Binoculars Removal Feedback

Post your feedback on the current Project Reality release (including SinglePlayer).
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Do you think the removal of binocs was a good idea in terms of gameplay?

Poll ended at 2013-10-19 00:17

Yes, nothing should be changed, keep it the way it is
80
47%
Binos should be accessible to more kits
34
20%
They should only stay removed for scoped kits
19
11%
Most/every kit should have binoculars, but certain kits should have more powerful magnifications
10
6%
It's always been an important gameplay feature that we can't get rid of at all; ie. for any kit
26
15%
 
Total votes: 169

AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Binoculars Removal Feedback

Post by AfterDune »

nAyo wrote:Gameplay features can't just be decided by a couple of people who are by far not the most active players in PR and therefor by far not the most experienced ones. Gameplay changes have to be based on our whole community's opinions
I'm sorry, but you're wrong there. Our creed has always been that we make a game that we like, by our rules. Sometimes we give in to wishes from the community, sometimes we don't. And at this moment, we don't.
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nAyo
Posts: 571
Joined: 2008-10-29 22:07

Re: Binoculars Removal Feedback

Post by nAyo »

[R-DEV]AfterDune wrote:I'm sorry, but you're wrong there. Our creed has always been that we make a game that we like, by our rules. Sometimes we give in to wishes from the community, sometimes we don't. And at this moment, we don't.
Not taking constructive feedback threads into consideration is for sure something appreciated by the community. Though, I presume that you find it quite helpful when people report on their own all kind of bugs and problems of "your" game.
Sounds like a one-way thing to me for this case at least.

Anyway, let's go back to the thread although it is apparently useless and will end up in a bin.
Last edited by nAyo on 2013-08-28 18:03, edited 2 times in total.
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"I, for one, am not a dictator. I'm the Supreme Leader" - Master
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Binoculars Removal Feedback

Post by ghostfool84 »

"one way deal" lol
nayo pls stop^^

I dont know but this games gave me countless hours of fun and everything i post here is just feedback. iam really happy that there are some guys who spend alot of time to fix some errors or create new things while iam playing and can continue playing. People work so we have fun, thats not a deal at all...

But hopefully you will give some love to the unscoped kits someday but i think at the moment there are some serious errors to fix and thats way more important... Keep it up!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Binoculars Removal Feedback

Post by Rudd »

Sounds like a one-way thing to me for this case at least.
Yeah because writing some text on a forum is the equivalent of spending hours of free time making something for no money.

We get completely contradictory feedback on a variety of subjects, the dev team has to balance what makes the right gameplay. We take community feelings into account, but at the end of the day it's our decision. Every time we implement a limiting feature for players, we get alot of strong opinions, but people get used to it eventually.

We've always made the game that 'we' want to play as AD said, if you don't want to play that game then feel free to play something else.
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Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: Binoculars Removal Feedback

Post by Kevokpo »

nAyo wrote:The argument that says "you'll have to rely more on people with scopes/binos" is just utterly irrelevant. If you're the medic (no scope and no binos) and all your squad is dead, what do you do?
what you do is find cover, and ask where your teammates are, see which of them died in cover and revive him, if you can't call for reinforcements in chat, either way if the rest of your squad is dead it is a SL and member's fault for not observing their surroundings as they should.

It is a firefight people dies in it, someone always has to lose :roll:

seriously you can't always have what you want and you can't convince people that likes the new system, look at the poll most of the people likes the removal of the binocs

sorry if I sound agressive it's been a while since I don't write in english, but people should get in cover more often and observe. It's a whole different gameplay and I like it so far.

I'm talking to you as a guy who 90% of the time plays medic, even if there is another guy with the medic I try to get it as its the only kit I know how to use very well, besides from rifleman.
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Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: Binoculars Removal Feedback

Post by Gracler »

Kevokpo wrote:look at the poll most of the people likes the removal of the binocs
Not entirely true right now it is about 50% which makes it only half of the players that like it as it is, the rest want some changes. I like it the way it is now but it would be nice with some "focus" for weapons that have no magnification, since it is extremely difficult to figure out if someone is friend or foe.
I'm happy that the eternal swap between binos and main weapon is in the past though.
Last edited by Gracler on 2013-08-28 21:01, edited 1 time in total.
PR0_SNIPE
Posts: 149
Joined: 2013-06-29 13:08

Re: Binoculars Removal Feedback

Post by PR0_SNIPE »

The Blu-For kits with iron sights like medics, breachers and alt rifleman kits should have binoculars. Its unfair that they don't have them now.
You're hit and then hear the shot.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Binoculars Removal Feedback

Post by Heavy Death »

[R-DEV]AfterDune wrote:We have been talking about this in the dev forums for quite a long time. There are no plans to make any changes to the current setup.
YES!

