[QRF] CombinedArms | Hardcore

Player feedback for all Project Reality: Battlefield 2 servers.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

[QRF] CombinedArms | Hardcore

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



#### SERVER PASSWORD: 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. 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 password 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

-Implemented 0.98 Rallypoint System (with slight changes)

We totally support the RP functionality as it was before, so we brought it back with some changes. It should only be used to actually rally up with your squad and not abused as a permanent spawnpoint.

-Needs 2 Squadmembers close to SL to place it.
-Expires after 90 seconds
-Needs 10 Minutes to reload | Reloads instantly if near a friendly FOB
-Cannot be placed if an enemy is less than 1/2 big grid away from you (distance is halved according to map sizes)
-Gets overrun if at least 2 enemies are less than 1/4 big grid away from it (distance is halved according to map sizes)



2. FOBs

NEW: -Reduced max. amount of FOBs from 6 to 2

NEW: -You can build up assets all over the map aslong as one FOB is active on the map.
NEW: -Only one TOW can be build.


-Increased how many seconds it takes until an outpost is reenabled after getting overrun (if no enemies are close) from 90 to 120
-Reduced amount of enemies needed to overrun a FOB from 2 to 1



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.


5. Spawntimes

NEW: All vehicles except transport trucks, choppers and jeeps need 5 minutes longer to spawn.

######################################


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 (During winter daylight saving time: 19:00 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.





_______________________________________________
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Quick Reaction Force
A German Project Reality Realism- and Tactics Clan

We are happy to present to you our new Project Reality Server!

Name: [PR v1.+] [QRF] CombinedArms | Hardcore (pw:hc)

Server Size: 100

Server Loaction: Berlin, Germany

Map Rotation: Warmup-Skirmish & AAS, We do not run insurgency on our server.

Server Admin(s): [QRF] ChallengerC.C.; [QRF]Spook_485; [QRF]Pter@nodon; [QRF]Kruemeltee; [QRF]xplayer; [QRF] Ch1gg1
[QRF]CptFuture; [QRF]Yol8r; [QRF]Nate; ; [QRF]Raysix; [QRF]Quentin; [QRF]Bl00dwurscht; [WGP]Thrakkattack; [WGP]Excalibur; [F|H]dutchy; !Grex GhostWolf; !Grex MuckelMaster; [3dAC] WeeD-Killer; [BSP] Mats391

Ban List: RA Banlist

Reserved Slots: -

Squadless Kick: Admin decision

Server IP: 85.214.253.121:16567

BF2 VOIP: Enabled / Mumble is mandatory

Website: Quick Reaction Force

Teamspeak 3: qrf-clan.de

High Ping Kick: Admin decision

Ban Appeals Forum Link: [QRF]SERVER UNBAN REQUESTS AND FEEDBACK

Head Server Admin: ChallengerCC

PR Forum Representatives ChallengerCC, Spook, Nate
SERVER-RULES
1
Teamplay and tactics have top priority on our server.
Ignoring this guideline will get the respective players excluded from the server.

2
Racist, extremist, obscene or abusive language as well as insulting other players will not be tolerated.

3
The roles of all players are to be performed properly, as intended in Project Reality.
If you are not sure, please read the PR Manual.

4
Vehicles should not be wasted mindless, but be used with care and caution.
Vehicles, assets and special kits should only be used by players who know how to use them.

5
No Squadcreation before 02:00 min!

6
Excessive roadkilling is not allowed.

7
Squads should be named according to their intended role. (APC, CAS, TANK, ..)
- 7.1 The first appropiately named squad gets the asset.
- 7.2 Do not duplicate asset squads.

8
Heavy assets are not allowed before 15 vs. 15 players.

9
Do not attack enemy mainbases, unless AAS says so.
- 9.1 Camping the enemy mainbase is strictly forbidden.
- 9.2 Shooting into or out of a mainbase is not allowed until 9.3
- 9.3 Only if the last flag of your team is in play, you are allowed to offensively use your main as cover and for supplies to engage targets outside.

