Deactivated-Nametag Change 1.0.22.0

Post your feedback on the current Project Reality release (including SinglePlayer).
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Deactivated-Nametag Change 1.0.22.0

Post by ghostfool84 »

No, it was the old version. Had the new .22 only played for a few minutes to try it out with not so many people. I will check it this evening.
IINoddyII
Retired PR Developer
Posts: 2268
Joined: 2008-02-06 03:12

Re: Deactivated-Nametag Change 1.0.22.0

Post by IINoddyII »

Love it.

Thought it added to squad cohesion - people were talking about what they were doing, where they were. Definately all added to teh immersion.
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: Deactivated-Nametag Change 1.0.22.0

Post by ChallengerCC »

I like the change so far, but i cant say if it is better or not.
Solo players have a advantage because they don't need to know who is from there side, because they are alone and only enemy players are around. On the other hand team players have a disadvantage.
I like it from the realism to check first if someone is from your side or the other.

Solo gamers have already a advantage. So the running systems needs a drastically change to prevent, running around every where.
Running should only bin used when you sprint over a small street or to run in cover. Not to run around everywhere.

Its also hard to hit them while they run and for units that are more static they have a real problem to fight against this rushing, action and guerrilla like tactic.

This problem exists even in the old version and with the new RP system and deviation it will be counterproductive and may be unplayable for tactic and team players.
All this changes correlate with each other and can have dramatically changes.
Last edited by ChallengerCC on 2013-07-03 13:58, edited 3 times in total.
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Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: Deactivated-Nametag Change 1.0.22.0

Post by Tomking »

Last night I played a Fools Road AAS and Black Gold INS. I was completely unaware of the deactivated name change.

I did however think to myself - these were the two best rounds of PR 1.0 beta gameplay that I've experienced since the thing started. Teams seemed more fairly balanced and squads actually were working together :shock: ...

I think removing name tags might be a huge part of the wonderful gameplay I experienced.
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: Deactivated-Nametag Change 1.0.22.0

Post by =Romagnolo= »

After I played 2 rounds, I think this is a bad move.

It was hard to identify squad members and squad leader, it is also hard for the medic to identify the wounded too.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
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(yes, it was about me)
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MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: Deactivated-Nametag Change 1.0.22.0

Post by MADsqirrel »

Surprisingly for me it worked pretty well those 2 rounds I played on ramiel and fools road.
The only problem I had was identifying who of my squad was standing in front of me.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic56970_7.gif[/img]
a3dboy1
Posts: 194
Joined: 2012-09-17 17:40

Re: Deactivated-Nametag Change 1.0.22.0

Post by a3dboy1 »

I love it! PR now plays more tactically and slow paced!

On the first thought, I wanted to ask for "Highlight friendly tags" function by pressing ALT and see tags for 5 sec as you would usually see them before this change. But then I thought it would be better to remove 5 sec delay for the map to show up. In the end, I am not sure whether any changes are needed as current system works perfectly and squads are willing to teamwork. And any further changes will reduce the effectiveness of slow paced squad movements.

Finally, teamwork gains more benefits than lonewolfing!!!
Donatello
Posts: 145
Joined: 2007-07-08 13:17

Re: Deactivated-Nametag Change 1.0.22.0

Post by Donatello »

I get tired when i try to recognise my squadmates among hordes of identical models.

It leads to rape of map-button.
map on, map off, map on, map off, map on, map off ...........

Awkward.

We need nametags for squadmates at least.
nickname: =WAR= Kadart
heldro
Posts: 85
Joined: 2011-12-20 22:25

Re: Deactivated-Nametag Change 1.0.22.0

Post by heldro »

Would like to still have nametags for squadmembers.
You dont call retarded people retards, its bad taste. You call your friends retards when they are acting retarded.
fillsson
Posts: 70
Joined: 2011-06-21 22:33

Re: Deactivated-Nametag Change 1.0.22.0

Post by fillsson »

Terrible in my opinion, the nametags simulates you knowing the guys in your squad and being able to recognize them without having to aim your gun at their face.
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: Deactivated-Nametag Change 1.0.22.0

Post by hobbnob »

After a few more rounds I have decided that yes, I utterly hate it. Completely ruins any kind of inter-squad identification and makes medical assistance overly difficult and ended up with multiple people screaming at each other and a few ragequits. Was so much easier with the buggy nametag system.
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SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: Deactivated-Nametag Change 1.0.22.0

Post by SANGUE-RUIM »

Donatello wrote:I get tired when i try to recognise my squadmates among hordes of identical models.

