[Official] Rally Point Feedback

Post your feedback on the current Project Reality release (including SinglePlayer).
Locked
splatters
Posts: 529
Joined: 2010-01-19 08:02

Re: [Official] Rally Point Feedback

Post by splatters »

The permanent rally point system was removed for a reason, alas we've taken a step back in that regard.

In reality, a rally point is a place "where a patrol can reassemble and reorganize if dispersed". That applies to PR as well, only the meaning of "dispersed" is a little different ;-)

Rally point, as I see it, is/was and should be in-game a tool for a squad to regroup after a successful retreat from an engagement that they cannot win. This encourages the squad to make a tactical retreat instead of always fighting to the last drop of blood, but also gives the enemy a change to prevent them from spawning nearby by blocking the retreat by flanking or taking out the squad leader. Whether the retreating squad survives, i.e. killed squad members spawn on rally, or gets annihilated and spawns on a FOB or main base the squad will in either case stick together which is basically the main purpose of the rally point, isn't it? That isn't necessarily the case with permanent rallys, because anyone of the squad members can spawn in at any time as opposed to everyone having to spawn at the same time.

Permanent rally points are just spawn points that you can place almost anywhere with no logistics whatsoever, they encourage overwhelming the enemy with repeated assaults and diminish the role of transport, logistics and most importantly tactics and coordination with other squads, overall more spammy gameplay. :-(

I sincerely wish you Devs to revert to the previous rally point system, which is also the notion of the majority of the PR community if represented accurately in this thread.
Though, I'm afraid you've already made your mind :mrgreen: Prove me wrong.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: [Official] Rally Point Feedback

Post by sweedensniiperr »

Also a few more of my points:
If this system is in place i would like to see the squadmembers to be nearby increased to at least 4. That way it ensure that is a somwhat "proper" squad.

Is this possible, I think this would be the best solution? You set the rally point as you normally would. And what you did in PR1.0 is that you would set it some distance close to an objective. I guess you would do this now again but it is only spawnable when there is X members near. That way rallies would actually force the squadmember to rally up and get their squad back.
Image
=MeRk= Morbo5131
Posts: 87
Joined: 2012-11-04 23:55

Re: [Official] Rally Point Feedback

Post by =MeRk= Morbo5131 »

[R-DEV]Jafar Ironclad wrote: There are revisions planned for rallies in the full release, which I will let one of the leads elaborate on if they're so inclined.
If perma-rallies or anything like them are staying for full release they best goddamn get patched out. There is literally no sense in the system as is now. Basically if a guy is able to spawn on the same rally more than once, it's being done wrong. 0.98 had it right.
Raic
Posts: 776
Joined: 2007-02-24 15:59

Re: [Official] Rally Point Feedback

Post by Raic »

=MeRk= Morbo5131 wrote:If perma-rallies or anything like them are staying for full release they best goddamn get patched out. There is literally no sense in the system as is now. Basically if a guy is able to spawn on the same rally more than once, it's being done wrong. 0.98 had it right.
I think 1.0 did it great.
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: [Official] Rally Point Feedback

Post by Frontliner »

Image

/thread
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
[FC]Freddie
Posts: 42
Joined: 2009-06-23 23:49

Re: [Official] Rally Point Feedback

Post by [FC]Freddie »

I'd have to say I prefer game play of rally points in 0.98 - for all the reasons Splatters points out.
ImageImage
Magn1fico
Posts: 7
Joined: 2009-06-04 17:41

Re: [Official] Rally Point Feedback

Post by Magn1fico »

IMO old rally point system should be returned.
Although, it was a pain in the *** when permanent rallies were removed back in 0.8ish, i think eventually everyone got used to it. And it really was pretty realistic unlike it is now. Rally point was used just for a quick regroup when many squad members are killed. It also supposed more teamplay when people mostly spawn on fobs creating some sort of a front line and the trans was used more frequently. All those sneaky RPs which allow squads to swarm the flags are no good for teamplay. At least, I think so.
Raic
Posts: 776
Joined: 2007-02-24 15:59

Re: [Official] Rally Point Feedback

Post by Raic »

Frontliner wrote:Image

/thread
Adorable, makes your argument really clear to all of us here. You've really made this thread exceptionally worth reading with this.

.98 rallypoint system was incredibly pathetic relic from old days when rallies had a purpose. It was some weird thing that was meant to be cut off, but was still hanging around from some weird string, trying to tell everyone it was there for a reason. It was sad excuse for anything really, why was the rallypoint there? It didn't do anything. It was some weird pile of bags that squad leader could fart out every half a century, if you happened to be far far away from the enemy, at which point you could as well just use the damn firebase, we don't stack sandbags for fun. Why did we even need the spawn point to be some weird spot that appears on the map, why not just spawn directly on squad leader as it vanilla? That's literally what it was. Squad leader spawn spot which you could activate for few seconds. Why not allow anyone to just spawn on squad leader when he is out of combat? That actually make some sense and would have a purpose. The system now is just some weird thing that requires you to jack off for some odd period of time before it works, as if it somehow makes it "worth" something. PR .6 had best rallypoints of all time. You can keep your pathetic "thing" of .98 to yourself thank you very much.

