Alpha Release - Feedback Thread

General discussion of the Project Reality WWII modification.
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=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: Alpha Release - Feedback Thread

Post by =Romagnolo= »

Anybody else having really low FPS? I play pr at 60fps, when landing and going up the hill my fps drop to 10.
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SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: Alpha Release - Feedback Thread

Post by SShadowFox »

DavidL.Roth wrote:- B.A.R 360 RPM mode sound is off sync (sound and recoil), sometimes you hear three shots when you fire only two.

- B.A.R reload animation shows rounds is the magazine even though the magazine would be empty.

- Hand grenades give bigger suppression effect than an TNT explosive from same distance.

- M1 Carbine reload animation is bugged, when the receiver is pulled back it goes through ones hand.

- M1 Garand shooting sound sounds "not good".

- M1 Garand rounds in the magazine looks shit.

- Can't choose the Bazooka firing range.

- M16A2 anti-personel mine goes through the ones hand when held in hand. Same with the M1 Carbine.

- M4A1 Sherman cannon "blinks" when it is looked through the drivers slit.

- German officer left wrist appears to be the size of a two year old when throwing a grenade.

- It would be good to be able to put your K98K down and sprint after a shot has been took. Now you have to wait for the reload (bolting).

- You don't have to bolt the K98K at all if you just shoot it and take another item or weapon out, like a knife and then quickly switch back. This way you can also sprint to cover after you've took a shot to the enemy.

- The way MG34 is held in hand and reloaded appears to be higly WIP. Same with Panzerfaust.

- Cannot choose the shooting range with Panzerfaust.

- You can spam the LCVP ramp sound by tapping arrow keys.

Other than that. Fantastic!
:roll:
[R-COM]Arc_Shielder wrote: We do not want any feedback about animations (including in 3rd person) or audio (unsynced weapons, etc).

We do not want any feedback about building textures, overall look, vehicle camos and everything else of aesthetical nature.

Please focus your feedback on Omaha Beach regarding its level design and issues (floating objects, gameplay breaking occurrences, flags not working, lightmap issues, etc).
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

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wseroyer
Posts: 8
Joined: 2014-02-12 10:34

Re: Alpha Release - Feedback Thread

Post by wseroyer »

Mumble is not launching when I start the game, I can't talk to anyone.
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Alpha Release - Feedback Thread

Post by AlonTavor »

https://www.youtube.com/watch?v=VRb4cBPEzWI

Skip to the last 10 seconds of the video.
epicbanana123
Posts: 25
Joined: 2013-08-28 00:42

Re: Alpha Release - Feedback Thread

Post by epicbanana123 »

the low settings are not low enough, i remember in pr ww2 for 0.981 i could play it at 30 fps 1366x768 as well as vanilla pr. in 1.0, things started getting laggy. i remember i made a post about this and the devs said they werent gonna make the graphics lower because some people could see through things and was using this to cheat. i hope this is not the case for ww2 and i hope in a later release the graphics can be lowered so i can run it better ( i played omaha yesterday at 1024x768 at 15 fps)
wseroyer
Posts: 8
Joined: 2014-02-12 10:34

Re: Alpha Release - Feedback Thread

Post by wseroyer »

Mumble not working is driving me crazy, It won't start up on launch. I can't find a way to manually start it up and log on to the game sever.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Alpha Release - Feedback Thread

Post by Rabbit »

Made an issue of it, we will look into it and hopefully have a fix for the alpha.
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AfSoccer "I just don't see the natural talent."
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Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: Alpha Release - Feedback Thread

Post by Kevokpo »

Don't know if it is intencional but thompson is very innacurate at close ranges and makes little damage againsta germans, same for garands, a german soldier came running and killed me with a single shot with his kar 98, which I think its ok, but as he came running I spammed him with the thompson and he didnt die, carbine makes more damage that garand and thompson.

