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

CommunistComma
Posts: 377
Joined: 2009-12-28 21:52

Re: Are PR rounds too long now?

Post by CommunistComma »

Don't reduce tickets, reduce maps. Smaller maps mean more shit's happening. More shit happening means ticket reductions. Faster rounds.
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Are PR rounds too long now?

Post by Brainlaag »

CommunistComma wrote:Don't reduce tickets, reduce maps. Smaller maps mean more shit's happening. More shit happening means ticket reductions. Faster rounds.
GENIUS!
More shit happening means COD, more COD means less PR, less PR means...wth are we doing here??? so no NOT genius

IMO rounds are too short on *** (INS is okay), you rarely see equal teams/tickets loss, which makes the rounds not last long, I would love to play CnC more often. But thats just my opinion, if anything I would like to see a ticket increase :D
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Are PR rounds too long now?

Post by LithiumFox »

i thought rounds lasted much longer in .7/.8

Specially since deviation was HORRID

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ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Are PR rounds too long now?

Post by ghostfool84 »

On Most Maps rounds are not too long i think but sometimes on Quin Ling it takes too much time...
Shrivey
Posts: 17
Joined: 2010-08-27 05:25

Re: Are PR rounds too long now?

Post by Shrivey »

Protector wrote: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...
Well said sir, for me personally long rounds make project reality unbeatable. As said above, you get immersed in the round, often before I know it 3 hours has passed which seemed like 30 mins. It's a wonderful format, I'd hate to see it changed.
Ps- so grateful for all the work people put into this game.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: Are PR rounds too long now?

Post by ChiefRyza »

Phatcap wrote:More shit happening means COD, more COD means less PR, less PR means...wth are we doing here??? so no NOT genius

IMO rounds are too short on *** (INS is okay), you rarely see equal teams/tickets loss, which makes the rounds not last long, I would love to play CnC more often. But thats just my opinion, if anything I would like to see a ticket increase :D
So your saying more action is bad? Wow...So you prefer playing a game with less combat? I for one actually play PR for the action, does that make me a dirty COD player? Longer round times mean less maps played. I'd rather play a variety of maps every night than just a 4 hour round that drags on forever. Not everyone has the time to sit down and play for that long either. A really long round for a campaign event or something I can understand, but I would despise having 4 hour rounds on bigD. The ticket counts currently work, it also forces teams to move up more if they realize they have to capture flags to win. Turtle rounds on the other hand get stale pretty quickly.
Last edited by ChiefRyza on 2010-09-04 05:03, edited 4 times in total.


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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Are PR rounds too long now?

Post by ComradeHX »

ChiefRyza wrote:So your saying more action is bad? Wow...So you prefer playing a game with less combat? I for one actually play PR for the action, does that make me a dirty COD player? Longer round times mean less maps played. I'd rather play a variety of maps every night than just a 4 hour round that drags on forever. Not everyone has the time to sit down and play for that long either. A really long round for a campaign event or something I can understand, but I would despise having 4 hour rounds on bigD. The ticket counts currently work, it also forces teams to move up more if they realize they have to capture flags to win. Turtle rounds on the other hand get stale pretty quickly.
How much action you have cannot be increased by simply decreasing the mapsize unless the size is reduced to a 100mx100m room with instant respawn... like Call of duty(duty, in this case, means s**t) 4 or something.

It depends on the players.

You can PROBABLY have people on ventrilo/mumble chatting away in the main base and camp for hours...

Or you yourself can rush forward with a squad of 3 tanks and do something about it.

People who wants more action should get into it, not make more of it happen.
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: Are PR rounds too long now?

Post by ralfidude »

Yeah, il admit, when we say were gonna go play a quick round, it usually means about an hour lol.
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CallousDisregard
Posts: 1837
Joined: 2009-06-02 11:31

Re: Are PR rounds too long now?

Post by CallousDisregard »

I think non-stop action is a little unrealistic, hence the need for logistics and Forward Operating Bases to slow the pace to something more like real life.
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Are PR rounds too long now?

Post by Brainlaag »

ChiefRyza wrote:So your saying more action is bad? Wow...So you prefer playing a game with less combat? I for one actually play PR for the action, does that make me a dirty COD player? Longer round times mean less maps played. I'd rather play a variety of maps every night than just a 4 hour round that drags on forever. Not everyone has the time to sit down and play for that long either. A really long round for a campaign event or something I can understand, but I would despise having 4 hour rounds on bigD. The ticket counts currently work, it also forces teams to move up more if they realize they have to capture flags to win. Turtle rounds on the other hand get stale pretty quickly.
If you haven't time to play a full scale AAS round then go and play skirmish. I'm not talking about "less action" but how you define it. If you look at skirmish rounds now (much action almost no teamwork) it reminds me much more of BF2v or COD rather than PR. The more time you have (tickets) the waster can you expand your tactic and increase your chance of counter-attacking after loosing a flag. So no, I would like a slower paced game that I can enjoy without getting a heart attack, instead of having 20 mins of hardcore action. As already said, ticket ratio on TG (IDK about BigD) is fine. :!: If you are out for action go and search it, take some vehicles and rush on the enemy and let other people enjoy their style of playing. LONG(ER) ROUNDS FOR THE WIN!!
Last edited by Brainlaag on 2010-09-04 13:25, edited 4 times in total.
Cobhris
Posts: 576
Joined: 2008-06-11 07:14

Re: Are PR rounds too long now?

Post by Cobhris »

I don't mind long rounds (2-3 hours) as long as I see some decent action during that round. What I hate is that too many rounds degenerate into trench wars where each team will just dig in at a flag and not bother to attack. The result is that all time is spent sitting around doing nothing instead of maneuvering around and fighting enemies. IMO, the AAS bleed system needs to be changed so that teams have more encouragement to attack.
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Are PR rounds too long now?

Post by Arnoldio »

I hope DEVs have some solutions up their sleeves about this stuff. I can play 4, heck, even a 6 hour round if there is some progress. Otherwise its just pointless...
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