If the last flag of your opponent is in play, you are allowed to return fire if getting shot at from the enemy mainbase. While doing so, engaging not-involved units in the enemy mainbase is not allowed.

10
It is not allowed to build FOBs, especially Mortars inside of your deathzone.

11
The first enemy flag shall not be rushed until the enemy capped it. All other objectives may be rushed/blocked at all times even if they are not in play.


12
Further reasons for the removal of players from the server:
- 12.1 - Deliberate teamkills
- 12.2 - Blocking vehicles
- 12.3 - Not following orders given by commander / squadleader
- 12.4 - No teamplay
- 12.5 - Player is idle
- 12.6 - Vehicle robbing
- 12.7 - Use of cheats
- 12.8 - Use of gamebugs or exploits

13
Admins will switch players to achieve a better team-balance.

14
It's up to the respective admins how they respond to a violation of these rules.
It depends on the form and number of infringements, whether they will react with
"Warning", "Kicking", or "Banning".

15
PR:Mumble is mandatory on our server.

We hope that these few rules will help the gameplay to be like Project Reality is meant to be played. Project Reality with good teamwork, tactics-realism and fair teams & gameplay provides a great gaming experience for everybody.


[QRF]-Clan, Berlin, Germany
Errors excepted, subject to change without prior notice.


We provide a challenging, intense and fair Project Reality experience with mature admins.

You and your Clan Members will be switched to the same faction!
You can also request being put onto our server's switchlist: <<< Switchlist / Admins and Moderators >>>

Feel free to join us any time!


Post Feedback here or in our Forums, Ban requests and appeals as listed above.
Please obey the Guidelines for Posting

Our Server awaits you during our Gaming-Day Times:
Sunday 18:00 | Tuesday 18:00
PRT (During winter daylight saving time: 19:00 PRT)

(Check out QRF-Clan - YouTube aswell, Thank you!)

____________

Changelog:

-20.10.2013

RPS:
CHANGED: Cannot be placed if an enemy is less than 1/2 big grid away from you (distance is halved according to map sizes)
CHANGED: Gets overrun if at least 2 enemies are less than 1/4 big grid away from it (distance is halved according to map sizes)

FOBS:
NEW: Removed ability to spawn on FOBs.

-16.12.2013
NEW: Rallys are supported permanently in a range of 75m near a FOB.

-07.02.2014
CHANGED: Spawnable FOBs are back again. You can build 2 FOBs, which are spawnable.
NEW: You can build Assets all over the map aslong as a FOB is active on the map.
NEW: Only one TOW can be build.
CHANGED: RPs as usual, classic 0.98.
NEW: All vehicles except transport trucks, choppers and jeeps need 5 minutes longer to spawn.
Last edited by Spook on 2014-02-08 00:41, edited 25 times in total.
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: [QRF] CombinedArms | Hardcore

Post by matty1053 »

:D

I am gonna try to play on this server if it fulls up! :)

Sounds pretty darn fun. Since you have to place fobs in good locations.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: [QRF] CombinedArms | Hardcore

Post by Brainlaag »

While I don't agree on all changes, I'll definitely support the server because I like the path you chose.
Inspektura43
Posts: 415
Joined: 2012-06-23 16:00

Re: [QRF] CombinedArms | Hardcore

Post by Inspektura43 »

Good luck with the server QRF!
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: [QRF] CombinedArms | Hardcore

Post by Spook »

- Reworked Rally point system ! Rallies are expiring after 90 seconds similar to 0.98


We had to disable rallies completely because we didn't manage to work around a bug there was, but with the help of [BSP] Mats391, we managed to make it back to the 0.98 system. Rallies now serve the same purpose as in 0.98 with minor changes. Take a look at the Featurelist in the StartPost.