I think thompson needs to be more accurate and garand more lethal, or less "armor"
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Alpha Release - Feedback Thread

Post by AfterDune »

wseroyer wrote:Mumble not working is driving me crazy, It won't start up on launch. I can't find a way to manually start it up and log on to the game sever.
Please share your system info with us, if you can. You can find it through the launcher.

We had an issue with Mumble not working, but that was fixed.
When did you download the installer?

Thanks.
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StevePl4y5
Posts: 385
Joined: 2014-02-02 14:33

Re: Alpha Release - Feedback Thread

Post by StevePl4y5 »

Okay, first of all I want to say I truly enjoyed the map! =D

Round after round, switching between americans and germans and the various layouts it was always fun!

Now, just a few bugs I noticed:
- Kits of fallen soldiers floating about 10m or so above the ground (only noticed this happening to american kits, and only on the most western trenches);
- American unarmed kit is visible;
- I saw a guy's body go airborne when he got shot by a trench (I never saw that before, so I don't know if it's a PR thing or a map thing, either way, you don't need to fix it, it's pretty fun haha)
- The german AT sometimes doesn't show any ammo when you reload it, yet it still has 1 or 2 rounds.

That's all I can remember. Now a few opinions (both positive and negative, mostly positive):
- I think the germans need more tickets on all layots, of all the rounds I played (a lot of them), germany only won once, even when the team was good. Sometimes the americans didn't even get past the beach and they still won, in fact, only once did I get to fight more inland, which is a shame because it's an awesome part of the map;
- I don't know if it was because of all the excitment of the event, but a lot more teamwork seemed to be going on. I think the map promotes teamwork with it's linear shape of defense lines, because everyone kind of has to go for the same objectives in either side (kinda like Red Orchestra). It just works, it's quite amazing actually.
- I don't know if this was on purpose or not, but the MG42 that you build up doesn't have zoom, it probably should. It actually kinda feels like it zooms out of the normal zoom level, maybe it's just me.
- I think the germans need more trucks.
- I love how the AT guns work, do not mess with that please, I love it!!!
- I love the new FOB models, that should totally be the FOB model on regular PR! Would help prevent FOB camping and spawn killing a bit.
- I just generally love the map, the fighting is intense and very real. Love the trench warfare haha!
Glocknade
Posts: 30
Joined: 2014-03-16 08:39

Re: Alpha Release - Feedback Thread

Post by Glocknade »

I'd say one of the biggest problems regarding the level design would be the lack in fortified positions (bunkers) in the center of the beach defenses. There just aren't enough positions for the Germans to defend from. Every match that I have played, the Germans have lost. Could this be from lack of defenses, tickets, or something else, I'm not sure? Although I think more bunkers could help the Germans. Maybe the Germans could even have a couple half-tracks?

Also, I find the trench lines on top of the beach to be hard to defend from (i.e. you can't shoot onto the beach from them).

Otherwise, it was a blast.
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Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Alpha Release - Feedback Thread

Post by Frontliner »

I think the main reason why I enjoy this map(every other omaha/beach landing themed map I've ever played in any game sucked) is because it isn't a relentless slaughterfest on the beach that's no fun to be caught in. Wasn't too imbalanced, but I think 100 tickets less for the US/100 more for Ger should do the trick once released, most games circulated around a 130-150 ticket win for the US.

I've got to say though in all honesty, the southern portion of the map looks far more fun to play.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Alpha Release - Feedback Thread

Post by Roque_THE_GAMER »

Frontliner wrote:I think the main reason why I enjoy this map(every other omaha/beach landing themed map I've ever played in any game sucked) is because it isn't a relentless slaughterfest on the beach that's no fun to be caught in. Wasn't too imbalanced, but I think 100 tickets less for the US/100 more for Ger should do the trick once released, most games circulated around a 130-150 ticket win for the US.

