Increase AAS ticket count. Rounds ending too fast?

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Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Increase AAS ticket count. Rounds ending too fast?

Post by Mouthpiece »

To put it simply, I'm suggesting that ticket count on AAS maps should be increased a bit. Not by much, as this is a question of fine-tuning (I really can't tell the precise amount of tickets that would be perfect - let the community/mapper decide). Of course, It's also a question of preference/taste, but I feel the need for this small increase of tickets because almost every AAS round I've played since 1.0 (mostly in 100/100 servers) came to an end faster than in the versions before 1.0 (before more than 64 player possibility was introduced).

So it kinda makes sense, doesn't it - more people, more deaddeaths, more asset loss per person, also it makes more people NOT defending flags as they're more sheep around (and geting neutralized/capped by enemy gets your team some minus 30 or 40 tickets (can't recall; also can't recall the last time I read the manual *starts feeling a bit guilty and ashamed*)).

I understand that ticket count has been tweaked "accordingly" after 1.0 came out, but is it tweaked accordingly on all maps? Or just some layers?
Anyway, If it is, for my taste of PR the rounds end a bit faster than I'd like them to. And as rounds end faster, It seems that it somewhat negates the logistics and even mortar aspect of the game. For my taste the "slow is fast" approach that was before suited more to PR. But maybe that's just me.

Discuss. Whether you agree or disagree about the suggestion "add a bit more tickets in AAS (maybe even INS?)", post your opinion about round time - do they feel like they end faster now than in 0.91 and later versions?
The Moustache
Posts: 26
Joined: 2014-05-25 20:00

Re: Increase AAS ticket count. Rounds ending too fast?

Post by The Moustache »

I agree with this, I seem to recall rounds Pre 1.0 lasting well over an hour to two hours. Now adays the average round time is roughly 40 mins or so.
EA_SUCKS
Posts: 84
Joined: 2014-10-08 12:53

Re: Increase AAS ticket count. Rounds ending too fast?

Post by EA_SUCKS »

problem is not the tickets

problem is that PR is becoming (has become already?) too fast-paced, if you played versions lilke 0.8 you know what I am saying

I am afraid it can't be fixed that easily
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Increase AAS ticket count. Rounds ending too fast?

Post by Rabbit »

A lot of maps can become stalemates, and then it depopulates the server.
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AfSoccer "I just don't see the natural talent."
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Danger_6
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Re: Increase AAS ticket count. Rounds ending too fast?

Post by Danger_6 »

The solution is to change the pace of gameplay. This can be done partly by the community (we need better squad leaders) and by the devs making vehicles more costly to lose and respawning and regrouping a slightly more difficult process.
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Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Increase AAS ticket count. Rounds ending too fast?

Post by Nightingale »

Whether or not the tickets run out too fast is a matter of who you ask. On a typical public server where not even all 100 players are guaranteed to speak English over a microphone, the co-ordination and skill level of players is going to be pretty low. It will be surprisingly common for an infantry squad to charge over an open field and get obliterated by the enemy armour which was waiting for them. On dedicated private clan matches, those same 50 vs 50 players will be much less inclined to do things that waste the team's tickets.

I've definitely noticed some maps have "ticket scarcity" much more than others, though. For example, on Kozelsk, you never ever get to see the battle move up to the launch facility. Once the tunnels and swamp are captured, the ticket bleed is so fast that the farthest the Russians will ever need to push is the Dirt Road objective. On the other hand, people say that Sbeneh Outskirts has an insane amount of tickets for both sides, which lead to very long matches on that map.
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mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Increase AAS ticket count. Rounds ending too fast?

Post by mat552 »

Danger_6 wrote:The solution is to change the pace of gameplay. This can be done partly by the community (we need better squad leaders) and by the devs making vehicles more costly to lose and respawning and regrouping a slightly more difficult process.
Making vehicles cost more is going to make the round end faster, not slower. The players who blow through 80 points of tickets by themselves over the course of an hour are not magically going to shape up and play what you consider "right" simply because they're now going to cost the team 160 tickets in that same hour.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Increase AAS ticket count. Rounds ending too fast?

Post by viirusiiseli »

[R-DEV]Rabbit wrote:A lot of maps can become stalemates, and then it depopulates the server.
I don't think I've seen any stalemate in PR 1.0 that would've lasted over 20min...
Nightingale
Posts: 352
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Re: Increase AAS ticket count. Rounds ending too fast?

Post by Nightingale »

viirusiiseli wrote:I don't think I've seen any stalemate in PR 1.0 that would've lasted over 20min...
Me neither.

Except maybe Qwai River.
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Spook
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Re: Increase AAS ticket count. Rounds ending too fast?

