Rallies
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: Rallies
You are free to think of the ralies as you want. Hence this thread, but nothing was attempted to be fixed? They were changed them to work in a different way. That was the point. Cause indeed they weren't broken.
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Brooklyn-Tech
- Posts: 127
- Joined: 2012-08-22 23:00
Re: Rallies
you see, the problem is that v1.0 gameplay is extremely spammy in comparison to previous versions. I honestly can not think of a reason why the rallies were changed to what they are now. Maybe you can fill me in on what motive convinced the DEVs to change it to what it is today.
With 1.0 we received 100p servers, 8 man squads, shorter respawn times for heavy assets, and infinite rallies. Now with 36 more players on a server than was possible a year ago; we are still playing on the same maps which were created with 64player servers in mind. That's three additional squads PER TEAM (6 man squads as per 0.97 standards) than before. I don't feel it is necessary to explain how an increase in the density of players on a single map leads to spammy and less organized gameplay as it is pretty obvious. But, in addition to increasing the amount of people on a server, allowing them to constantly spawn and keep flooding their "objectives" without penalty is completely detrimental to, not only the gameplay, but also the Project Reality experience.
As I understood it up until now, Project Reality was a game with a healthy balance of gameplay and realism with a strong emphasis on teamwork. To get a suggestion to pass and become part of the game it had to pass the "gameplay & realism test". If a suggestion was both realistic (to a degree) and, more importantly, contributed positively to the overall gameplay of the mod it had the "green light" to become implemented ingame. I feel that, currently, the rally point system is contributing adversely to the gameplay aspect; not to mention that having a group of 8 men magically appear from thin air on a couple backpacks is pretty unrealistic
. FOBs should be used as general spawn points and rallies, as the name implies, should only be used to permit a few squad members to regroup easily with the larger part of the squad. This is important from a gameplay perspective.
I miss the times where there was down time in the action where squads could properly regroup and draft up a plan for their objectives and have the time to contact other squads to also get in on the action in an organized way. As an example, I can tell you that I personally hate playing bluefor on insurgency if my intentions are to be a part of a good infantry squad (and not some asset). The reason being is that 99% of the time other squads keep spawning in and flooding the known caches like BOTs on a coop server and essentially acting like a ticket bleed for the squads which want to take their time in organizing a plan. Insurgency then becomes a race against the clock which contributes nothing positive to the overall gameplay. Perhaps insurgency would be better off if bluefor was limited to having one fob on the map in addition to their main? Not only would it be realistic but also would increase the level of tactics employed by the players, further enhancing the Project Reality experience. But, hey, I'm crazy. Don't listen to me...
CLIFFS:
- Read the second paragraph
With 1.0 we received 100p servers, 8 man squads, shorter respawn times for heavy assets, and infinite rallies. Now with 36 more players on a server than was possible a year ago; we are still playing on the same maps which were created with 64player servers in mind. That's three additional squads PER TEAM (6 man squads as per 0.97 standards) than before. I don't feel it is necessary to explain how an increase in the density of players on a single map leads to spammy and less organized gameplay as it is pretty obvious. But, in addition to increasing the amount of people on a server, allowing them to constantly spawn and keep flooding their "objectives" without penalty is completely detrimental to, not only the gameplay, but also the Project Reality experience.
As I understood it up until now, Project Reality was a game with a healthy balance of gameplay and realism with a strong emphasis on teamwork. To get a suggestion to pass and become part of the game it had to pass the "gameplay & realism test". If a suggestion was both realistic (to a degree) and, more importantly, contributed positively to the overall gameplay of the mod it had the "green light" to become implemented ingame. I feel that, currently, the rally point system is contributing adversely to the gameplay aspect; not to mention that having a group of 8 men magically appear from thin air on a couple backpacks is pretty unrealistic
I miss the times where there was down time in the action where squads could properly regroup and draft up a plan for their objectives and have the time to contact other squads to also get in on the action in an organized way. As an example, I can tell you that I personally hate playing bluefor on insurgency if my intentions are to be a part of a good infantry squad (and not some asset). The reason being is that 99% of the time other squads keep spawning in and flooding the known caches like BOTs on a coop server and essentially acting like a ticket bleed for the squads which want to take their time in organizing a plan. Insurgency then becomes a race against the clock which contributes nothing positive to the overall gameplay. Perhaps insurgency would be better off if bluefor was limited to having one fob on the map in addition to their main? Not only would it be realistic but also would increase the level of tactics employed by the players, further enhancing the Project Reality experience. But, hey, I'm crazy. Don't listen to me...
CLIFFS:
- Read the second paragraph
Last edited by Brooklyn-Tech on 2014-04-06 22:33, edited 6 times in total.
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Wheres_my_chili
- Posts: 240
- Joined: 2011-07-31 23:35
Re: Rallies
I love the new rallies, just plop one down on defense and you can stand around and shoot the bull with your squadmates till it disappears. Then you just get ready till you can drop another one.
SQUAD EARLY WARNING SYSTEM FTW!!!!!
SQUAD EARLY WARNING SYSTEM FTW!!!!!
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Rallies
I agree. It should serve as a way to rally your squad (get it, rally), instead it serves as an early warning system and a replacement for logistics.Brooklyn-Tech wrote: CLIFFS:
- Read the second paragraph
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MADsqirrel
- Posts: 410
- Joined: 2011-08-15 13:00
Re: Rallies
If a team is relying only on rallies, they will fail.