I've got to say though in all honesty, the southern portion of the map looks far more fun to play.
thats true, the us does even need to capture the hills to win, also the germans bleed to early on the last flag, they should lost all flags to start bleeding.
[align=center]Sorry i cant into English...
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Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: Alpha Release - Feedback Thread

Post by Ratface »

We only got as deep as vierville this morning, but when we did it was really a damn good fight with lots of cqb action, makes me excited for some future maps coming out in the future with this kind of environment ;)
curahee150
Posts: 187
Joined: 2013-07-11 16:14

Re: Alpha Release - Feedback Thread

Post by curahee150 »

as glock said not many fortifications in the center, also it may help to add fixed mgs and more pack emplacements, and every round the Americans have won, and it is very unbalanced, just now a team that lost by 300 tickets on Germany won by 30 tickets on the US side, and ever other round Americans usually win by more than 100, so maybe some ticket changes.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Alpha Release - Feedback Thread

Post by Roque_THE_GAMER »

i get stuck here at the start of the game, add entrance to the rear of the boat would help.

[align=center]Sorry i cant into English...
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Alpha Release - Feedback Thread

Post by Rabbit »

Glocknade wrote:I'd say one of the biggest problems regarding the level design would be the lack in fortified positions (bunkers) in the center of the beach defenses. There just aren't enough positions for the Germans to defend from. Every match that I have played, the Germans have lost. Could this be from lack of defenses, tickets, or something else, I'm not sure? Although I think more bunkers could help the Germans. Maybe the Germans could even have a couple half-tracks?

Also, I find the trench lines on top of the beach to be hard to defend from (i.e. you can't shoot onto the beach from them).

Otherwise, it was a blast.
The lack of bunkers is actually how it was really set up. In fact I even expanded the size of the trenches to cover more area than in real life. The trenches at Omaha were also not for shooting out of, they were used as safe passage around to different bunkers/stations. Half tracks would also be a bit unrealistic.

Frontliner wrote:I think the main reason why I enjoy this map(every other omaha/beach landing themed map I've ever played in any game sucked) is because it isn't a relentless slaughterfest on the beach that's no fun to be caught in. Wasn't too imbalanced, but I think 100 tickets less for the US/100 more for Ger should do the trick once released, most games circulated around a 130-150 ticket win for the US.

I've got to say though in all honesty, the southern portion of the map looks far more fun to play.
Yeah, the plan is to add a hundred or so more tickets to each layer so hopefully more of the map will get played, I think you will see more of that get played on AAS alt or standard rather than large, as its hard to cap all 3 of the bluffs. On top of the ticket addition the gap in tickets will no longer be US +200 tickets, but US+100. The reason I had added so many additional tickets whats the exact reason you gave, most maps are just a slaughter on the beach, which really concerned me would happen here.
curahee150 wrote:as glock said not many fortifications in the center, also it may help to add fixed mgs and more pack emplacements, and every round the Americans have won, and it is very unbalanced, just now a team that lost by 300 tickets on Germany won by 30 tickets on the US side, and ever other round Americans usually win by more than 100, so maybe some ticket changes.
Like I said, only giving the US+100 tickets and might even increase the reload time for area attack. If the assets are used right you can really kill the US, When we ran mortars for the Germans I think Mineral alone had like 11 or more confirmed kills by the time we saw any US above the bluffs.
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AfSoccer "I just don't see the natural talent."
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iSmall
Posts: 82
Joined: 2012-02-26 23:23

Re: Alpha Release - Feedback Thread

Post by iSmall »

Played a bit and things that i saw:
- Needs more holes in a sand in the beaches
- Needs more trucks in a German side
- Specialist kits lacking hook, also needs second Tnt in specialist kit
- Pleaaaaase paint german camos one color, and american different, i teamkilled like 10 people because they camos looked indentical to US.
-These buildings in the middle of beach taking alot of FPS and not really doing there anything.
- maybe one more drive way in the green dog side for tank to drive on to
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