[Official] Rally Point Feedback

Post your feedback on the current Project Reality release (including SinglePlayer).
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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Rally Point Feedback

Post by Zoddom »

My Feedback

Very nice to see the good old rallies back! brings new dynamic in the game. The only point I'd change is the reload time, it seems to be about 2 minutes (?), and I find that much too short. At least 5 minutes I'd suggest.
Concerning Fobs I'd say limit them to about 2-3 per team so the team has to THINK about where to build them best.
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: Rally Point Feedback

Post by Bluedrake42 »

I agree with moonlight, I feel like we had to fight really hard and make a lot of valid points to get the respawn system the way it was, and now I feel like we've thrown that all out the window, this is a complete 180 to the devs stance for the last release, and it feels unwarranted. I don't understand why after all the testing and proven gameplay improvement we're deciding to revert back to a system that encourages everything PR stands against. besides the lag... this is the only aspect of PR 1.0 I'm rather disappointed with
Rezza
Posts: 2309
Joined: 2008-04-06 20:53

Re: Rally Point Feedback

Post by Rezza »

Agreed with Bluedrake. The old system was way more tactical and settled.
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007.SirBond
Posts: 276
Joined: 2012-12-12 05:03

Re: Rally Point Feedback

Post by 007.SirBond »

After playing some more with the new rally point system. I've concluded that the new system is rather terrible for the gameplay. It results in squads being able to reinforce positions too quick. The gameplay feels like a meat grinder. At least make the rally point disappear when the Squad Leader dies. A Squad leader able to spawn on his own rally point allows this system to replace FOBS.

The old system was better
, but I think allowing rallies only to be dropped relative to a near by fob is better.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Rally Point Feedback

Post by doop-de-doo »

Just off a round. No need for supply logistics. Everyone dropped RPs and no one felt the need or desire to build FSBs.

Don't like your spawn point location? Just go somewhere new and drop it. Takes no time, only 2 squad members.

No like.

:evil: B4TM4N :evil:
rep
Posts: 33
Joined: 2013-06-29 16:41

Re: Rally Point Feedback

Post by rep »

I think the new RP system doesnt pay off... FOBs are getting useless and your whole squad can just spwan real close to the enemy..

The FOB/RP System in 0.98 is way better.
himond
Posts: 63
Joined: 2009-11-08 06:50

Re: Rally Point Feedback

Post by himond »

This new RP system is too abusive and spammy.
Although, with some changes, permanent rallys could work as a ninja fob actually does (I think this is what devs were thinking on when decided to bring them back); basically would be necessary the hole squad to set it up and would be destroyable within a greater radius (100, 200, 300 mts for 1, 2, 4km maps).
Thus differencing from Fobs due to the lack of deployable assets, meaning Fobs are for reinforcing zones and rallys only as simple and more vulnerable spawn points.
Even RPs could last for 10-20 min.
Last edited by himond on 2013-07-01 07:52, edited 1 time in total.
zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: Rally Point Feedback

Post by zloyrash »

JackAttack91 wrote:I think RP's would be better if they required a light supply crate + 2 other squad members to be placed.
I like the idea of requiring at least a light crate to place rallies, turns them into kindof a light FOB
1)Yeah, light FOB.
RP needs crate or light crate and 2 squadmates. It stays ~10-15min. RP disappears when enemy near.

but better is
2)v0.98 rally-system with 3-5 minutes for RP to stay.

I need more time to play with these new RP.
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Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: Rally Point Feedback

Post by Web_cole »

The whole idea of having an RP overun on a radius is unworkable in my eyes. Especially something over 50, 100m consider if you simply place an RP in a bush, how is your enemy ever going to know they have "destroyed" it?
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Myru
Posts: 137
Joined: 2009-01-29 12:53

Re: Rally Point Feedback

Post by Myru »

I fully agree with Spook (#10). The RP system of 0.98 was promoting teamplay and tactics, since squads were forced to withdraw from battle to reinforce in a safe position. There were no problems with swarm attacks and players mindlessly rushing into enemy positions and dying were rightfully punished by being forced to take a long walk afterwards.
Prevtzer
Posts: 648
Joined: 2012-06-13 12:19

Re: Rally Point Feedback

Post by Prevtzer »

-Make them usable only once per round
-Make them harder to place (enemies around 100m, flat ground etc. similar to FOBs)
-Make them knifable only
-Give same amount of points to whoever knifes them as killing FOBs
Moonlight
Posts: 211
Joined: 2009-07-04 20:05

Re: Rally Point Feedback

Post by Moonlight »

Prevtzer wrote:-Make them usable only once per round
-Make them harder to place (enemies around 100m, flat ground etc. similar to FOBs)
-Make them knifable only
-Give same amount of points to whoever knifes them as killing FOBs
I like it, except for the first one.
I'd change it to:
-Make them usable zero times per round. ;)

The rally overrun mechanics got changed a bit:
- Updated rallypoint overrun distance to be 2.5x larger (25m, 50m, 100m for 1km, 2km, 4km).
- Fixed rallypoints expiring on round start.
It's still like nothing, TBH.
I don't expect much to change but I'll check it out..
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Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: Rally Point Feedback

Post by Cavazos »

A clan mate of mine mentioned how PR 0.98 feels barren compared to 1.0. I agree. I think the rally points along with the numbers make this effect.