Any some sort of arguments anyone here has offered why 1.0 rallypoints were bad, were 1. I caused spam 2. It made live less worthy 3. Firebases were worthless. Only problem none of these are in anyway true with the latest settings. We had firebases and nobody can argue that they were not build as close to action as they could be. What actually now happened was that firebases were in actually reasonable locations and used defensively, not in the closest spot possible so we can run over the enemy with sheer mass of force. Meaning 1 and 2 either were already happening or there is some other thing causing it, I don't know, almost double the number of players? Was I the only one who actually played with my eyes open on the 128 servers? I feel like I was. And how is firebase worthless, are we actually playing the same game or what the hell have you guys been sniffing? I still want to use those heavier kits from the crates, but I guess that just me. And when were fortifications ever not worth building? I like to destroy shit with TOW or AA, and I especially enjoy penetrating ******** heads with a .50cal.

Other thing is saying its not what PR is about or supposed to be. What the actual fuck? The system in .98 is like what, 5th major overhaul of the rallypoint system and that one is how its supposed to be? And by overhaul I mean planned to be completely deleted, but for some odd reason forgot to be completely removed. Seriously serves no purpose what so ever in .98. Only thing its good for is grabbing that one guy who happens to join your squad. That's the only thing its good for. Pretty much exactly what it was not meant to be when it was first drawn up. Never understood why the rallypoint was completely killed. It worked very nicely until it was brutally murdered in .7 or .8.

And honestly, 1.0 is the only release since .7 I've actually considered I might return to play. .98 is painfully boring, like the few versions before it. Honestly first time in years I got that thrill I got when I first booted up .4, was fucking amazing. I felt like I could die any second and successfully pushing enemy away after long demanding battle was rewarding as hell. Lot of players left during .7 and onwards, simply cause PR was turning incredibly boring and can't blame them, after action packed earlier releases, who can blame them, shit was slow and boring.

What .98 was, squad walks miles to contact kills the enemy and then sits on their *** for the next 20 minutes, cause why the fuck would you secure the surrounding area? Then after rest of the team catches up they move to next target. The new rally system forces you to do quick sweep of the area before settling down, you know to make sure you have actually secured the area, not just that damn flag. Constant action was not what I saw at all, it was longer and greater battles which did not end until the area was properly secured. At that point it was sitting and waiting and planning the next move like PR has always been. Only thing that really changed with the rallypoints, is that ground fighting is proper combat, not just a quick shootout hoping to have the last man standing. Its not just quick shootout, revive and to next target. Its contact, pushing little forward while revives are being done, another contact, and securing and destruction of rallypoints. Its fun and requires more tactics than just walking to man one building, what it fucking is in .98.

Lastly, if new rallypoint system makes you play like morons, you are most likely morons. Last I noticed, rallypoint wasn't making you do jack shit.

Now that doesn't mean 1.0 rallypoints are best we could have. No, they still require some work simply cause the maps in PR today are lot bigger and we can't allow rallypoints to either A) be placed everywhere freely or B) be allowed to be spawned on with every kit.

A proper good step towards the right direction, like pretty much everything in 1.0 release, perfect in every way conceivable. (Maybe not night maps.)
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: [Official] Rally Point Feedback

Post by Anderson29 »

Raic wrote: And honestly, 1.0 is the only release since .7 I've actually considered I might return to play. .98 is painfully boring, like the few versions before it. Honestly first time in years I got that thrill I got when I first booted up .4, was fucking amazing. I felt like I could die any second and successfully pushing enemy away after long demanding battle was rewarding as hell. Lot of players left during .7 and onwards, simply cause PR was turning incredibly boring and can't blame them, after action packed earlier releases, who can blame them, shit was slow and boring.
I find this paragraph contradictory. But whatever...not a big deal, .98 for me is very exciting in the same way dayz engagements are exciting and in my opinion its the value of ur virtual life that causes this. I've played and enjoyed .98 more than any other version and I have been with this mod since the begining in 2005 and while 1.0 is very fun I have no interest in playing it as much as .98. I rarly have a dull moment in .98 unless I'm watching an ied. .98 is an awesome version and its ashame we didn't even test the .98 rallies with 100 players. That's my "wtf".
in-game name : Anderson2981
steam : Anderson2981
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: [Official] Rally Point Feedback

Post by Frontliner »

Raic wrote:Adorable, makes your argument really clear to all of us here. You've really made this thread exceptionally worth reading with this.
I'm sorry, but I had further involvement in the thread already and thought it would be of little use to repeat myself again for the third time, even more so since Spook's, Morbo's et al.'s statements cover my own thoughts pretty much. Especially Spook's initial statement, I was playing the beta with him the whole time up until he wrote his post, so I have a pretty good idea of what went down during those rounds.

I should also be polite and say two things regarding the picture: First off, it's a jokish expression for "Yo dude, you've got your opinion, and I respect that - but I beg to differ.". Second of all, I thought it would be time to release the tension this thread has built by a bit, and how to better do that than with a joke, right?