Without FOBs you have no chance of winning.
Without FOBs you have no chance of winning.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic56970_7.gif[/img]
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Nate.
- Forum Moderator
- Posts: 3018
- Joined: 2012-07-09 20:44
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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: Rallies
+1 to Brooklyn, if it ain't broke, don't try and fix it... Who knows, maybe to experiment with a better system, V1.0 feedback was initially "ermehgawd, dis is awesome" and reality began to kick in later..Nate(GER) wrote:Brooklyn that was very well said. I agree on all aspects.
Why were rallies changed?
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Rallies
I think a much less permanent but faster-spawning rally is better.
But that's just going to cause more problem if 100p server is filled with retards who drive logi like transport trucks and leave them everywhere EXCEPT the main base.
But that's just going to cause more problem if 100p server is filled with retards who drive logi like transport trucks and leave them everywhere EXCEPT the main base.
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=]H[=TangFiend
- Posts: 265
- Joined: 2008-08-14 01:51
Re: Rallies
Years ago you used to be able to lay perma rallies anywhere on the map and they wouldn't despawn until knifed. Funny everybody complained when they got seriously nerfed down to like 90 seconds and were able to be overrun. You would have thought the sky was falling at the time.
The current mechanics are a nice balance to help bring late joiners to the front or keep a squad somewhat together without becoming a 'springboard' to attack an objective. They are basically for defending, which like always has been hard to convince players to do.
The rallies are fine, stop complaining.
The current mechanics are a nice balance to help bring late joiners to the front or keep a squad somewhat together without becoming a 'springboard' to attack an objective. They are basically for defending, which like always has been hard to convince players to do.
The rallies are fine, stop complaining.
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Brooklyn-Tech
- Posts: 127
- Joined: 2012-08-22 23:00
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Anderson29
- Posts: 891
- Joined: 2005-12-19 04:44
Re: Rallies
Well I and many others still have a problem with rallies. No need to state the obvious every other week that more people prefer the .98 rallies to the current ones. Half the SLs dont even know the rules and correct distances for setting permanent ones. But games do end faster with more people dieing and respawning than before when things were more tactical. But I still enjoy the game to an extent...just not as much as I use to. I dont like rallie hunting but when I do it my team usually wins.
in-game name : Anderson2981
steam : Anderson2981
steam : Anderson2981
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=MeRk= Morbo5131
- Posts: 87
- Joined: 2012-11-04 23:55
Re: Rallies
I have a big problem with rallies and I'm disappointed that nothing's been done about them. They encourage squads to "lone-wolf" so to speak. Barely any FOBs get built or replaced when they can just, to quote myself, shit out a pile of rucksacks and respawn their members on that. Who cares about the rest of the team, right?
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: Rallies
THIS.=MeRk= Morbo5131 wrote:I have a big problem with rallies and I'm disappointed that nothing's been done about them. They encourage squads to "lone-wolf" so to speak. Barely any FOBs get built or replaced when they can just, to quote myself, shit out a pile of rucksacks and respawn their members on that. Who cares about the rest of the team, right?
I have seen some clans just 'lone wolfing' as a squad. They only placed Rallies. Then, meanwhile. A chopper drops supplies right next to them, and they don't bother making a fob.
What I think, Rallies should be limited. For example. Max 3 rally points on 2km maps. Max 5 on 4km.
DETROIT TIGERS


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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: Rallies
You are so rightmatty1053 wrote:What I think, Rallies should be removed. For example. Either the old pre 1.0 system, or gone for good.
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Anderson29
- Posts: 891
- Joined: 2005-12-19 04:44
Re: Rallies
The first part of ur statement was spot on....but this sentence contains one of the dumbest statements I have ever heard. Then who decides who gets a rally...then u run the possibility of SLs knifing other SLs rallies to set their own....ya no thanks.matty1053 wrote:
What I think, Rallies should be limited. For example. Max 3 rally points on 2km maps. Max 5 on 4km.
The solution to the rally and teamwork problem is simple....admit a mistake was made and revert back to .98 rallies but I guess that is too much to ask.
Last edited by Anderson29 on 2014-07-24 22:14, edited 1 time in total.
in-game name : Anderson2981
steam : Anderson2981
steam : Anderson2981
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PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: Rallies
Maybe it's vote time, but I feel v1 rallies are best ATM as we profit from VBF' s online death for a few new players.
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
Re: Rallies
I rather have pre 1.0 rallies and sacrifice a few players than play with the current ones.
We are staying up!
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: Rallies
Bf2 has just like PR a survival project for servers, besides regular servers are still running a month after the predicted shutdown.PLODDITHANLEY wrote:Maybe it's vote time, but I feel v1 rallies are best ATM as we profit from VBF' s online death for a few new players.
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PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: Rallies
What was the pre 1.0 system I can't remember the details, was it only lasting for five or ten minutes?
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: Rallies
90 seconds, with a 5min rearm timer. Perfect for newcomers, unusable as actual back-up spawnpoint.PLODDITHANLEY wrote:What was the pre 1.0 system I can't remember the details, was it only lasting for five or ten minutes?


