Project Reality v0.957c Hotfix released to server admins

Project Reality announcements and development highlights.
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: Project Reality v0.957c Hotfix released to server admins

Post by Snazz »

MacTavdish wrote:the "wounded" update which I believe pretty ruined the teamwork...this really non-teamwork update
How did it ruin or decrease teamwork?
MacTavdish wrote:changed the entire gameplay and caused lots of complications and chaos.
Losing a ticket when wounded did all that? How?

You have to elaborate a bit.
Bazul14
Posts: 671
Joined: 2009-06-01 22:23

Re: Project Reality v0.957c Hotfix released to server admins

Post by Bazul14 »

Finally someone can gun that 50 AND keep the engine quiet!
Nibbit
Posts: 174
Joined: 2006-06-18 18:38

Re: Project Reality v0.957c Hotfix released to server admins

Post by Nibbit »

nice, got killed a few times cuz I had to jump out da t4nk, good update!!
Claymore
Posts: 340
Joined: 2008-07-15 17:48

Re: Project Reality v0.957c Hotfix released to server admins

Post by Claymore »

I really don't tend to post comments on the Forum since I don't believe I have much to contribute any advices to smart people such as you (DEVs) but I believe you are making a mistake. Instead of updating endlessly in order to achieve "ultimate perfection" of tickets balance how about you stick with the amount before the updates and just remove the "wounded" update which I believe pretty ruined the teamwork and is the main factor that caused this entire ticket mess.
All I'm saying is why try to fix somthing working? PR ticket and wounded systems were great and very balanced and you came with this really non-teamwork update that changed the entire gameplay and caused lots of complications and chaos.
The previous system was completely unfair. Imagine a scenario when a group of 5 soldiers is defending a flag and a group of 15 soldiers is attacking it. At the end of the engagement all 5 defenders will be dead as well as 13 attackers. You may almost want to say that while loosing their lives, the defenders won the battle, inflicting heavy losses to the enemy but it used to be the other way around. Those 2 remaining guys revived everyone and... viola, no losses at all. Those people could have been blown up to pieces, shot in the head or run over by a tank yet they were living on like nothing happened. I believe their tickets deserve to be lost and the present system is much more fair than the previous one.
8)
SamEEE
Posts: 121
Joined: 2010-02-02 03:26

Re: Project Reality v0.957c Hotfix released to server admins

Post by SamEEE »

YOU'VE RUINED THE MOD WITH THIS PATCH.

Naturally i'm joking. Keep it up fellas ;)
Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: Project Reality v0.957c Hotfix released to server admins

Post by Spartan0189 »

Cheers to fast fixes ;)
Image
Stiller_001
Posts: 101
Joined: 2008-10-14 07:22

Re: Project Reality v0.957c Hotfix released to server admins

Post by Stiller_001 »

Its great how you devs respond so fast to problems and fix them
Image
nater
Posts: 489
Joined: 2009-01-07 19:35

Re: Project Reality v0.957c Hotfix released to server admins

Post by nater »

Good to see we can switch to the cupola again, it really irked me that we couldn't.
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Project Reality v0.957c Hotfix released to server admins

Post by SnipeHunt »

I hope "PR2.0" continues with this constant level of growth and modification.
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Project Reality v0.957c Hotfix released to server admins

Post by goguapsy »

SnipeHunt wrote:I hope "PR2.0" continues with this constant level of growth and modification.
This PR has more updates than TF2!
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
MacTavdish
Posts: 8
Joined: 2010-02-14 17:05

Re: Project Reality v0.957c Hotfix released to server admins

Post by MacTavdish »

Claymore wrote:The previous system was completely unfair. Imagine a scenario when a group of 5 soldiers is defending a flag and a group of 15 soldiers is attacking it. At the end of the engagement all 5 defenders will be dead as well as 13 attackers. You may almost want to say that while loosing their lives, the defenders won the battle, inflicting heavy losses to the enemy but it used to be the other way around.