Also, props to you, aside from MadSquirrel(who changed his mind by now), you're the only person of the "Pro Rally Change" faction who's written more than 1 post. As for the further points of your post, I'll reply to them down below.
.98 rallypoint system was incredibly pathetic relic from old days when rallies had a purpose. It was some weird thing that was meant to be cut off, but was still hanging around from some weird string, trying to tell everyone it was there for a reason. It was sad excuse for anything really, why was the rallypoint there? It didn't do anything. It was some weird pile of bags that squad leader could fart out every half a century, if you happened to be far far away from the enemy, at which point you could as well just use the damn firebase, we don't stack sandbags for fun. Why did we even need the spawn point to be some weird spot that appears on the map, why not just spawn directly on squad leader as it vanilla? That's literally what it was. Squad leader spawn spot which you could activate for few seconds. Why not allow anyone to just spawn on squad leader when he is out of combat? That actually make some sense and would have a purpose. The system now is just some weird thing that requires you to jack off for some odd period of time before it works, as if it somehow makes it "worth" something. PR .6 had best rallypoints of all time. You can keep your pathetic "thing" of .98 to yourself thank you very much.
I thought it was a great tool to bring squadmates who've been afk or recently joined to the squad location. Can you please explain to me, why the fuck it absolutely needs to have strategic importance? Matter of fact, Beta 1.0 has shown to pretty much everybody why they need to be of lesser importance. Because you can abuse the fuck out of them and it makes logistics(an entire aspect of the fucking game) obsolete. So, all things considered, keep the vBF2 rallies to vBF2. I mean, why not reintroduce spawn points on captured flags, complete with assets and all, because, outside of a few tickets lost, capturing a flag serves no purpose. God forbid something exist in the game without a major purpose!
Any some sort of arguments anyone here has offered why 1.0 rallypoints were bad, were 1. I caused spam 2. It made live less worthy 3. Firebases were worthless. Only problem none of these are in anyway true with the latest settings. We had firebases and nobody can argue that they were not build as close to action as they could be. What actually now happened was that firebases were in actually reasonable locations and used defensively, not in the closest spot possible so we can run over the enemy with sheer mass of force. Meaning 1 and 2 either were already happening or there is some other thing causing it, I don't know, almost double the number of players? Was I the only one who actually played with my eyes open on the 128 servers? I feel like I was. And how is firebase worthless, are we actually playing the same game or what the hell have you guys been sniffing? I still want to use those heavier kits from the crates, but I guess that just me. And when were fortifications ever not worth building? I like to destroy shit with TOW or AA, and I especially enjoy penetrating ******** heads with a .50cal.
Are you shitting me? I have seen some useless FOBs during my time playing PR, yeah, but the majority of them were put in reasonable defensive/offensive positions depending on the strategy, and great effort was made to hide them as well.
I will tell you why FOBs in 1.0 were useless, it's because it's a 5x5x5m object with a 250m overrun radius compared to a 0.5x0.5x0.5m with no overrun radius and no crate needed for it to set up. You pressed a button and there it was. Any need for a transport? No. Any need for a supply crate? No. Was there time spent building it? No. Can the enemy find it before the end of time? No.
Other thing is saying its not what PR is about or supposed to be. What the actual fuck? The system in .98 is like what, 5th major overhaul of the rallypoint system and that one is how its supposed to be? And by overhaul I mean planned to be completely deleted, but for some odd reason forgot to be completely removed. Seriously serves no purpose what so ever in .98. Only thing its good for is grabbing that one guy who happens to join your squad. That's the only thing its good for. Pretty much exactly what it was not meant to be when it was first drawn up. Never understood why the rallypoint was completely killed. It worked very nicely until it was brutally murdered in .7 or .8.
Stop comparing vBF2 to PR 0.98. BF2 is an arcade game, designed primarily for an action audience. Spawn, die, spawn, die. Over the course of the last couple of years PR slowly evolved into something it wasn't at first, and something nobody at that point in time could've or would've imagined. I tell you, everybody who plays PR now plays it because it's Project Reality, and not because it's a modified BF2.
And honestly, 1.0 is the only release since .7 I've actually considered I might return to play. .98 is painfully boring, like the few versions before it. Honestly first time in years I got that thrill I got when I first booted up .4, was fucking amazing. I felt like I could die any second and successfully pushing enemy away after long demanding battle was rewarding as hell. Lot of players left during .7 and onwards, simply cause PR was turning incredibly boring and can't blame them, after action packed earlier releases, who can blame them, shit was slow and boring.
Again, that's good for you, but if PR 1.0 reverts to 0.4, I'll guarantee you that nobody will be left to play it. Why? Because the arcade shooter market is oversaturated with those, and they offer better graphics, kill streaks, destructable enviroments, etc. Those who are still here are serious fans of a Project Reality that offers what it does and they enjoy the game the way it is. I'll tell you bluntly, you are a fan of action shooters and PR does not cater to you(anymore).
What .98 was, squad walks miles to contact kills the enemy and then sits on their *** for the next 20 minutes, cause why the fuck would you secure the surrounding area? Then after rest of the team catches up they move to next target. The new rally system forces you to do quick sweep of the area before settling down, you know to make sure you have actually secured the area, not just that damn flag. Constant action was not what I saw at all, it was longer and greater battles which did not end until the area was properly secured. At that point it was sitting and waiting and planning the next move like PR has always been. Only thing that really changed with the rallypoints, is that ground fighting is proper combat, not just a quick shootout hoping to have the last man standing. Its not just quick shootout, revive and to next target. Its contact, pushing little forward while revives are being done, another contact, and securing and destruction of rallypoints. Its fun and requires more tactics than just walking to man one building, what it fucking is in .98.
May I suggest you go see an optician?

