[Official] General Feedback

Post your feedback on the current Project Reality release (including SinglePlayer).
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NO FUN ALLOWED
Posts: 176
Joined: 2007-03-25 04:50

Re: General Feedback

Post by NO FUN ALLOWED »

Where do the PR 1.0 beta screen shots save to? They aren't in my My Documents folder
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: General Feedback

Post by AfterDune »

Should be in My documents / ProjectReality / etc.

(it's not My documents / Battlefield 2 anymore)
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doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: General Feedback

Post by doop-de-doo »

I'm under the impression that target infantry require more shots to take them down. Am I correct?

:evil: B4TM4N :evil:
Prevtzer
Posts: 648
Joined: 2012-06-13 12:19

Re: General Feedback

Post by Prevtzer »

A lot of people have been noticing performance drops of 20+ FPS (without mumble). Are you planning on optimizing the game more or did you decide to make the game more demanding (with better effects etc. of course)? How much room for performance improvement is there?
Tit4Tat
Posts: 514
Joined: 2009-12-11 12:41

Re: General Feedback

Post by Tit4Tat »

ricochets in PR?? that's too much DEVs :)
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Viperelite
Posts: 110
Joined: 2009-08-25 18:57

Re: General Feedback

Post by Viperelite »

Prevtzer wrote:A lot of people have been noticing performance drops of 20+ FPS (without mumble). Are you planning on optimizing the game more or did you decide to make the game more demanding (with better effects etc. of course)? How much room for performance improvement is there?
I remember someone saying they hope they can have 1.0 running faster then 0.98 (probably with optimizations)

The beta test is there to determine problems like this and it will probably be a lot smoother on 1.0 for the people having performance issues.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: General Feedback

Post by Leut.dweed »

After playing some hours with the beta I feel that I can give some general feedback:

Sounds/effects: Purely awesome. The gfx effects are genius and the sounds are so awesome that I think its (Overall) the best soundsystem of all wargames available at the moment. Overall the new sounds and gfx give the game much more "life".

Rallypoint system: I dont like the new/old system. It completely destroys the supply and transport aspect, which became a massive and nice update with the light supply crates f.e.. There are hordes of players/rambos coming from everywhere now and its nearly impossible to take them out.(the rallys)
Maybe a solution would be to make rallys last some minutes but with a gigantic redeploy time, maybe 30 minutes to an hour. Making rallys a powerfull feature for squadleaders so they can set up a big attack sometime in the game.

Fob system: I do not really have an opinion on that since I avoid enemy fobs now(there arent very much anymore either). But I think this system is to hard to play out.
The old system was okay but of course not perfect.
Why not leaving the old system but making knifes less effective against fobs? For example 3 knife hits make the fob bleeding so it goes down after some seconds or minutes. 10 knife hits would take it down or something like that. Fob destroying takes more time this way and I bet this would improve Fob attacking, defending in nearly the same way then C4. Or you have to "De-shovel" the fob to take it down and make it like the current system, so more guys so faster it goes.


Deviation: The recoil is very great. Makes the weapons feel more realistic. But in some way I think its a bit too easy now. I liked the old deviation system but it took to long till it settled down. You dont have any advantage as Defender anymore since everyone can spray your window/cover while moving now. Makes flanking maneuvers not that important anymore since you can easily move on to the enemy and just hold him down with spraying his position. Very bad on the LMG?s theyre the most deadly weapons in CQC now, normally unscoped rifles should be. My squad(We were 5 people) got killed by a single LMG who just ran into our T-building(Black Gold INF) and sprayed the windows so damn accurate(while moving) that two of my guys died at covering the stairs. He ran up and killed the rest with shooting while coming around the corner.
Why not giving a deviation settle time of about 1.5-2 seconds? Would fairly give an advantage to defending units and stop that Left 4 dead gameplay like it is on the beta servers at the moment.

BUIS: I love the BUIS system. It makes the game easier for CQC with scoped weapons. But there is one big problem with it. You just dont need it since the weapons are so accurate and deadly now. You dont need to scope in anymore(at CQC), just shoot the direction of the enemy, some bullets will hit anyway(even while moving). Even the guy in the official beta news video is shooting without scoping :D

100p Servers: The best change of all, together with the 8 man squads.
Some guys cry about the nametags but personally for me its no problem because I never start shooting the enemy if I spot him. And of course I play Pr so long that i can see the difference between friend and foe even with closed eyes :D . There is only one big problem: If the enemy has a rifleman kit from your faction it is terrible. You never know if its friend or foe. It could just be that you cant read the name.

