[QRF] Combined Arms Server

Player feedback for all Project Reality: Battlefield 2 servers.
Nate.
Forum Moderator
Posts: 3018
Joined: 2012-07-09 20:44

Re: [QRF] Combined Arms Server

Post by Nate. »

Mod note: User was quoting Souls Of Mischief asking "Who won on QRF vs PRTA scrim and what was the end score?"

It was not an official "scrim", there was a lot of "pubbies" on each side ;)
PRTA won as Brits with more than 100 tickets (Can't remember the actual score).

Evyatar, thanks for the kind words.
Last edited by Nate. on 2013-06-22 18:47, edited 2 times in total.
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Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [QRF] Combined Arms Server

Post by Spec »

OT-posts removed. Keep ban complaints in the relevant forums. And circumventing bans by buying new CD keys is disapproved of by the team.

Needless to say, keep political debate out of here.
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--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
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Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
CrY3R
Posts: 39
Joined: 2012-03-30 21:45

Re: [QRF] Combined Arms Server

Post by CrY3R »

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Stacked much :D
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: [QRF] Combined Arms Server

Post by Mineral »

QRF organizes gaming days, on which it's QRF against the world ;) It's always like this on Sunday and Tuesday(I think). Try it out, it's good fun!
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Nate.
Forum Moderator
Posts: 3018
Joined: 2012-07-09 20:44

Re: [QRF] Combined Arms Server

Post by Nate. »

The only community-wide accepted massive Clanstacking ;)
It is usually quite balanced, [QRF] had more losses than wins in the past months.

Join our server now! :)
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Nate.
Forum Moderator
Posts: 3018
Joined: 2012-07-09 20:44

Re: [QRF] Combined Arms Server

Post by Nate. »

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Thanks to everyone that joined tonight, especially to Evyatar's glorious squad ;)
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Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: [QRF] Combined Arms Server

Post by Spook »

Hey guys, we updated our server rules. Make sure you read them: https://www.realitymod.com/forum/f29-pr ... erver.html

Following paragraphs were changed or added: 6, 7, 8, 9, 10, 11

Also we removed Dutch_ArmyNL from our lite-Admin support team because he massively abused his rights. We are sorry for anyone whose gameplay experience on our server got disturbed by him.
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Medal|2010
Posts: 53
Joined: 2011-01-09 23:09

Re: [QRF] Combined Arms Server

Post by Medal|2010 »

GG's tonight on Kozelsk and Charlie's point. These were some of the best games I've had in a long time. High quality gameplay with nice even teams. It's a rarity nowadays. Keep it up.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: [QRF] Combined Arms Server

Post by Spook »

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QRF is ready for 1.0! Expect us to seed on sunday evening as we always do.

Everyone is welcome to fight with and against us on our weekly QRF vs. the World GamingDay!
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Medal|2010
Posts: 53
Joined: 2011-01-09 23:09

Re: [QRF] Combined Arms Server

Post by Medal|2010 »

Why not friday evening? :(
Nate.
Forum Moderator
Posts: 3018
Joined: 2012-07-09 20:44

Re: [QRF] Combined Arms Server

Post by Nate. »

I don't think we have the manpower it needs to keep up the administration for the weekend. We will try and focus on joining other servers and help out there. However, you never know what's gonna happen ... ;)

We will definitely seed the server more frequently in the next weeks and propably adapt some of our server rules to 1.0.

Join us on sunday for the first [QRF] 1.0 Gaming Day.
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zmaj4791
Posts: 33
Joined: 2009-02-16 07:11

Re: [QRF] Combined Arms Server

Post by zmaj4791 »

QRF are you interested


https://www.realitymod.com/forum/f75-pr ... lease.html

plz respond to thread in next 24 hrs
Nate.
Forum Moderator
Posts: 3018
Joined: 2012-07-09 20:44

Re: [QRF] Combined Arms Server 64-Players!

Post by Nate. »

The [QRF] CombinedArms Server will run with 64-80 slots pending further notice.