The impacts of this update are more noticeable at insegency. Doesn't matter how disorganised insurgets would be, skilled and lonely players will cause a lot of damage to blufor. If I go alone on ramiel with my PKM and take down 4 guys on a sq and retreat, I can proudly say I caused quite a lot of damange that will stick no matter what (minus 4 tickets) and although the NME sq will revive itslef, they will still feel the unjust damange.

Another big issue is the medic kit. Before the update the medic was an extremely important kit. A kit no sq could function without. But with this update, when I am under contact with my sq and 2 of my guys get killed, instead of getting in danger and keep fighting and revive my buddies, I can easily retreat, drop a rally (5 short minutes) and be back as simple as that, knowing where the NME is. The term and action-"reviving under fire"- which I admired in PR became irrelevant. It beacme a lot worthy for me to retreat, drop a rally and be back instead of fighting and getting my guys which already caused the loss of tickets no matter what and their kits are unpickable.


Those 2 remaining guys revived everyone and... viola, no losses at all. Those people could have been blown up to pieces, shot in the head or run over by a tank yet they were living on like nothing happened. I believe their tickets deserve to be lost and the present system is much more fair than the previous one.
As for that. I AGREE with you. headshots, being runover or getting 50Cal/ tank/mortar rounds should undoubtably cause DEAD DEAD and a loss of a ticket. But getting shot by a normal 5.56/7.62 rounds should only cause WOUNDED and potetial loss of a ticket.

I understand you points and they are important but I believe a big part of a game is being ****ed for that. MAYBE the PR team should try letting 2 minutes for being wounded and not losing a ticket and after those 2 minutes you will still be revivable but with a single ticket less.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Project Reality v0.957c Hotfix released to server admins

Post by Arnoldio »

No, youre not getting it. Revived soldier represents reinforcements not reviving. The persumably crit wounded guy goes away taking 1 ticket with him. They increased the tickets for this reason, so killing enemies makes them worse team, as before it was not relevant to shoot people at all.
Image


Orgies beat masturbation hands down. - Staker
MacTavdish
Posts: 8
Joined: 2010-02-14 17:05

Re: Project Reality v0.957c Hotfix released to server admins

Post by MacTavdish »

ChizNizzle wrote:No, youre not getting it. Revived soldier represents reinforcements not reviving. The persumably crit wounded guy goes away taking 1 ticket with him. They increased the tickets for this reason, so killing enemies makes them worse team, as before it was not relevant to shoot people at all.
And I am saying that raising the tickets number was a logical solution but the problem with it now is to try and find the perfect balance which was achieved in 0.91.
Claymore
Posts: 340
Joined: 2008-07-15 17:48

Re: Project Reality v0.957c Hotfix released to server admins

Post by Claymore »

Daishi: I think when you are shot again, you will loose another ticket as you are already representing a different soldier. The one you were before was shot, saved by the medic and transported back to base. The medic is important for keeping the squad healthy and in one place. You just have to change your priorities - and heal preferably those guys whose ticket can be saved, then return for the others.
Last edited by Claymore on 2010-10-28 10:38, edited 1 time in total.
Reason: update
8)
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: Project Reality v0.957c Hotfix released to server admins

Post by Teek »

The impacts of this update are more noticeable at insegency. Doesn't matter how disorganised insurgets would be, skilled and lonely players will cause a lot of damage to blufor. If I go alone on ramiel with my PKM and take down 4 guys on a sq and retreat, I can proudly say I caused quite a lot of damange that will stick no matter what (minus 4 tickets) and although the NME sq will revive itslef, they will still feel the unjust damange.