Ok, all kidding aside, you're obviously fucking contradicting yourself here. You were saying before, that you consider coming back now that PR is all action packed and stuff, and here you say that you did not see action at all(fyi, long and drawn out battles equal constant action over the course of the battle). It can only be either of the two. Either you saw action and you come back because of it, or you didn't and will not come back consequently. Which is it?
Lastly, if new rallypoint system makes you play like morons, you are most likely morons. Last I noticed, rallypoint wasn't making you do jack shit.
Ofc not the system is broken, but it's the people who play by the rules the system. How dumb of us, we could've not used the RPs and allowed the enemy to take over the objective, how so very dumb of us. :roll: There are still some vBF2 servers left for you to play on, maybe, just maybe that is more of what you want.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: [Official] Rally Point Feedback

Post by Spook »

//hayaa, Ninjaed by Frontliner.

@Raic Once again I will repeat all the stuff I already said twice:

There is one single thing I agree with you. The fact that FOBs now are getting build up behind the frontline. Because the only thing I hated in 0.98 were the high priority of FOBs and the ability to spawn into battle right away. Basically the new RPs just put this to a new alot more ridiculous level. IMO FOBs should get reduced to 2 or 3 and must be build atleast 500m away from any objective. And NO fucking RPs! I want to deploy properly into battle, with trans, APC and whatnot. Not god damn spam spawn an objective until its captured.

So yeah, you are saying that there are no real arguments against the new RPs. If I read through the thread I can summarize the following: Logistics useless, teamplay useless, tactics useless, value of life: none, immersion: none, gameplay intensity: low. What I could read from your post is that you basically brought up one single argument: action. You want more action so you do not fall asleep. I guess it was a good thing you left PR back in the times when PR actually became what it was supposed to be. Saying PR was so much better in 0.6 is just stupid, since it was still in construction back then. It was a mod like anyother. Nothing special. Only with the following releases it slowly found its place in the mod universe and got successful as fuck, because it finally provided unique gameplay, no other mod or game could offer. Then saying that PR was how it is supposed to be back then just shows that the game is not fitting you well. You never played the real PR which was formed after 0.6, therefore you and me have different ideas of PR. You want a not finished BF2 mod of medium quality where gameplay is still not in its final form. I want PR.

To claim that all the people left, when PR began to be PR, shows that you clearly know nothing about PR and its history. Maybe you left the game because there was not enough pew pew anymore, but all the big communities started to form themselves up from that point and had a climax in 0.95, from then on activity started to decrease, mainly due to the fact that not much new content was added after this until now. The Devs successfully filtered out most of the action guys. Now they want them back and abandon their real playerbase for whatever reason.

You say that the argument: "tactics get useless" is not true. At the same time you are not able to counter that statement with anything. The only thing you say is that you were "able" to play with tactics but you do not tell us anything about how tactics got improved by this. So basically what you try to say is that: with alot of afford and trouble, it somehow is possible sometimes to implement a bit of tactics into the game. Now explain to me why would I need a change which would make the use of tactics and teamwork more difficult than before?!

Your last argument are longer lasting battles instead of quick shootouts. How can that be a better thing? A 60 minutes fight of 2 teams pushing against each other until a lonewolf destroys the enemies rallypoints is better than a proper engagement where you actually get punished for not using tactics if the defending team is good? Same thing for the defenders. If they are a bunch of morons without discipline, who stop watching their corners and directions after 5mins because its sooooo boring and start jumping around, they will get easily overrun by a squad of well skilled players. Skill, tactics, teamwork and maturity, without that you will loose every serious firefight in PR in 0.98. In 1.0 all those things do not matter anymore, tactics or not, if you fail you will not care and not learn from your mistake. You will much likely even approach from the same direction again and even might be successfull this time. Why would you do that? Because you simply can. RPs make it possible. There is no punishment for wrong SL decisions anymore. All the tactic and teamplay based players will feel helpless in this mess. Just as they did in the beta. Instead, action casuals will rise and shine. A paradise for people who play games just for a quick nice action packed round.

The things you say about proper securing are just the other way round in the beta. Instead of finding the remaining FOBs and enemy units around the objective after taking it over like in 0.98 (so basically proper securing), you now have no ability to secure anything. Unless you want to spend 30 minutes of walking through forests and cities to make sure that all enemy RPs are gone and still not having any confirmation whether you did cut the reinforcements or not. And even then you have to face the full man power of the enemy team after finally killing it on the objective 2minutes ago instead only the remains of it.
I got that thrill I got when I first booted up .4, was fucking amazing. I felt like I could die any second and successfully pushing enemy away after long demanding battle was rewarding as hell.
In 0.98 you can die any second as well, the difference there is that this will have consequences for your team unlike in 1.0. And how can it be thrilling to have constant action around you? Just as any other action shooter it gets boring after 1 hour of constant shootouts. Its like, 'meh, another full squad over there, lets try to kill it I guess' instead of 'holy fucking shit, fuckload of contacts right in front of us, position yourselves!, where the hell did they come from?!?!' Its thrilling as hell if you do not know when the next firefight will start, unlike in 1.0 where you expect the next one already on spawning in.