It leads to rape of map-button.
map on, map off, map on, map off, map on, map off ...........

Awkward.

We need nametags for squadmates at least.
usually when the round starts its really a problem, but SQ Leaders can set a mark on the map for the SQ to meet up

After that, just stick with your SQ and you wont have that problem so often...
fillsson wrote:Terrible in my opinion, the nametags simulates you knowing the guys in your squad and being able to recognize them without having to aim your gun at their face.
You dont need to aim at your mates... just tell them to use talk in LOCAL
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Deactivated-Nametag Change 1.0.22.0

Post by Zoddom »

___sangue-ruim___ wrote:just tell them to use talk in LOCAL
its just this.
for everybody who is hatingthe change, its just this.
Nate.
Forum Moderator
Posts: 3018
Joined: 2012-07-09 20:44

Re: Deactivated-Nametag Change 1.0.22.0

Post by Nate. »

Had fewer problems with it than I thougt I'd have. Round starts are a bit of a mess, but well.

After playing 3 rounds, it feels normal, never TK'ed anyone.

Quick question: Is every player visible on the map now?
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Deactivated-Nametag Change 1.0.22.0

Post by rPoXoTauJIo »

Played fools road a bit on night and found myself in fortress while screaming in mumble at moving player(he was enemy):
"Are you friendly??!! If you won't respond i'll kill you!!"

IMO, good change because now you'll have to identify target first instead of shooting on every moving thing.
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Time to give up and respawn.
jathlon77
Posts: 22
Joined: 2009-11-05 21:46

Re: Deactivated-Nametag Change 1.0.22.0

Post by jathlon77 »

Hate it! Hard to identify teammates and medic is a nightmare. Tags with 64 players would be best. Too much friendly fire. Spend Half the time asking yourself if that's enemy or not. I think it ruins the game and makes it even slower. Leave the simulator for ARMA not PR. Only the handful of ppl are going to like it. I hear everyone in game stating that its a nightmare.
Jamaican
Posts: 184
Joined: 2007-05-27 21:04

Post by Jamaican »

I like it, once you recognise voices its easier, and when asking for medic tell him where you are from him. He comes running in that direction then guide him on local

You can click his name in sqd screen an he will be white dot on your map or medic logo
MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: Deactivated-Nametag Change 1.0.22.0

Post by MADsqirrel »

Played another 3 rounds the last 4 hours and I am already used to it. I never TK someone but I admit that it was close sometimes.
On my last round on Sareema I noticed that all squads where more packed up then at my first round at ramiel.
I have no problems with it anymore, only fire at friendlys when they surprisingly come around the corner.

But this was all playing as a SL so I am on the map most of the time.

None of my SM had real problems with it also.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic56970_7.gif[/img]
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Deactivated-Nametag Change 1.0.22.0

Post by Zoddom »

jathlon77 wrote:Hate it! Hard to identify teammates and medic is a nightmare. Tags with 64 players would be best. Too much friendly fire. Spend Half the time asking yourself if that's enemy or not. I think it ruins the game and makes it even slower. Leave the simulator for ARMA not PR. Only the handful of ppl are going to like it. I hear everyone in game stating that its a nightmare.
lol dude. its called not called Project Ardarde.
And if you think medic is a nightmare than you are using the minimap wrong. or not all most probably.
jathlon77
Posts: 22
Joined: 2009-11-05 21:46

Re: Deactivated-Nametag Change 1.0.22.0

Post by jathlon77 »

Zoddom wrote:lol dude. its called not called Project Ardarde.
And if you think medic is a nightmare than you are using the minimap wrong. or not all most probably.
sorry bro but looking at the map half the game sux! How realistic is that? Feels more like a sim/stragegy game. I've played PR for a veeery long time but its to the point that i don't enjoy it like before. Between the friendly fire and having to look at the map half the game just sux. When u take fun out of a game less ppl play it. Go join the marines. IMO
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