Is PR serious business? [semi-rant about "What we've become?"]

General discussion of the Project Reality: BF2 modification.
theDaarkness
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by theDaarkness »

i see a few things going on a lot in PR and ive been playing since i want to say 0.95 i guess (cant remember but BF2 was still around when i started) 1) theres a lot of people that just want to be like tacticool l337 haxors and think oh well i saw this video or I know better than you because my tactics are like from this army manual i found the other day haha. 2) theres the old timers who just want things the way they used to be and dont want to deal with the newbies which is alright i guess but its really off putting to me at least if theres all these new people who may be bad but they just really need some guidance as to what works and what doesnt and if all you are doing is alienating these people then you aren't really promoting a community for your game are you.

As for lack of teamwork etc, i think its kind of a result of the things above you have two clashing groups and its hard to be cohesive when the old timers dont want to share their knowledge or the newbies dont want to learn from the veterans.
Portable.Cougar
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Post by Portable.Cougar »

The games not worse.

If anything it's the best it's ever been.

If half the effort that goes into these thread went into actually learning how to manage people as a SL this wouldn't be a problem.

I can tell you this, every squad I start is a "serious" squad.
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agus92
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by agus92 »

Portable.Cougar wrote:The games not worse.

If anything it's the best it's ever been.

If half the effort that goes into these thread went into actually learning how to manage people as a SL this wouldn't be a problem.

I can tell you this, every squad I start is a "serious" squad.
Completely agree. SL's dictate the seriousness of a game session.

And btw, to Rave and the others, willing to pay doesn't necessary equal seriousness, there's no causal relation there. I feel that a lot of people here projects their personality when characterizing the role model serious gamer.
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Mineral
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by Mineral »

Just a small reminder that this a is a decent 'status of pr' thread. One of the only ones to succeed so far in years :) Keep it clean of odd suggestions, memes and trolling please. Removed one meme. Let it be the last.
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ksof
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by ksof »

So I started playing around 0.875 on VBIOS servers and played for about 1.5-2 years almost every day. PR nowadays is nothing like it used to be.
It used to be that:
I was scared shitless to waste assets. And not only because I could get banned for couple of weeks but simply because I didn't want to get blamed for ruining the game for my team. And that was the general attitude among most of the players. Everyone was trying not to fuck up.
After a year in infantry I felt that I learned enough to get to play armored vehicles. Meaning I looked HOW people played tanks and so most efficient and only after a while when I actually knew how to be good in theory I got to playing armor.
And I've never tried jets. Only played as a gunner in chopper during the times when everyone was flying 1000m+ and it was quite quiet and boring.
Back then everyone or at least most people understood that PR is a serious business. Not in a stupid MILSIM way but in your attitude.
Now, almost everyone is an arrogant prick.
Squadleaders don't know shit and for me personally this is the biggest problem of pr community. How do you expect new players to love the game if there is nobody to bring them to action and show why PR is so good? When I tried coming back to Pr in 2012 and 2013 the biggest problem was to find a decent squadleader. I remember only finding one aussie guy who knew his shit.
I look at these 9/10 squad leading skills guys having 5/30 k/d squad ratio and ask myself "how can they be so arrogant?". I've spent about 600hours in pr recorded on my Xfire until I could say that I understand some shit. And still after about 4 intense years in this game I can only say that I'm a good medic and a decent helicopter pilot. All of the other skills I have are average or below average.
But I'm not afraid to learn. Or ask for advice players that do better job than myself. And this is the second biggest problem PR community has. Fucking arrogance and lack of desire to learn and actually grow better.
Everyone is chasing most acton-packed roles ingame and try to get as much action as possible mistakenly thinking that this is the most fun. My best memory of PR is when our squad was defending Missile Silo on Iron RIdge. I spend 2 intense hours sitting in the sewers staring at the manhole and we defended those fucking manholes for 2 hours straight, never gave it up and score the victory for our team.
What I'm trying to say is that you're not gonna make PR better by making these new MECH INF rules(that I personally like and think that CROWS and so should become claimable as they used to be) or making people into playing as you think is right but with lowering your arrogance, being more open to learn from other players and changing your attitude. Look how others play, look what they do and what makes their game so successful. Learn from there.
Cheers
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Ragnarok1775
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by Ragnarok1775 »

I try to play with the same people when I see them online...I haven't run into a lot of turds but it seems like there's too many people wanting to be SL, making 2-4 man squads...I feel like maybe the game is getting crowded.
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by Nate. »

Navo wrote:I have seen people refering to the 'good old times' since .5. Someone who started playing in .91 doing that just sounds ridiculous to me, no offense.