Another big issue is the medic kit. Before the update the medic was an extremely important kit. A kit no sq could function without. But with this update, when I am under contact with my sq and 2 of my guys get killed, instead of getting in danger and keep fighting and revive my buddies, I can easily retreat, drop a rally (5 short minutes) and be back as simple as that, knowing where the NME is. The term and action-"reviving under fire"- which I admired in PR became irrelevant. It beacme a lot worthy for me to retreat, drop a rally and be back instead of fighting and getting my guys which already caused the loss of tickets no matter what and their kits are unpickable.
You almost don't make sense, you don't want you killing spree to have any impact what so ever? That's like saying killing a humvee shouldn't cost them tickets because they are so weak and plentiful. Guess what the enemy will do then? They are going to rush you with humvees because they don't cost tickets. But I digress. It wasn't blind luck that you killed a squad of troops, you ambushed them and they should have been more carful in a hostile city. In the last version you could kill 5 guys and hurt the last one before being killed but because the last one isn't hurt enough to die, they all revive and you just lost one ticket for you team. Now however, they may revive but they lost 5 tickets and you lost only two, which is fair because they had a medic and you didn't.

I also don't get your second point, medics arnt important?
If 2 of you men get shot, you revive them and not let them respawn because every time they give up they waste another ticket. So because you felt "oh they already wasted one ticket each, they can waste more cause I don't feel like reviving them" WTF?

This patch changed the old goal of 'don't die, without a medic' to 'don't get shot'. Much more realistic now and a very welcome change.
Image
MacTavdish
Posts: 8
Joined: 2010-02-14 17:05

Re: Project Reality v0.957c Hotfix released to server admins

Post by MacTavdish »

Basically you are saying that it is worthy to go alone. If you are skilled and know the map decently you can kill 3 guys and lose only 1 ticket for yourself. There is no 'don't get shot' in this update. It's a game FFS, you are looking for action and killing. For as much as I know the update didn't change anything related to the metality of the players. They go riskier and die more than ever. The Dev's thought this update would change their mentality and thought the games might just end slightly faster but truth was that rounds ended afer 30 minutes. That's becasue nobody gives a s**t about dying or not. They just want to have fun.

Before the update the basic mentality of most was that if you go alone and kill 5 and die you won't do any damage nor get any kills and the main reason for that is because no matter how skilled you are, it is unworthy to move alone. That's why the gameplay favoured squad play and team manuevers. With this update it doesn't matter if you go alone to with a sq, you will still lose tickets and most likely cause the same amount of damange. One guy with a PKM can kill 5 guys in a sq and die causing 5 tickets loss and 4 guys can go together kill 5 guys and lose 2 guys. ticket balance would be -5 for NME and minus 2 for you. Doesn't much matter if you are an remain the last man standing since you cant pick up BLUFOR kits.
I am saying that basically it is much more worthy for insurgent team to work solo than in groups. This way 2 insurgents can man each roof close to cache and set up ambush. Say every 2 insurgents kill 3 NMEs in the team then the BLUFOR loses lots of tickets. By the time they BLUFOR revives (if possible) his soldiers, the insurgents respawn defending the cache. This way blufor will lose loads of tickets for each cache. Especially in maps like ramel, fallugah, gaza and kokan too. And BTW, mortars arent suited for map like that, they are too strong for 2x2 km maps.
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: Project Reality v0.957c Hotfix released to server admins

Post by Teek »

I dont think you understand how the system works....

You lose 1 (ONE) ticket when you are wounded,
You lose 1 (ONE) ADDITIONAL ticket when you go feom wounded to 'dead dead'.
Each person that respawns lose 2 (TWO) tickets, once when going wounded, another for giving up and not being revived.

Who ever wins the battle gets to revive their wounded (say 3 men were shot, 3 ticket loss, then revived and your at full strength again too) while also dening the enemy the chance to revive their wounded, so they lose twice as much tickets as you did because they all have to respawn. Remeber, once fore getting shot, once more for respawning.

Edit: Oh, and it seems your talking about Insrugency where only one team has tickets, big woop its supposed to be unfair like that, thats why they get tanks.
Image
Locked

Return to “Announcements & Highlights”