We also changed the amount of enemies needed to overrun a FOB from 2 to 1
Last edited by Spook on 2013-09-01 13:33, edited 1 time in total.
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Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: [QRF] CombinedArms | Hardcore

Post by Oskar »

Good luck QRF! I'll be visiting your server whenever I see it up!
Mellanbror
Posts: 320
Joined: 2009-09-05 10:56

Re: [QRF] CombinedArms | Hardcore

Post by Mellanbror »

GG tonight gents. Thx for hosting =)
Nate.
Forum Moderator
Posts: 3018
Joined: 2012-07-09 20:44

Re: [QRF] CombinedArms | Hardcore

Post by Nate. »

Lesson's learned:

- We cannot run the server with 80 players / 20 reserved slots and have a password on it.
- We have to wait for the fix for Linux-servers in order to set the max players to 80.
- We will propably reduce the radius that has to be free of enemies to set a rally (currently one large map grid).
- The FOB system worked pretty well, would be good to hear some feedback about it.
- Round lenghts were fine even with increased ticketloss for assets.

Thanks for joining everyone, good rounds.
Sadly, passwords apparently don't block out cheaters (banned one) and griefers (had three).
See you on tuesday.
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ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: [QRF] CombinedArms | Hardcore

Post by ChallengerCC »

It was a nice experience, we will tweak some settings like: Placing RP distance to the next enemy, from 300m on big maps to 200m (stock values).

The 2 FOBs played well i dont even noticed a big change to the "normal" PR settings.
The constant flow of enemies (caused by the 100 players) was still strong but not so ultimate like with 6 FOBs and the frontline was constant not such a big cluster.
Muttrah City was still unplayable with 100 players, but the bigger and wider maps where nice.
(Skirmish with 2 FOBs.) :)
80 players will be the optimum. (I hope the fix will come soon for the linux server).

So on the next GD we will test this lower RP place range and i hope with 80 players.

What a lot of people in our and other TS3 also said was, that the vehicle spawn time is to low.
But this is not so easy to achieve and needs some coordination/talk with the DEVs.
Last edited by ChallengerCC on 2013-09-02 06:36, edited 6 times in total.
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User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: [QRF] CombinedArms | Hardcore

Post by Mats391 »

i would like 1 more FOB and a bigger radius to build stuff around them. With only 2 FOBs + 200m build radius it is really hard to get deployables into good positions.
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Mineral: TIL that Wire-guided missiles actually use wire
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: [QRF] CombinedArms | Hardcore

Post by ghostfool84 »

I like the changes soo far, but the fob system needs an overhaul. 2 Fobs are not enough, that may work in a fully organized team with CO and Trucks always in the right place, but if you dont have that you have a really hard time driving around the map. The team that missed the chance to place both fobs really good has big disadvantage that can last the whole round, and thats not good.
Btw. i think with the changes the game is fine with 100 players also, theres no need to get back to 80 if other things get adjusted.
Last edited by ghostfool84 on 2013-09-04 07:32, edited 2 times in total.
[KSK]
Ulysses
Posts: 32
Joined: 2009-12-01 04:25

Re: [QRF] CombinedArms | Hardcore

Post by Ulysses »

First of all thanks for the initiative to re-fix all the things that weren't broken in 0.98!

Some comments from the experience so far:
Maybe one more Fob would be nice, e.g. if you want one far away from the fight for mortars.
Increased spawntime for vehicles would be cool if you can pull it off (lots of work though changing all the layers' files).
And i agree that most of the time it feels OK with 100 players as well.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: [QRF] CombinedArms | Hardcore

Post by Heavy Death »

This. This is PR. Not vanilla. This. (when one starts naming a "sim" vanilla, like ACE>ArmA2, you know there is something wrong with the core game...)

100p must be kept, its justifiable with 2 FOBs, btw.

I could write a whole post but ill be brief;

Keep this up. Keep this stuff up. I hope other serious communities come to an agreement to use your "ruleset" not their owns, to minimize the confusion and show how people can stick together when its needed. If every server was PWed with these settings, and passwords would be their abbreviations, it would be revolutionary.