The integration of Mumble into PR with the 1.0 release is the best thing that ever happened to PR teamwork-wise. I'm sure plenty of people will remember how many people weren't on mumble before that. Maybe some others will remember the dark ages, where you had to rely on BF2's shitty VOIP and there were only about 2 or 3 squads every round with people actually using microphones. This situation was the source of the 'INF VOIP' and 'INF TEAMWORK' squad names - Squads that weren't called like that usually didn't have anyone talking. Nowadays, you will have people talking 9/10 of the time in any squad (for better or worse ;) ).

My point is that the level of teamwork in PR right now probably is pretty high compared to previous releases.
This can't be stressed enough.
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paragonid
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by paragonid »

I suggest servers to use stated points in rules to become more targeted for wanted audience!
e.g. "Playing PR on this server is serious business"
Zaidi
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by Zaidi »

I'm new, and I love PR. I regret finding this game so late. I have played off and on for about a month, mostly on COOP servers and I've seen some really good SLs, who brief their squad before the round, set objectives, actively guide the squad and try their best not to get any of the squad member killed unnecessarily. I'm just guessing that on Deployment servers the situation would be only better.

On the other hand, I've also met some SLs who either don't have a mic or they don't want to lead the squad at all. I've also noticed that many players don't like using procedure words while communicating on radio, some even make fun of that. I understand that using prowords in a game might not be really necessary, but it definitely adds to the immersion that is core of this game.

In my opinion, the influx of new players would be the reason for 'the game not being taken seriously'. Primarily because there's hardly anyone to guide the new players. Yes, the new players can practice on local servers or COOP servers, but that wouldn't teach them the PR 'culture'. I'm trying, as a new player, to learn the culture from Youtube channels like BlueDrake's. But I think the most effective way would be for veteran players to voluntarily make squads for new players so that they learn how to behave in the game. This will preserve the in game atmosphere.
sirfstar
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by sirfstar »

ksof wrote: Squadleaders don't know shit and for me personally this is the biggest problem of pr community.
i've spent only a few first games in pubs at 0.8-something and then just joined some sort of clan right away. years of stable pr experience now and it's not really different for me now compared to back then, everyone should do the same shit and if you don't want to then at least be grateful you guys have pub squads at all, go lead them by yourself then.
Portable.Cougar
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Post by Portable.Cougar »

If you have been playing this game for a while then you should be squad leading.
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Mouthpiece
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by Mouthpiece »

Thank you all for your replies. There are a lot to discuss, but right now I just want to get to the heart of the point I was making with this thread.

I was a bit surprised, although, not a lot as I knew that I'm not totally alone here as my expectations about what this mod should be played like are probably quite the same for other players (actually, let's call them pubbers as I haven't played in a clan and I totally get the competitive part of any game having played TF2 competitively (it gets quite hardcore)).

Yes, If you have enjoyed this game as a player of a clan in the past years then you are totally right - this game hasn't changed for you. But for the random pubber that is me it is.

@ Nate. You do understand that the "vet" aspect is a subjective one? And what I mean by that Is that people perceive the possibility of learning from their in game experiences and mistakes different - one person can play this mod for 5 years and still keep on running in the same stupid situations, but another can learn the ropes in the first month and proceed on surprising everyone by improving so fast that they can be awesome in leading others (there have been countless examples in the history of PR of this happening, I even remember that a 13 y.o. kid did it). So it's all a matter of cognition.