Gonna quote myself from another thread with the same discussion:
The breaks between the action, make the action itself much more intense. Yes its frustrating if you get killed without achieving anything after walking 10min for your objective. But it is my own fault for getting spotted and killed, next time I will do it better. And when you finally finish your mission, the success feeling is worth all the fails before. And it feels even more awesome if you make it without failing at all.

And map sizes are still too small IMO. Would be cool if the Base would be much further away, so the deployment by vehicles would take much longer. Wouldn't it be awesome to sit in the chopper or truck for like 5 minutes before you actually reach the frontline? So you can prepare yourself mentally for the upcoming fight and enjoy the immersion of a convoy of vehicles heading towards combat. Really a pity that bigger maps do not work properly in BF2. But well, 4km is already way more than the engine was ever supposed to handle on vanilla. So the only thing left, comparable to that, is a march through the map. And I am not talking about headless chickens running like crazy towards battle. I am talking about a nice formation of one or more squads. Works only with squadmates you know and adds alot of immersion to the gameplay experience. Thats another reason why I dislike new RPs. Before you are even able to form a nice formation and start moving, you already reached the middle of the combatzone.

I want more time for walking and not less. If your squad is in a hurry, it still can request pickup by some vehicle...but often I perfer the walk, even If there is a truck right next to us. Because after dying several times at the front, your squad needs to calm down and clear its mind. With its stress and frustration level up, it will just keep failing and raging. So it is always a good thing, to spawn in further away from the battle and just start walking towards it. Its good for the squadmember and the leader, since he can rethink what he did wrong and how he can do it right on this assault. And also explain his fellow squadmates what they did wrong and what to do better next time. People will gain focus again and be much more effective. Believe me, I know what I am talking about. It works.

That is one of the main reasons why I play PR. The ability to calm down and rethink strategies. Not many games give you that opportunity if you think about it. Actually it is one of PR's core features IMO.
People who want constant action have a lot of alternatives. Tactic based players do not.

I respect their opinion. If they want action then its ok. Not everyone likes to play games like PR, but why not just play BF3 instead, plenty of action there? Why come here and try to make Call of Unreality out of this mod? I don't know.

So yeah, when I saw the long post I thought, finally some more arguments for the pro-rally side, will be interesting. Sadly its just the same as all the others. Would have been enough to say: "Its good, there is more action and I like it."

I guess con-rally side is obviously still dominating this thread.
Last edited by Spook on 2013-07-10 11:46, edited 3 times in total.
Image
HeadlessChicken86
Posts: 130
Joined: 2013-01-21 14:09

Re: [Official] Rally Point Feedback

Post by HeadlessChicken86 »

Post deleted.
Last edited by HeadlessChicken86 on 2013-07-10 11:13, edited 2 times in total.
Ron-Schultz
Posts: 118
Joined: 2009-05-18 17:18

Re: [Official] Rally Point Feedback

Post by Ron-Schultz »

Spook you are talking out of my soul :)
Playing PR since .756
Raic
Posts: 776
Joined: 2007-02-24 15:59

Re: [Official] Rally Point Feedback

Post by Raic »

Spook, I like PR as it demands proper discipline from its player. Like I said the rallypoints in 1.0 are not perfect, but again better than whatever useless **** they were in .98. And if you wish to make some points here don't start making personal stories on what I do and play as I don't play with you and you have no fucking idea on how much and how I have played PR. Neither do you know what I want from PR, but right now I would like you to go fuck yourself. I've played PR for my fair share and mostly in very organized manner from very early, so I am well aware what PR is. If you want a simulation why don't you play Arma? See, that's how fucking retarded it is to tell people need to play other games. Pathetic.

I am a tactical person, I just ain't in need of 20 minutes to figure out where we go next, which won't happen the way we want to anyways cause people want to kill us. You got 30 seconds to decide what you do next, that's tactical thinking and ability.
Logistics useless, teamplay useless, tactics useless, value of life: none, immersion: none, gameplay intensity: low.
I have to ask you to actually build on these a little bit, as right now they are just words. Teamplay is hardly useless as flanking and organized movement is even more important now that there is actual frontline existing. You require to have different squads doing different things to be successful. Rallypoints in essence an additional objective to take care of, you can't have all just concentrate on killing the enemy, some of them has to attack their flank and attempt to cut off the supply. You know apply tactics and respond to enemy movement, what you said didn't need to be done anymore. Its pretty annoying to move your sad 8 man group towards the enemy without anysort of support on your flanks.