We will try and balance out the best ratio between 64 and 80 players on the server in the near future.

I. We feel that now, shortly after the release, having 64-players in the server makes it easier for people to organize themselves, get to know the game and it's new features while still providing quality gameplay.

II. We enforce Teamplay and Mumble. You must have a working microphone to play on our server. You must obey the chain of command and follow orders given to you. We are not a training server, but we welcome every new player that has what it takes to learn PR: Willingness to cooperate and communicate.

III. Of course, we invite all our friends from throughout the PR community to join us every Sunday on Tuesday for the usual round of highly competitive PR-gameplay. You and your mates will be switched to the same team as usual.

IV. German players are welcome to hop on our Teamspeak 3 (qrf-clan.de) - We are recruiting!
Last edited by Nate. on 2013-08-06 21:28, edited 5 times in total.
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Mineral
Retired PR Developer
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Joined: 2012-01-02 12:37
Location: Belgium

Re: [QRF] Combined Arms Server

Post by Mineral »

Nice ! I heard a lot of people asking for this.

Good to see some server variety. But I want 200p :twisted:
Last edited by Mineral on 2013-08-07 23:49, edited 1 time in total.
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KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: [QRF] Combined Arms Server

Post by KiloJules »

Looking forward to your idea of a cleanly shaved gameplay!
Will keep an eye on.
Curry
Posts: 1063
Joined: 2011-01-10 22:39

Re: [QRF] Combined Arms Server

Post by Curry »

+1 from me as well.

Curry.
PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: [QRF] Combined Arms Server 64-Players!

Post by PoisonBill »

Nate(GER) wrote: The [QRF] CombinedArms Server will run with 64-80 slots pending further notice.
Nice, will join when I see it running! :thumbsup:
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Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: [QRF] Combined Arms Server

Post by Lugi »

These 20 reserved slots seem to be confusing people to me, cause in server list it looks like its only 2. I almost wanted to join this server once, but I remembered this thread.
Last edited by Lugi on 2013-08-12 23:27, edited 2 times in total.
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: [QRF] Combined Arms Server

Post by ChallengerCC »

Lugi wrote:These 20 reserved slots seem to be confusing people to me, cause in server list it looks like its only 2. I almost wanted to join this server once, but I remembered this thread.
There is still a bug in the Linux version of the PR-Server. (its already reported in the SA-Forum section)
We cant set custom player numbers over 64. (Only 1-64 and 100.)
So we needed to improvise, sorry for the circumstances.
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Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: [QRF] Combined Arms Server 64-Players!

Post by Spook »

[QRF] CombinedArms Server will now run/test a custom configuration to enhance the PR experience and provide more challenging gameplay!

Server is now called [QRF] CombinedArms | Hardcore (pw:hc)


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You may have noticed in the past that we were always the first who criticized the new changes which were applied to the respawn system and the loss of the value of life for vehicles and especially for individual players. The game is getting too fast paced in our opinion and we want to change that. After lowering the playercount to 80p some weeks ago, we now applied several changes to features regarding respawns and the cost of individual units.

Our goal is to establish a slow-paced thrilling gameplay experience, providing more strategical and tactical depth and force players to work in a team even more. The core feature of PR, which has gotten less important with the new release is the value of life. If you do not value your players or vehicles life, then you do not rely on the help of others and give in to the temptation to do stupid and risky maneuvers which you would never do in real life. Reckless rushing and lonewolfing decreases the quality of the game.

We want to increase it and make players play thoughtfully and spent more time with coordinating and performing a smooth successful inter-squad combined arms assault than waste it on rushing and respawning 5 times on a FOB next to an enemy flag in the same period of time.

We wrote alot of posts in the forums regarding all of this but not much got really impemented. And we do not blame the DEVs for it. Alot of people like it the way it is. We just want to offer an alternative to people who want to play the game with less constant but instead short and intense action!

All those changes are serverside, so you can just join and play without any additional downloads.

We have to protect the server with a password otherwise we would infringe the PR server license rules.