Actually one person in this thread totally described my own experiences in this game. And what are they now compared to the "old days". And here is his post:
ksof wrote:So I started playing around 0.875 on VBIOS servers and played for about 1.5-2 years almost every day. PR nowadays is nothing like it used to be.
It used to be that:
I was scared shitless to waste assets. And not only because I could get banned for couple of weeks but simply because I didn't want to get blamed for ruining the game for my team. And that was the general attitude among most of the players. Everyone was trying not to fuck up.
After a year in infantry I felt that I learned enough to get to play armored vehicles. Meaning I looked HOW people played tanks and so most efficient and only after a while when I actually knew how to be good in theory I got to playing armor.
And I've never tried jets. Only played as a gunner in chopper during the times when everyone was flying 1000m+ and it was quite quiet and boring.
Back then everyone or at least most people understood that PR is a serious business. Not in a stupid MILSIM way but in your attitude.
Now, almost everyone is an arrogant prick.
Squadleaders don't know shit and for me personally this is the biggest problem of pr community. How do you expect new players to love the game if there is nobody to bring them to action and show why PR is so good? When I tried coming back to Pr in 2012 and 2013 the biggest problem was to find a decent squadleader. I remember only finding one aussie guy who knew his shit.
I look at these 9/10 squad leading skills guys having 5/30 k/d squad ratio and ask myself "how can they be so arrogant?". I've spent about 600hours in pr recorded on my Xfire until I could say that I understand some shit. And still after about 4 intense years in this game I can only say that I'm a good medic and a decent helicopter pilot. All of the other skills I have are average or below average.
But I'm not afraid to learn. Or ask for advice players that do better job than myself. And this is the second biggest problem PR community has. Fucking arrogance and lack of desire to learn and actually grow better.
Everyone is chasing most acton-packed roles ingame and try to get as much action as possible mistakenly thinking that this is the most fun. My best memory of PR is when our squad was defending Missile Silo on Iron RIdge. I spend 2 intense hours sitting in the sewers staring at the manhole and we defended those fucking manholes for 2 hours straight, never gave it up and score the victory for our team.
What I'm trying to say is that you're not gonna make PR better by making these new MECH INF rules(that I personally like and think that CROWS and so should become claimable as they used to be) or making people into playing as you think is right but with lowering your arrogance, being more open to learn from other players and changing your attitude. Look how others play, look what they do and what makes their game so successful. Learn from there.
Cheers
So you see, guys, it's all a matter of expectations. We expect not to fail and we expect that failure has such negative downsides that they ripple throughout our team. And right now in pubs we don't see a lot of it? I mean, players who are really afraid for their assets being lost. Why? Noone will blame him. The asset will respawn in few mins. Those are just few points, and in the end of the round seems like fewer people even care.

I remember that we even used to not use some assets in a PUB if they got wasted a lot before by someone because of not wanting to lose the match at the end of the round. I haven't seen anything like this happen now. Tank squad doesn't go INF. They are simply being "more careful" after being raped for the whole round by just being bad with their assets or haven't really learned the basics of being a tank driver/gunner in this mod.

And now let's get to the practical side of this post. Is there a way to stop this problem? (let's say that we've concluded that there's a problem with more careless players/ clueless SL's in PUBs compared to pre 1.0) So let's try to answer the question (as it is the more practical thing to do in this situation [looking at you Navo and Nate - I mean, WTF, guys I sincerely come here with a problem question and instead of contributing you just fucking point a finger at some big irrelevance? Thanks for holding the community standards high!])

Murphy asked:
Do we see a way to slowly stop the slip in the opposite direction? Can we facilitate "serious play" on public servers, or do we have to accept that people prefer to derp around instead of being a cohesive unit?


I've written a lot, my fingers have grown tired so I will try to answer in the most short and structural way possible. First I will note the things that IMHO are "wrong" right now and after that I'll get to the question "Is there a way to change all/some of this?"

The first problem. Influx of new players who don't want to learn. Or who want to learn but by not having the platform and by being in a space saturated with bad gameplay long enough that they soon start to, how to say, fall to the dark side and stop caring.