Binoculars: I like the change. Mostly the lonewolfs and rambos cry about that. If you always play with a squad there is no real change. If noone is spotting for you its your problem. Problem before was most people were spotting for themselves and did not give the intel to the team etc. Without binos this aspect gets much more important. I noticed it by myself that i orientated me much more to infantry marker etc.

Vehicle names in hud: Very nice that you can see which vehicle you use now. Makes it easier to learn the names for new players.

New vehicle icons: Also very nice.

Mumble/Overlay: Even if it does not work properly yet it is awesome. There is not much to add since there is nothing negativ with it. (yes there are crashes, probs etc. but that can hopefully get fixed)

Performance: Personally I have no issues with it. My system is not High end but pretty good. I play with the highest settings possible and have no probs. (Only the map loading time is higher now for me)

Launcher: The Launcher is perfect like it is with its features. I love it with the option of clearing the cache, update punkbuster and also PR itself.
Last edited by Leut.dweed on 2013-07-01 19:25, edited 2 times in total.
Zander
Posts: 38
Joined: 2013-02-22 19:28

Re: General Feedback

Post by Zander »

Here are the things I've noticed so far:
1. Commander couldn't use thermals on UAV, no key reaction at all
2. Foxholes can be build by only one shovel dig(without further bleeding)
3. Mortars sounds are awkward, all rounds have same sound (damage and smoke)
4. Daaaat helicopter sound bug :/

from scratch
nAyo
Posts: 571
Joined: 2008-10-29 22:07

Re: General Feedback

Post by nAyo »

100 players is too much, 8 per squad is too much. I really hope there will be more 64 in the future!
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: General Feedback

Post by Rabbit »

US voices could use a re-write to be a bit more realistic, its laughable, but not ear bleeding bad. All the other sound so far are fantastic.
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: General Feedback

Post by PLODDITHANLEY »

Leut.dweed wrote:Or you have to "De-shovel" the fob to take it down and make it like the current system, so more guys so faster it goes.
I suggested this but to work on ENEMY assets it'd need a slot all to itself, friendly is OK on ALT but not enemy.
NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: General Feedback

Post by NyteMyre »

Really liked it so far (played 1 round Ramiel)... but the grunt US voices are terrible.... The Vanilla once are cool/relaxed..... this guy is a squicky panicked little boy (no offense to whoever recorded them)
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: General Feedback

Post by ChallengerCC »

The deviation of the weapons are realy realy good done, they feel now more realistic.
Weapon centration is also good but could be a liddl bit slower, so that running, stand still and spreading is not so effectiv.

The new AT systems plays better, APC and Tanks dont need to fear every second to get shot down by a overpowerd HAT system. They can support now mutch more.

The spawn opportunities like FOBs and RP are way way to mutch.

A nother point is sprinting: It should take longer to gain sprint, when you ran a long route.
More sprinted = longer time to wait. (0 sprint = max time to wait + penalty)
For now you can run a realy long route over the hole map, what decrease the "size" of the map in my opinion.
Walking should be the common way of traveling as an infantry man. :)

Bugs: GPMG PKP model: alternative and standart version are the same.
(bothe have scopes)
Last edited by ChallengerCC on 2013-07-02 08:56, edited 1 time in total.
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ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: General Feedback

Post by ghostfool84 »

I dont really have figured out in detail but it seems some vehicle a too quiet, especially non-tracked APCs like LAV. If there is a bit fighting around you just hear them if they are in front of you.

Whats about the new TOWs? Is it intended that they have no more zoom or are slighty zommed in? Because the crossair is way to big to use it proberly without zoom.

Smoke seems work not so good sometimes, the smoked area were you cant see through seems much smaller , i think it was better before now you need much more smoke to get an area smoked and can better see through it sometimes. A smoke direct on a body doesnt hide that body sometimes (for sure you should smoke between the enemy and the soldier but its kinda strange how it works osmetimes)

It should be possible to spawn as second Medic / LMG even when the other one has selected that kit if possible.
Last edited by ghostfool84 on 2013-07-02 08:46, edited 1 time in total.
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: General Feedback

Post by ghostfool84 »

sry doublepost please some mod delete this one
Kloppies
Posts: 29
Joined: 2009-11-08 21:02

Re: [Official] General Feedback

Post by Kloppies »

Loving everything so far, especially the reworked ballistics of rockets and missiles.