Tactics require you to think more now, simply cause you actually are likely to meet resistance after the first fight with the enemy. Want to secure this area and build firebase? Good, you have to push the enemy away for about 500m that way, have at it. How do you succeed? But not by walking into the enemy. Tactics are you responding to enemy and finding way to kill them, in contact. Do we go around the buildings to east, do we rope over wall on the west side and take control of that building while other squad approaches from east? How about we wait for their attack, deflect it and launch counter attack with APCs? Can you move forward to overrun them? Do you have blue on your flanks? AR front, back, middle? Where is the medic? Last known enemy direction? Where do we retreat? Armored support? Can whoever is responsible defending defend without you? Where you get that somehow its all action no breaks now, what do you mean by that? Do you need tens of minutes to sort out your thoughts, or did you think the enemy is actually going to wait for whenever its good for you to rain fire & death? Breaks last minutes, and you have to make decision on you positioning and next movement vector, otherwise you lose. Getting killed now is still pretty big deal, its just not so devastating for individual squads as you don't have to walk all the way back from base while enemy can freely move third of the map forward, because that what always happened if there was a single squad with half a brain. It always made me laugh how people cried over OD-S, when all they did was play aggressive, never saw them as superskilled players, they just didn't sit on their *** after combat. There are seriously server rules cause they played the game in the way its most effective, rush forward and just cripple the enemy. That obviously doesn't work now.

And brakes in combat so you can wonder how to go about your day isn't "tactics", that's just sitting on your *** doing nothing productive. Tactics is looking at the little things, responding to enemy and positioning. I didn't have a single game where it was just one constant 60 minute battle. Why? Because if everyone keeps running into battle in some random location you are just bad players, nothing more. You don't do that if you are smart. There is 45 players on one side, have couple squads dash it in the flank and overrun the rallies. It has always been like that over firebases, what the has changed? Nothing. You still have to make decision on where you make your next approach.

Missing logistics is pretty sad argument, looking that only thing actually affected is transportation, which doesn't really make any sense anyway as I would not jump in anysort of moving target on such a hostile area. But that's besides the point, yes transportation has lost its usefulness to some degree, I agree. Even then, only thing that changed is that whoever pilots transport helicopters shouldn't just sit on his *** at base waiting for people to die, instead be pre-emptive and stay within safe distance and be ready for pickup the instant its needed. Fast movement is still pretty sweet, can you imagine that.

Value of life hasn't changed at all. It has never been but a ticket, if you are giving up as soon as possible, I would argue you are the one in need of constant action, I have no issues sucking dirt for couple minutes, as that can safe the match for my team. Just requires bad *** medics to do their job under fire, but guess under fire reviving is not something many do, for whatever reason. I do it and its amazingly fun too.

And firefight were boring as hell in .98. Every defensive position was in the same place, because its the only building in the flag are which is impossible to assault. If you happen to be successful you just sit on your *** instead of the what ever squad you just killed. And thats, great? And what does this have to do with anything?
Your last argument are longer lasting battles instead of quick shootouts. How can that be a better thing? A 60 minutes fight of 2 teams pushing against each other until a lonewolf destroys the enemies rallypoints is better than a proper engagement where you actually get punished for not using tactics if the defending team is good? Same thing for the defenders. If they are a bunch of morons without discipline, who stop watching their corners and directions after 5mins because its sooooo boring and start jumping around, they will get easily overrun by a squad of well skilled players.
What? Whoever said anything even slightly like this. So booooooring, honk honk. You seriously are not aware that the maps are 4km across in PR? You are not required to go directly on to the flag every time you die. You honestly are only making a point here that unless the game directly holds your hand and forces you to walk a mile, you won't do anything of the sort. Flanking takes time, you actually have to walk long way around if you really want to hit enemy flank. But instead, you proceed to the nearest sound of rifle fire? And while how its just bit fragfest on one location? I can't take you seriously here. The more I read anything you post, any reasoning, the more I see that players are the problem, not the rallypoints.
As for immersion and gameplay intensity, we must have played completely different games.

And lastly, I love how walking and doing nothing is to you somehow a core part of this game, just great.
Last edited by Raic on 2013-07-10 12:07, edited 2 times in total.
Cpt.Future
Posts: 192
Joined: 2008-09-16 16:52

Re: [Official] Rally Point Feedback

Post by Cpt.Future »

This thread is really escalating right now.
Any mods reading this?
And if you wish to make some points here don't start making personal stories on what I do and play as I don't play with you and you have no fucking idea on how much and how I have played PR. Neither do you know what I want from PR, but right now I would like you to go fuck yourself.
Image
FoxtrotFaulkner
Posts: 26
Joined: 2009-07-08 16:48

Re: [Official] Rally Point Feedback

Post by FoxtrotFaulkner »

Devs, I think its clear that a majority of players DO NOT like the 1.0 rally point system. I hope you consider reverting it back to 0.98 status. It was one part of 0.98 that was really good. Changing it for the sake of changing it isn't a good reason. I've just read through every single page of this thread and the consensus is pretty overwhelming. Please!!! :)
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: [Official] Rally Point Feedback

Post by Leut.dweed »

I think spook is right, but its not the tactical aspect that changed 180 degrees, its the strategical aspect.

