ur getting raped in main!
soldier19919
Posts: 43
Joined: 2007-05-13 13:15

Re: Are PR rounds too long now?

Post by soldier19919 »

Potilas wrote:I have to agree with previous poster. 2 hour battle where your team has defended all flags, but loses is totally wrong. Simple solution: Give defending team 200 extra tickets, what they lose instantly when first flag is capped by attacking team. If defenders managed to cap all flags back they should recive same 200 ticket bonus. This rule would really make rounds more fair and will force attackers to do their job what is conquer the area. My second idea is force attacker to capture first flag in 1 hour or they lose automaticly after time is up.

Sorry if my post was too much suggestion like.


potilas no way dude that would suck. do u know how mutch 200 tickets is...
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