FEEDBACK ON EFFECTS

One thing I noticed: A few times where mortars or CAS missiles or bombs went off right next to me, there was no suppression effect. I don't know if anyone else has experienced this. It feels a bit odd, because you can then see pixelation and clipping of the awesome new effects from up close, which ruins it a bit.

I've seen someone else also mentioning it somewhere: if feels like the smoke from explosions dissipates too fast, but I still want to compare it next to the old effects. Otherwise it probably just means getting use to the effects looking so much different then before.

I do love how much more dust is kicked up by tanks firing, as well as the new bullet impact effects.
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viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: General Feedback

Post by viirusiiseli »

Conman51 wrote:I feel the game pace is a little too fast now, not because deviation changes or anything, but because 100p servers.

It just feels like on Sareemaa theres always people all around you.

I would like to try 1.0 on a officially mumble supported 64p or 70 or 80p server. Just to see how things change.
This and more limited rallies.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: [Official] General Feedback

Post by Heavy Death »

Sprint thingy way changed iirc, you can now run till like 80% and then it has the 20% thingy when you cannot run again. It was better before, now its back to sprint 24/7.
Nate.
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Re: [Official] General Feedback

Post by Nate. »

Heavy Death wrote:Sprint thingy way changed iirc, you can now run till like 80% and then it has the 20% thingy when you cannot run again. It was better before, now its back to sprint 24/7.
Funny because it felt like sprinting time was reduced for me :)


Maps
Saarema is THE best PR map I have ever played on. The atmosphere and the skybox are pure awesomeness. The big forest gives you many opportunities for nice infantry-maneuverings while at the same time being good for APCs because of the lovely roads.
Sadly, either me or the server CTD'd everytime I played on it.

BlackGold's improvements are also great. I like all those stones being placed all over the map making it easier for infantry to hop from cover to cover when moving into an objective. The destroyed road looks stunning, especially on the "orange"-Layout.
AAS-INF, I am not entirely sure if I like it. I have nothing against the fog, but playing in the city felt really vanilla-ish because of the tons of flags and people swarming around like headless chickens.

Ramiel's changes seem to be great aswell, I like the system with the Mosque-DoD on the INS layer, although I have encountered people shooting in and out of it a couple of times.


Weapons
Massive improvements in every way! I have nothing to add to what others said.
One thing only, I feel like the suppression-effects seem to be not as impressive as they used to be.

Sounds
Massive! Vehicles are no longer covering every other sound when they are close, but are still quite loud (ohh... the BMP-Sound, so awesome!).
I find that infantry-weapons are harder to hear now, I don't know why, possibly because the overall battlefield-loudness has become more dense.

Healing/Wound
Why do I have clear view when I get revived?
Being wounded feels meh, no more ouch-sounds? The "redness" of the screen also seems to be reduced.
I am not sure about the longer healing time, but it's propably a good change.

100 Players
Not sure If I like it. On some maps it provides an awesome gameplay while it causes pure chaos on other layers (small maps, small flags, ...).
I was hating the fact that the nametag-thingy couldn't be fixed, but after having played a bit, it feels okay, especially since you cannot pick up enemy kits anymore.

Gameplay
Overall gameplay-changes are great. The new weapon- vehicle- and effects-system makes the game a lot more intense.

What I did not like was, that the 100 players in combination with infinite rallys caused constant, ongoing, never-ending firefights everywhere. I prefer to have bit of a maneuvering time before I hop into firefights. Almost every round felt like a complete overload in every aspect (comms with 8 people, 100 players). I don't like a constantly high adrenaline-level, because that makes awesome moments become "meh" moments.
Seeing enemies and having contact is standard, the time having no contacts at all is drastically reduced.

Other than that, it is still possible to maneuver around in a tactical way, and with everyone being on mumble (when it stops crashing..), some awesome gameplay emerges.

Servers
... need to have a closer look on racism-issues.
Will it still be possible for admins to perform mumble-checks and such?
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heldro
Posts: 85
Joined: 2011-12-20 22:25

Re: [Official] General Feedback

Post by heldro »

Im ok with not being able to pick up enemy kits up anymore except for insurgents taking rifleman kits, i mean; they would probably do it IRL aswell.
You dont call retarded people retards, its bad taste. You call your friends retards when they are acting retarded.
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