The second problem. People who don't see the first problem and/or don't think that it has an impact. These are people who (as someone from a clan noted in my post - that they even cringe at the idea of playing in PUBs) are mainly in a clan of some sorts so they're not exposed to the saturation of the main problem - the newbies that don't get a chance/doesn't give a shit.

The third problem. Changed behavioral patterns. It's a hard thing to explain as It may turn out to be quite the subjective thing - based on my experiences or something. But it has to do with some major changes in the heart and mind of PR. Behavior of a random player. I think it has changed.
Have you seen lately a person teaching some other person something that they don't know (I'm always talking about PUBs)? Have you seen people being totally afraid to waste their asset in use that they are afraid to cross "that ridge line and instead the driver hops out and scouts it first"?

You see, I haven't. These things that are meant to be the BASIS of PR (people helping other people in order to make their own game a better one) doesn't happen that often nowadays. Back when I was a newbie - damn, the help I received. It TOTALLY made me understand this mod in the first few months. Of course, I stuck to Infantry for the first 6 months, but I learned a lot by starting to play medic and AR (and even LAT). Of course, I wasn't still nearly a good or mediocre medic, but at least I tried and I thought about my mistakes.

What I see nowadays is the heard mentality of rushing of a cliff. People not being self-analytical. People not thinking about mistakes. But we have to ask: why aren't they thinking about their mistakes? I really think that it has to do a bit more with TOLERANCE.

Yes, you heard me right. I think that the ONLY way we can make newbies into better players (yes, we'll lose some, but I'd rather have fewer servers, but more GG's). Damn, I hate to say it, but the fact that mubmle right now is integrated - it kinda sucks for us, because back in .95 when I was adminning in PRTA server... oh how we kicked players... It was a total kickfest. But we we're within our rights - those kicked we're not in Mumble, wasn't in a squad, wasn't responding and wasn't teamplaying. Mumble was like an anti-idiot filter.

What I fear is that we've grown lazy. The people who are governing the servers - they just want to play as it's so hard to govern 100 persons. So one "bad" thing slips throgh. Then another. And then another. And there - in the end you have a bad game.

Murphy, as much as I hate to say this, but by looking at the PR forums now and by looking at them at the time when I joined (6 years ago), one can see that a lot has changed in the heart of community. Can it be changed back? I think that with this state of mind that we're in (clans people totally separated from pub people gameplay/ideology wise), It isn't going to happen and it will only get worse. BUT there's always hope, I've learned.

Huge shout outs to PRT. That's the best thing that can happen to a pubber and the best experience he can learn from.
Another thing - community involvement. I really don't see how to change the "attitudes of clansmen" so that they'd be more accepting to playing with pubbers as some of them can't fathom the idea of playing with a pubbie.
But if more and more skilled clansmen at least would try spreading out trough the teams and trying to lead their own pubbie inf squads, things could slowly change. Heck, that's how I got my experience at first - by joining only that Squad whose SL I knew Is a good one (usually it was a person from a clan, although back then it wasn't always the clannie that was the most tacticool SL out there - I've had tons of awesome SLs who hadn't their tags).

So to sum it all up: right now there's no platform for a newbie to learn his ropes. It's only trial by fire. And it sucks. I wouldn't want to be in their shoes. Can it be changed? Yes, mostly by clan/experienced people involvement by scrambling within both teams and leading different squads - as it happened in TG long time ago.

And ffs stop being dicks to one another. This community can be a functional one only if it's a tight knit one.
Prove me wrong by answering - why mostly only vets from clans have stayed on playing this mod and not the good players/SL's that were w/o a clan?

I really, really love this mod and I would really like to love it again with as much passion as I did before, but when people in servers don't care about the most basic thing of all - ticket count - then I just can't make myself to join a game again. It seems that nowadays the only cure for me and others looking for a good game is by joining up with "vets"/guys who feel the same or some clan (though in my 6 years in PR I've come to dislike the clans as sometimes their heard mentality is a total downer to the community).