Easier would be for the DEVs to actually make this, but since its not so, we must stand together.
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: [QRF] CombinedArms | Hardcore

Post by Mats391 »

Nice rounds yesterday!
I still think 1 more FOB would be good, especially when it comes to maps with 3 active flags you get limited quite a bit with only 2. 1 FOB per active flag seems reasonable to me.
Another thing is that the value of flags decreased quite a bit with your changed ticket costs. Most of time it is actually not worth it to risk assests for attacking a flag and you are still more effective just hunting down the enemy, notably just camping enemy supply lines and shooting down choppers. I would take away 5 tickets from trans choppers and increase the tickets lost per flag to 45.
Also 100players are fine as long as you stick to 4km and wide 2km maps (no muttrah, kozselks, barracuda...)
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Mineral: TIL that Wire-guided missiles actually use wire
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: [QRF] CombinedArms | Hardcore

Post by Mongolian_dude »

I would suggest upping the number to at least 3 FOBs.

One to support offensive operations, one to support defensive operations and one where a team/CO might choose to fortify a strategic strong point with a TOW or simply use it as a mortar fire support base.


...mongol...
Military lawyers engaged in fierce legal action.

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Curry
Posts: 1063
Joined: 2011-01-10 22:39

Re: [QRF] CombinedArms | Hardcore

Post by Curry »

I totally see your points in reducing the FOBs but sadly combined arms does not work with the most public teams. So I suggest as well to be able to place at least 3 FOBs, better 4.

Had good games last night, sadly we joined too late.

Curry.
Nate.
Forum Moderator
Posts: 3018
Joined: 2012-07-09 20:44

Re: [QRF] CombinedArms | Hardcore

Post by Nate. »

Hello everyone!

First of all, we'd like to thank everybody that joined our server in the past two weeks.
Based on your feedback, we decided to increase the amount of FOBs to 3.
Spook will soon update the first post.

Keep the feedback coming, we will look into further changes in the near future.
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Danger_6
Posts: 294
Joined: 2009-03-28 17:24

Re: [QRF] CombinedArms | Hardcore

Post by Danger_6 »

Keep it up QRF!
The wine was in and the wit was out!

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IGN: [3dAC] [PR]PDI|Danger_6
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: [QRF] CombinedArms | Hardcore

Post by Spook »

We updated our server settings.

THESE ARE TEST-SETTINGS FOR NOW. We will see how they play out:

RPs:

CHANGED: Cannot be placed if an enemy is less than 1/2 big grid away from you (distance is halved according to map sizes)

CHANGED: Gets overrun if at least 2 enemies are less than 1/4 big grid away from it (distance is halved according to map sizes)


FOBs:

NEW: Removed ability to spawn on FOBs.


We removed the ability to spawn on FOBs because we felt like almost nothing changed with only 3 FOBs compared to the old 6. We will now test it out to not be able to spawn on FOBs. You can still build 3 of them and build assets and everything you like around them. Trans trucks, choppers and APCs basically become the most important vehicles ingame now. Use them wisely and protect your supply lines.

To balance this out we decreased the radius where enemies could block or destroy RPs because we felt RPs were too hard to set.
Last edited by Spook on 2013-10-20 15:00, edited 4 times in total.
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gonzalo658
Posts: 100
Joined: 2009-04-08 20:23

Re: [QRF] CombinedArms | Hardcore

Post by gonzalo658 »

Spook wrote:We updated our server settings.

THESE ARE TEST-SETTINGS FOR NOW. We will see how they play out:

RPs:

CHANGED: Cannot be placed if an enemy is less than 1/2 big grid away from you (distance is halved according to map sizes)

CHANGED: Gets overrun if at least 2 enemies are less than 1/4 big grid away from it (distance is halved according to map sizes)


FOBs:

NEW: Removed ability to spawn on FOBs.


We removed the ability to spawn on FOBs because we felt like almost nothing changed with only 3 FOBs compared to the old 6. We will now test it out to not be able to spawn on FOBs. You can still build 3 of them and build assets and everything you like around them. The only thing I can say now is that trans trucks, choppers and APCs are now basically the most important vehicles ingame. Use them wisely and protect your supply lines.

To balance this out we decreased the radius where enemies could block or destroy RPs because we felt RPs were too hard to set.

Interesting
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