Post by Spook »

Well most servers rarely ever play Large Layout which often has twice the amount of tickets than STD layout. It was designed just for the purpose of 100p servers but almost never gets played. A LRG round usually lasts 1:30 hours and more from my experience.
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rPoXoTauJIo
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Re: Increase AAS ticket count. Rounds ending too fast?

Post by rPoXoTauJIo »

Inb4 admins legends "it's crashing" :D
Imo just need to increase spawn times for vehicles and players. It's already hard to revive your squad as enemy respawns faster than medics doing their job.
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Rabbit
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Re: Increase AAS ticket count. Rounds ending too fast?

Post by Rabbit »

viirusiiseli wrote:I don't think I've seen any stalemate in PR 1.0 that would've lasted over 20min...
Seen it on dovre, kozelsk, Marlin, ghost train and the nuijamaa playtest, both depopulated the server by about 20 and then it finally moved as one team had more players. Really any map that has a natural terrain created bottleneck will have a stalemate.
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Mouthpiece
Posts: 1064
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Re: Increase AAS ticket count. Rounds ending too fast?

Post by Mouthpiece »

Spook wrote:Well most servers rarely ever play Large Layout which often has twice the amount of tickets than STD layout. It was designed just for the purpose of 100p servers but almost never gets played. A LRG round usually lasts 1:30 hours and more from my experience.
Now here's the root of the problem! Thank you for the answer Spook.

Either admins should be encouraged to put LRG layers or LRG layers should be tweaked accordingly so that people (admins) choose to put them instead STD.

[quote=""'[R-DEV"]Rabbit;2039917']-snip-[/quote]

I have to come clean - I haven't played THAT much after 1.0, but I feel that it makes me more inclined to notice the difference between usual round time that was pre-1.0.

[quote="rPoXoTauJIo""]Inb4 admins legends "it's crashing" :D
Imo just need to increase spawn times for vehicles and players. It's already hard to revive your squad as enemy respawns faster than medics doing their job.[/quote]

Seriously, more crashes on LRG? If so, that's sad. Hmm, than maybe let's just play STD (I have nothing against less assets, and overall I find that the less heavy assets are in the 100/100 map, the less balanced teams are altogether (this may depend on other factors as well)).

I agree about increased spawn times for players, but not the vehicles, well, to be exact - not the 20 min spawntime vehicles (tanks and IIRC IFVs). There's this human nature I've heard about, and it tells the tankers just to idle in main waiting for Tanks to despawn or asking other asset sq. if their asset can be used (2nd option is not a bad thing; we just don't like waiting in a game).
Last edited by Mouthpiece on 2014-10-19 16:20, edited 3 times in total.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Increase AAS ticket count. Rounds ending too fast?

Post by Bringerof_D »

yeah, i recall rounds lasting between 1.5 hours if things go well for one side to 2.5 hours if things really locked down pre 1.0
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matty1053
Posts: 2007
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Re: Increase AAS ticket count. Rounds ending too fast?

Post by matty1053 »

You can have a round last long... if you dont have dimwits wasting assets constantly.
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fatalsushi83
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Re: Increase AAS ticket count. Rounds ending too fast?

Post by fatalsushi83 »

I suppose this is more of a balance issue but maybe blufor should get more tickets on insurgency becuase they lose more than half the rounds on most maps.
matty1053
Posts: 2007
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Re: Increase AAS ticket count. Rounds ending too fast?

Post by matty1053 »

fatalsushi83 wrote:I suppose this is more of a balance issue but maybe blufor should get more tickets on insurgency becuase they lose more than half the rounds on most maps.
No way! Show me the stats that they lose more then half of the rounds, maybe it was like that a few versions ago, but definentally not now
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fatalsushi83
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Re: Increase AAS ticket count. Rounds ending too fast?

Post by fatalsushi83 »

I can't because i dont have access to them and the devs arent allowed to give specific stats outs either. But read through this if you dont believe me:

https://www.realitymod.com/forum/f253-m ... n-fly.html
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Increase AAS ticket count. Rounds ending too fast?

Post by matty1053 »

fatalsushi83 wrote:I can't because i dont have access to them and the devs arent allowed to give specific stats outs either. But read through this if you dont believe me:

https://www.realitymod.com/forum/f253-m ... n-fly.html
Dragon Fly is one of the most balanced maps in PR, for INS and AAS. I think a ticket increase would be nice on that map, since people have a blast on it. Sadly, no one plays it anymore, since it doesn't have CAS.
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Kingy
Posts: 493
Joined: 2009-12-22 14:02

Re: Increase AAS ticket count. Rounds ending too fast?

Post by Kingy »

I like the rounds as they are, gives me a chance to play more than 1 round in each PR session.
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