One last thing. Maybe if we cant change the clansmen we could try to revert back to the way of the pre 1.0 integrated mumble way of thinking and dealing with problems? I mean, by becoming more elitist we could make newbies strive for higher standards? As it's basic human psychology, I feel it may work, but sadly I fear that there won't be enough support from server owners/communities IF they don't acknowledge that the problem that this post is about EXISTS.
Mouthpiece
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by Mouthpiece »

sirfstar wrote:i've spent only a few first games in pubs at 0.8-something and then just joined some sort of clan right away. years of stable pr experience now and it's not really different for me now compared to back then, everyone should do the same shit and if you don't want to then at least be grateful you guys have pub squads at all, go lead them by yourself then.
This just proves my point. That people in clan or people with a TS3 always open in the background don't see the problem I'm seeing. But why would I (and others who agree with me - probably other "vet" Pubbers) make up a problem?

@ Portable.Cougar,
Yes, that is the way to go. I started SL'ing after noticing that there really aren't that much smarted SL's then me even back then, I think it was about 6 months after starting to play (of course when someone I knew who was really good joined, I automatically joined his squad as I'm always eager to learn). But nowadays people are more and more discouraged to SL. Why would like to lead a squad of people who really don't want to be led by anyone? People bash on milsim, but I'm talking about the ATTITUDE. It has to be there. People do need this aspect of obedience in them in order to be good squad members. Squad leader is like a guy who's out there looking for girls, and the only ones that he want's to pick up are those who want to "engage" with him, not the ones who want to talk a lot of bullshit or do some other (for him) non-essential thing.
sirfstar
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by sirfstar »

The second problem. People who don't see the first problem and/or don't think that it has an impact. These are people who (as someone from a clan noted in my post - that they even cringe at the idea of playing in PUBs) are mainly in a clan of some sorts so they're not exposed to the saturation of the main problem - the newbies that don't get a chance/doesn't give a shit.
what is exactly the problem? you did read my post, i said i joined a clan just after a few games. i was that newbie, with just 3 or 4 hours of gameplay. joining a clan is the representation of the seriousness of my intentions. what stops others from doing this? don't give a shit about clans, too complicated or w\e? then you got pubs just as it is intended, lower barrier to entry and lower standards should be expected. wanna try to raise that barrier for pubs?
Last edited by sirfstar on 2016-04-27 17:21, edited 1 time in total.
Mouthpiece
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by Mouthpiece »

sirfstar wrote:what is exactly the problem? you did read my post, i said i joined a clan just after a few games. i was that newbie, with just 3 or 4 hours of gameplay. joining a clan is the representation of the seriousness of my intentions. what stops others from doing this? don't give a shit about clans, too complicated or w\e? then you got pubs just as it is intended, lower barrier to entry and lower standards should be expected
Let me try to answer this to you. For me clans always has been the bad tooth. I mean, It's not that I'm not a social person, I just really, really don't like to always be in a TS3 or in some other communications device. But in most clans it's mandatory. Also my schedule is really chaotic so one day I can say that I'll participate in that match, next day I fail to attend. I don't want to disappoint people. Although right now I'm really thinking about joining a small clan or better yet just a bunch of like minded try-hards :) (because of how this game has changed for me).

Why don't pubbies join clans as soon as they can't? It depends on the person. Many are like me who don't want to communicate out side of a match so often or just don't have the time to show up on obligatory occasions.
Many people, I fear, dislike PR clans as they are getting more and more "stompy" and in some ways few of them even does worse for the match than more good (by that I mean team stacking).

In reality the answer to your question is a subjective one - it varies so much from player to player, so my answers we're only speculations and/or I was answering only about myself.
sirfstar
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by sirfstar »

Mouthpiece wrote:But in most clans it's mandatory. Also my schedule is really chaotic so one day I can say that I'll participate in that match, next day I fail to attend. I don't want to disappoint people. Although right now I'm really thinking about joining a small clan or better yet just a bunch of like minded try-hards :) (because of how this game has changed for me).
i don't look at other clans that much but is it? for me this is a stereotype only right for mmo's and other that sort of games, my guess is in PR we have mostly grown people with the same problems like you have so i would not expect any **** like mandatory events\ts3.
PeppeJ
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by PeppeJ »

Some extremely interesting points have been brought up in here I gotta admit (been reading through it but not posting). I think you have a point Mouthpiece with the whole mumble shebang. It was a really effective "idiot" filter if you want.