I still need more time to play beta but so far I like the extra action. Putting RPs back to old may decrease this too much. It does seem to need modifications at least. Everyone agrees on that.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: Rally Point Feedback

Post by Gracler »

I don't like this rally system due to a this:
  1. Medic's stabbing dead corpses more often because a lot more ppl decide..... oh fok it medic will take 2 min to get here and I can walk back here in 30sec.. *hits the give up button"
  2. I don't care so much if I die... I can re-spawn and get back quick
  3. Enemy's will have to patrol and patrol and patrol around to be effective spawn destroyers..... and they won't even know if they are just wasting there expensive boots or actually making a difference. At least they should be rewarded with a cookie saying.... "you stopped the enemy's advance" message or something. The paranoia it creates is unnecessary.
  4. Rally's serve the Rally makers as a Hi-tech Alien detector device since EVERYONE will know that the enemy has found it.......the only one that doesn't know is the Enemy. To me this is backwards since the enemy is searching and the rally-maker is not spending resources defending the rally, like they might have done with a Fob.
PR 1.0 has boosted attackers a lot more than defenders with deviation and rally system..... It's rather boring to defend a flag for a long time and now you have to spend ressources searching while still remain undetected on a location that the enemy know your at... Seems more like you have to sacrifice 1 or 2 guys for rally hunting and leave the other 6 to hide on the flag and hope that they can keep out-number the enemy's which it basically has come down to with the quick aim.

The defender rally is the first rally to go down for sure also...
Last edited by Gracler on 2013-07-01 11:39, edited 2 times in total.
d1sp0sabl3H3r0
Posts: 439
Joined: 2007-07-03 20:57

Re: Rally Point Feedback

Post by d1sp0sabl3H3r0 »

What Spook said.

Constructive criticism:

Bring back the old rally system. Combined with the new logistics system teams are going to have to work together to advance, secure and hold territory. With 100 players, having logistics and support is much more viable as you still maintain the ability to assault a position while still holding your territory.

The current rally system seems to be contributing to very short rounds in a majority of the games I've played in 1.0 so far. With the numbers on each side increased from 31-32 to 49-50, increased vehicles (which leads to increased losses in tickets), tickets are going very quickly. I can't help but think the new rally system is contributing to this as well. This may be slightly off-topic, but the number of tickets needs to be increased more than they are now. Changing back to the .98 rally system should help slow the game back down to what it was trying to make itself from .5 to .98. The step backward seems wrong.

Thanks for the great open beta! The game is awesome and overall has been a great experience!
Hurricane
Posts: 167
Joined: 2008-04-27 11:31

Re: Rally Point Feedback

Post by Hurricane »

I agree with Spook and most other people here, the "new" RP system is a step back and promotes casual run'n'gun playstyles. People just keep on respawning infinitely, wasting tickets, or almost wiped out squads suddenly re-appear in full strength and gain the advantage again.

This is neither tactical, nor does it make any sense in the PR gameplay philosophy imo. All it does is creating situations which feel like BF3 Op. Metro and making supplies and FOBs less valuable overall, especially since you can grab more limited kits right away from the spawnscreen and don't need the crates so often anymore (which is actually not bad, if it just wasn't for that RP system ...).

I think the .9x Rally Point system was perfect, really spot-on. Reverting back to this would be great.
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: Rally Point Feedback

Post by ChallengerCC »

Hello everyone,

i totally agree with Spook. I warned for this massiv gameplay changes multiple times before:

https://www.realitymod.com/forum/f252-p ... -life.html
(This thread was even closed)

https://www.realitymod.com/forum/f10-pr ... t-3-a.html

https://www.realitymod.com/forum/f10-pr ... e-log.html

https://www.realitymod.com/forum/f10-pr ... eplay.html

https://www.realitymod.com/forum/f252-p ... oints.html

https://www.realitymod.com/forum/f10-pr ... ost1538267

You can see I am active since the beginning of this issue and I can only warn here everyone:

Please dont go in the wrong direction.
High spawn availabilty means: Less value, less tactic and teamwork, but highly increased action factor.


I want to express my displeasure of this change here a little bit more:

Besides of this threads i was on the Teamspeak servers of some devs and had a talk about this issue.
I got this info out of it:
It is only in testing phase for now(dbzao and 128 player server tests) and the chance that it will be implemented in the 1.0 version is really low. So but now? I can see this changes in the 1.0 beta.
The question is why? Why its so importand to change this in the action way?

Is PR title now: Action Gaming Redefined or Realistic Gaming Redefined?
I will not stay with action that's for sure.

I am realy disappointed from the beta gameplay, the rest is realy awesome good job, but for now it is hardly expressed/described as (sorry for the hard word but it must be clear): Shit
I dont know who, or which group is forcing this changes, but in my opinion this guy/s should stay with modelling and dont do gameplay changes.

You guys do a realy epic good work with the other stuff, but this change is a totaly NO GO.

I play this game since 5 years i have formed a 30 man clan that exists since 2 years and i play every week a minimum of 6 hours.
And I play in a well-organized, multiple squad-sized clan-team and sometimes solo as a "public". So i know a lot of the actual gameplay of PR.
For me are RP a good way to get one disconected player or throu a other exident back in action, but not for a exessive respawn point..

So please think about it an change it back to the old system or go in the other direction. )Less availability of Rally Points and/or FOB).

Thanks for reading
ChallengerCC
Last edited by ChallengerCC on 2013-07-01 13:26, edited 10 times in total.
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Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Post by Bluedrake42 »

Could we get some dev feedback on the reasoning on bringing this back? it seems like the response is pretty unanimously against the change
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Post by Bluedrake42 »

and it does seem like this keeps stemming from a single source, someone must still be pushing this feature, the past 3 years or so its been an attempted change like four times, and each time the players rise up and have to convince everyone its a bad idea... who keeps trying to push this change in?
Quentin(GER)
Posts: 6
Joined: 2011-05-28 10:38

Re: Rally Point Feedback

Post by Quentin(GER) »

I totally agree with Spook. The new system won't work. Fancy that! If a team defend the big Kozelsk-bunker, it will be absolutly impossible to take this flag as the attacking team. No way to get them out there!
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