The new rally system forces the infantry to immediately join the fight for defending/attacking an objective( on AAS), because the enemy is doing it also. The fob system like it was in earlier version focused the real fight to start after 10-15 minutes because there is some time needed to build up the reinforcements, communicate with other sqaud who is attacking/defending and so on. ---> This was the strategical part of PR before.

Now there is no strategy anymore! Now the squads just move as fast as close they can and set up a rally and start fighting. So the beginning of the "main battle" starts after around 3-5 minutes.
Raic said that there is a frontline now. But that has nothing to do with the rallys(ok maybe a little bit), its the bigger amount of players now who have to spread out. The frontline like Raic descriped it would be there if we would have the "old" FOB system too. ( saw this on saarema when no squad has set up a rally and they all started to spawn from my fob)

The new rally system forces squads to move directly on an objective lay down a rally and start attacking. There is no real communication anymore if a defending squad should move up or not like it was before f.e.. Because you can defend and attack objectives much easier now, cause of "zombie horde" spawning from "mini FOBs"(what rallys are now because of the new kit layout(Rifle At, Grenadier).

--> The tactical part(squad moving, flanking, suppressing f.e.) is still nearly the same.

--> The strategical part changed 180 degrees! You dont really need transport(only at beginning "sometimes"), supplys, fobs anymore what has been the strategical part of PR.
And the strategical part was always one of the most important in PR gameplay because it could change a whole map without too much fighting needed (what was always a cool option to change a game when its well done and timed.)

Edit: Flagrushing is also much easier now with the 1.0 beta rally system now
Last edited by Leut.dweed on 2013-07-10 13:06, edited 2 times in total.
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: [Official] Rally Point Feedback

Post by Frontliner »

Raic wrote:Spook, I like PR as it demands proper discipline from its player. Like I said the rallypoints in 1.0 are not perfect, but again better than whatever useless **** they were in .98. And if you wish to make some points here don't start making personal stories on what I do and play as I don't play with you and you have no fucking idea on how much and how I have played PR. Neither do you know what I want from PR, but right now I would like you to go fuck yourself. I've played PR for my fair share and mostly in very organized manner from very early, so I am well aware what PR is. If you want a simulation why don't you play Arma? See, that's how fucking retarded it is to tell people need to play other games. Pathetic.
The thing is he wants to play PR. Not Arma. You on the other hand want to play something that is action driven. That is not PR. At least not since a longer period of time. You stopped playing halfway through, when, correct me if I'm wrong here, the game started deviating from a action modification to a simulation. And even more, you stopped because of it. You say it quite clearly down below
And lastly, I love how walking and doing nothing is to you somehow a core part of this game, just great.
You cannot even understand that this has a strategic foundation somehow, so I'll just list up what you can do if you want to move your squad from A to B:
Transport via chopper:
-fastest, but most audible and visible, however, it offers a good amount of cargo (depending on model), cannot defend itself
Transport via APC:
-fast, less audible and visible than a chopper, but still not stealthy. Great at assisting the infantry it transports as it can deal with many threats in theory(depending on gunner/driver ability; reconnaissance) when prepared, but still deceptively strong of a supporter as even the lighter AT assets can put it out of commission
Tranport via trucks:
-reasonably fast, but vulnerable, but since it may be grabbed without asking, in contrast to the APC, it does not restrict an armoured asset from fighting
Running:
-Slow, but when done right, your movement will stay undetected for the most part