Now, delicious whiner tears. :)
nAyo
Posts: 571
Joined: 2008-10-29 22:07

Re: Binoculars Removal Feedback

Post by nAyo »

Heavy Death wrote:YES!

Now, delicious whiner tears. :)
Giving an opinion and a constructive feedback is whining, hm interesting :)
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"I, for one, am not a dictator. I'm the Supreme Leader" - Master
INVIS
Posts: 78
Joined: 2011-11-27 18:13

Re: Binoculars Removal Feedback

Post by INVIS »

You could alteast make something like a Hotkey for zooming in 0.5x or 1.0x.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Binoculars Removal Feedback

Post by AfterDune »

INVIS wrote:You could alteast make something like a Hotkey for zooming in 0.5x or 1.0x.
BF2 doesn't really work that way.
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[508th_PIR] Grey
Posts: 313
Joined: 2011-09-12 02:31

Re: Binoculars Removal Feedback

Post by [508th_PIR] Grey »

I usually play medic and I don't miss binos much at all. I find I really am focusing more on local security. Sure, it's a nice treat to have the ZF 3x4 on the G36, but I probably spend most of my time using the red dot anyway.
MaSSive
Posts: 4502
Joined: 2011-02-19 15:02

Re: Binoculars Removal Feedback

Post by MaSSive »

Its completely fine the way it is, I was all up for this option, for binos to be removed from most kits, and in terms of gameplay it feels right about how it should be. Medics are not supposed to be engaged in long range firefights, you stay in the back and wait to assist your squad. In close quarters they are also at advantage against scoped players - they done have to swich to backup sights.

Other kits are also fine, I dont see why AA or AT kit should have it too.

Officer, spotter and sniper have them, just the way its supposed to be.
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Binoculars Removal Feedback

Post by AfterDune »

The in-game 'solution' if you want to go ironsight/aimpoint AND have binocs is to take Crewman. No ammo or frag grenades, but you do get smoke.
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ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Binoculars Removal Feedback

Post by ghostfool84 »

With Binos you do not engange long range fights, but you can support your squad instead of just doing nothing.
[KSK]
Wheres_my_chili
Posts: 240
Joined: 2011-07-31 23:35

Re: Binoculars Removal Feedback

Post by Wheres_my_chili »

[R-DEV]AfterDune wrote:The in-game 'solution' if you want to go ironsight/aimpoint AND have binocs is to take Crewman. No ammo or frag grenades, but you do get smoke.
How does that help the squad though?
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Binoculars Removal Feedback

Post by AfterDune »

Depends on what the squad needs. I personally wouldn't go for that though, but if you really want binocs and be a sort of rifleman, then that's your best bet.
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nAyo
Posts: 571
Joined: 2008-10-29 22:07

Re: Binoculars Removal Feedback

Post by nAyo »

What is the point in taking a crewman? it doesn't have ammo, and doesn't have anything. It's completely contradictory, taking a kit supposed to be for armour people as simple infantry, very realistic. So apparently this is okay, but giving binos to everyone isn't because "everyone doesn't have them" IRL? Sure makes a lot of sense :|

The problem is not to get a kit with binos, it's to be able to have them no matter what kit you take or play with, for example medic or HAT.
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"I, for one, am not a dictator. I'm the Supreme Leader" - Master
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Binoculars Removal Feedback

Post by AfterDune »

Your eyes are so terrible, no wonder you need binocs so bad. READ what I wrote:
'[R-DEV wrote:AfterDune;1944834']The in-game 'solution' if you want to go ironsight/aimpoint AND have binocs is to take Crewman. No ammo or frag grenades, but you do get smoke.
Really, there is no need at all to restate your opinion over and over again. We know how you feel, now live with it.
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nAyo
Posts: 571
Joined: 2008-10-29 22:07

Re: Binoculars Removal Feedback

Post by nAyo »

What I meant is that, it can't really be called a 'solution', it doesn't actually solve anything but it avoids the problem.
Last edited by nAyo on 2013-09-03 17:36, edited 3 times in total.
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"I, for one, am not a dictator. I'm the Supreme Leader" - Master
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