The PW for the server is: hc
You can also find it in the Server Name itself.

Also keep in mind that we are still an ONLY AAS SERVER. You will find no Insurgency there!



_____________________________________

Applied Changes (always up-to-date!):
(keep in mind that this is not permanent and that we are only testing this. We might tweak or remove changes based on players feedback and our experiences in the upcoming tests!)


1. Rallypoints

- Removed Rallypoints completely!

Our goal was to return to the old 0.98 RallyPoint system as it was the perfect configuration. We totally support its functionality as it was before. Due to a still existing bug that was reported by me a couple of weeks ago here: https://www.realitymod.com/forum/f26-pr ... orted.html we are not able to do that. So either we keep the new RP system or use ours where the RP would just stay permanent where ever you place it. We are waiting for a fix. Until that the RPs will stay disabled.

2. FOBs

- Reduced max. amount of FOBs from 6 to 2

- Increased how many seconds it takes until an outpost is reenabled after getting overrun (if no enemies are close) from 90 to 120.


Because FOBs mostly get abused as an almost indestructible RP as a backup spawnpoint close to enemy flags, we reduced its number. This should increase the value of FOBs so they cannot be build across the whole map mindlessly as backup spawnpoints and should only be used as defensive outposts to defend flags or be used to simulate arriving reinforcements far behind the actual battle.

This also ensures that defeating the enemy in a long firefight actually is a victory and saves you some time. So in most cases you won't face the same enemies 2 minutes after they respawned on their backup FOB again.

We want that people use all the power their team can provide and combine it to form nice attack and defend units where vehicles and infantry are forced to stick together. If you want to assault an objective, you have to make sure you will get supported by more INF squads and vehicles otherwise you will just get killed and you will have to redeploy all the way up to the front again.

The last reason is the increased importance of logistics. APCs, Trans Helos, Trans Trucks etc. will now be busy for the whole round instead just for the first couple of minutes after round start. APCs will be forced to fullfil their actual role and transport personnel more often. Doing logistics and transport will now make fun again and provide alot more immersion to the gameplay.

3. Objectives

- Increased number of players needed to neutralize an objective from 2 to 3

We want to prevent ninja capping by a couple of lonewolfs since it is unrealistic that 2 guys can secure a whole objective.

4. Dead Time

- Increased spawn time after being killed from 45 to 60 seconds

Just a minor tweak which contributes a bit to the increasing of the value of life. Don't know why it was even changed back in the last update.



5. Ticketcost

Default Values:

-10 = Tanks, Jets, Attack Helicopters, IFVs
-5 = APCs, AAVs, Transport Helicopters, Recon
-2 = Jeeps, Trucks
-1 = Soldiers

New Values:

-20 = Jet
-20 = Attack Helicopter
-15 = Tank
-15 = IFV
-15 = Transport Helicopter
-10 = Recon
-10 = AAV
-10 = APC
-5 = Transport
-1 =Soldier


To force people to be more careful with their vehicles, we increased the ticketcost for all of them. A team should get punished for mindlessly pushing their assets to the front and get blown up. We also try to balance the length of the round with it, since they naturally take much longer now with the new spawn system. Therefore bigger ticketloss should balance this out. You might wonder why the trans helo is so expensive? Since transport and logistics get a much bigger role with our configuration a trans chopper is worth way more than before. A loss of such an asset will be a big hit for your team, so people should start dropping off crates and players in safe zones far behind the battlefront and only do hot drops or evacs in emergency situations.


_____________________________________


So thats it! We will test this out in the next days and on our upcoming gaming days as always on Sunday and Tuesday 18:00 PRT!

All of this is just a test and nothing permanent yet, keep that in mind!

We are thankful for everyone who gives it a shot and especially if you leave constructive feedback in this thread. See you guys on the battlefield.


CONTINUE DISCUSSIONS AND FEEDBACK HERE: https://www.realitymod.com/forum/f29-pr ... dcore.html
Last edited by Spook on 2013-08-31 14:07, edited 6 times in total.
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