This, mate, is strategy, tactic, thinking ahead and proper/combined asset use just to get somebody from A to B. Ofc dropping a Rally Point offers so much more to the game. Not.
I am a tactical person, I just ain't in need of 20 minutes to figure out where we go next, which won't happen the way we want to anyways cause people want to kill us. You got 30 seconds to decide what you do next, that's tactical thinking and ability.
You play Fast Chess and I play Chess, but let it be known, Fast Chess is the lesser strategic/tactical of the two. And no, that's reaction ability, not strategic thinking, you got the two confused.
I have to ask you to actually build on these a little bit, as right now they are just words. Teamplay is hardly useless as flanking and organized movement is even more important now that there is actual frontline existing. You require to have different squads doing different things to be successful. Rallypoints in essence an additional objective to take care of, you can't have all just concentrate on killing the enemy, some of them has to attack their flank and attempt to cut off the supply. You know apply tactics and respond to enemy movement, what you said didn't need to be done anymore. Its pretty annoying to move your sad 8 man group towards the enemy without anysort of support on your flanks.
The frontline is so rapidly changing that there is no room for strategy whatsoever. You cannot disrupt the enemy reinforcement lines because all they need is 3 guys and 8 guys can continously spawn from there. And again, it's a couple bags on a 16km? map, how are you supposed to EVER make sure you found all of them? Not to mention that they may be dropped again after a mere minute. How can you say you should devote a couple squads to finding and taking them down, are you mental? It's hard enough finding one of these, it's insanely hard finding multiple, and it's flat out impossible to find all of them within a minute of their placement while a) you have objectives to defend or take and b) there are enemies within a few dozen meters of those.
Getting killed now is still pretty big deal, its just not so devastating for individual squads as you don't have to walk all the way back from base while enemy can freely move third of the map forward, because that what always happened if there was a single squad with half a brain. It always made me laugh how people cried over OD-S, when all they did was play aggressive, never saw them as superskilled players, they just didn't sit on their *** after combat. There are seriously server rules cause they played the game in the way its most effective, rush forward and just cripple the enemy. That obviously doesn't work now.
Getting killed never had as little of an impact as now, as, AND YOU SAY IT IN YOUR OWN WORDS RIGHT HERE, you can "just" spawn back without having to walk. I don't see how your death has any detrimental effects or consequences to the flow of battle when you are like "Ok, I got killed, brb, see you in 30 secs.".
And brakes in combat so you can wonder how to go about your day isn't "tactics", that's just sitting on your *** doing nothing productive. Tactics is looking at the little things, responding to enemy and positioning. I didn't have a single game where it was just one constant 60 minute battle. Why? Because if everyone keeps running into battle in some random location you are just bad players, nothing more. You don't do that if you are smart. There is 45 players on one side, have couple squads dash it in the flank and overrun the rallies. It has always been like that over firebases, what the has changed? Nothing. You still have to make decision on where you make your next approach.
"Overrun the rallies". Ok, I'm getting tired of trying to pick your faulty logic apart when it's holey like Swiss Cheese, allow me to just LOL at you for thinking that there's any chance in this Universe that you'll overrun the 1.0 rallies of an entire team.
Missing logistics is pretty sad argument, looking that only thing actually affected is transportation, which doesn't really make any sense anyway as I would not jump in anysort of moving target on such a hostile area. But that's besides the point, yes transportation has lost its usefulness to some degree, I agree. Even then, only thing that changed is that whoever pilots transport helicopters shouldn't just sit on his *** at base waiting for people to die, instead be pre-emptive and stay within safe distance and be ready for pickup the instant its needed. Fast movement is still pretty sweet, can you imagine that.
Every fucking chopper pilot in reality would stay in base/well guarded position if he's not needed, why put your life and the asset in danger? Pre-emptive movement anticipation? Against the 1.0 rallies? Dafuq bro, dafuq?
Value of life hasn't changed at all. It has never been but a ticket, if you are giving up as soon as possible, I would argue you are the one in need of constant action, I have no issues sucking dirt for couple minutes, as that can safe the match for my team. Just requires bad *** medics to do their job under fire, but guess under fire reviving is not something many do, for whatever reason. I do it and its amazingly fun too.
I already explained how this is bs above when talking about the consequences of dying, no need to rephrase.
And firefight were boring as hell in .98. Every defensive position was in the same place, because its the only building in the flag are which is impossible to assault. If you happen to be successful you just sit on your *** instead of the what ever squad you just killed. And thats, great? And what does this have to do with anything?
I thought you never played 0.98, so can you please withhold your judgement regarding something you never played, yeah?
What? Whoever said anything even slightly like this. So booooooring, honk honk. You seriously are not aware that the maps are 4km across in PR? You are not required to go directly on to the flag every time you die. You honestly are only making a point here that unless the game directly holds your hand and forces you to walk a mile, you won't do anything of the sort. Flanking takes time, you actually have to walk long way around if you really want to hit enemy flank. But instead, you proceed to the nearest sound of rifle fire? And while how its just bit fragfest on one location? I can't take you seriously here. The more I read anything you post, any reasoning, the more I see that players are the problem, not the rallypoints.
As for immersion and gameplay intensity, we must have played completely different games.
Ok, Spook has been the commander of the QRF for quite some time, so I would assume that he's quite aware of how to flank buddy ;)
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Scandicci
Posts: 297
Joined: 2008-04-18 13:39

Re: [Official] Rally Point Feedback

Post by Scandicci »

I have been playing PR since 2007 and have been on the forums since 2008. I do not like the way the RPs played in game during the beta. I admit there was that nostalgic moment that brought me back to past releases when RPs featured more heavily in gameplay, but that did fade after the first few waves of assault on the same enemy position and I could not help thinking that the squad was some how cheating or exploiting. As long as we kept up the pressure they were going to collapse, and they did. This was not because they were not properly dug in, but because we just kept reinforcing so quickly and with each new wave we arrived armed with better knowledge of how to exploit their weaknesses.

The other big consideration that has been mentioned above is that overall teamplay and teamwork suffer. Trans squads become less important. APCs squads are not as important for transportation. And so on and so forth.

Overall though I had a great experience with the beta and enjoyed myself immensely. Good job, DEVs.
___________________________________________________________________

If it's worth shooting once, shoot it again.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: [Official] Rally Point Feedback

Post by Spook »

*sigh* Raic

You misunderstood some of my sentences. I could rephrase them and start countering all your arguments I do not agree with at all, but I am tired and I do not want this to escalate any further. I don't want to be somebodies enemy just because of a pair of some freaking piled up bags :mrgreen:

Everybody made his point and there is nothing else to do than keep raging and repeating ourselves. So I am not going to add much more in here since I have already said everything I wanted to say. Lets chill and see how things will work out.

Peace out my friend.
Last edited by Spook on 2013-07-10 17:08, edited 1 time in total.
Image
Locked

Return to “PR:BF2 Feedback”