But I feel that the main thing about today compared to "back in the days" is that back in the days you needed to own BF2 to play the game. So that's one aspect, then you also needed to actually have it patched, you had to install PR, there's a lot of different "idiot" filters to keep people who just wants to try the game out, and last you have the admins and rules. This must lead to less new people, but more higher quality people as well (since they actually went through the process of getting it). Today we have more people, so naturally we have more bad people as well. Perhaps that also means more quality people. Now is this a good or bad thing? That is honestly a question I have been forever wondering about, but it'll probably never be answered.

As for gameplay pre and post 1.0, I feel like there's two different but still similar games, with different strengths. pre 1.0 was awesome in that you sometimes have really close games, and that everything was valued a lot more. But that also meant that a lot of the games were REALLY shit, especially the ones where all your assets gets nuked by enemy team. Today we have a different one, where most games are at least of decent quality, but perhaps that also means fewer really good ones, mainly due to lower spawn times, ticket costs and 100p. This naturally leads to a more "spammy" game that some people like to call it.

I also agree with Navo, pre 1.0 and mandatory mumble was terrible for teamwork, nowadays you can expect most squads to respond to you if you ask for something, as opposed to having to type it up.

Regarding the whole clan thing, the whole point of being in a clan is the sense of unity. I don't think there's many clans around today who are super hardcore and only play to win, have training sessions and all that stuff. Most clans are simply a bunch of people that wants to play the game together, because they share interests, friends if you want. Telling these people to stop playing together and play more with pubbies is probably the quickest way to put PR in it's grave. The clans are what's keeping this game alive, they are the ones runnings servers, they dealing with the admining bullshit that no-one really want to deal with. They are also the ones we can be sure are staying for a while. If something we should really be respecting them.

However I feel that the mod is what should be encouraging teamwork, not the vets. Because if the game promotes teamwork, then people will (hopefully) be more helpful.

There's a few ways I can think of this, and the one that we used back in the day was shaming. We should shame people that don't teamwork. There's already a few shaming thing incorporated in the game, and the biggest one is instant 0 score and -100 teamwork pts for killing civilians. I wish there was a passive loss of points, and the only way to get more points is to teamwork (kill enemies, cap flags, defend flags, heal and revive, build fobs). I feel something like this can really go a long way to help people out because who wants to be at the bottom of the scoreboard? Would you really want to end a round with -600 points because you and the squad were "reconing"?. Plus anyone can see you in the bottom of the list, being a burden to the team, so you'll be ashamed. This is similar to the assets back in the day where people were really shaming someone for wasting them. Because surely if you see someone with +1500 points you'll thinkg "wow these guys really helped the team out, I should try and hang with them."

The second thing is to completely once and for all get rid of the Sniper kit, this kit is the single most useless kit and I have no idea how it's even survived this many years. Sure it's fun (for like 1 guy), but it completely fucks up at least one squad. I have probably never ever during my 6? years of playing PR seen a public player use it properly, in 99% of the cases the snipers are part of a freekit squad, where the enitre squad is all over the map. The only time it's actually useful is in a CAS squad, where all the guys in the squad are helping each other. But even then it would probably be better with a squad leader kit.

Third I'd like to see longer respawn timers again, it should properly suck having to give up. and it should feel like a major defeat. Having to wait 5 seconds for a respawn is stupid in my opinion (5sec if your squad wasn't killed instantly, and you were waiting for a medic for like 1 min). I think the time when giving up should be fixed a lot higher, like 30 seconds or something. It should feel like a proper defeat, not just a dust off the shoulder and get back to the same fight within a minute.

These are my .50$ and I'd love to hear what everyone else thinks about it.
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Frontliner
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Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by Frontliner »

1. I don't recall ever seeing a squad like that. And if people attempt to MilSim in their Inf Squads I usually leave.

2. Micro-ing has ceased to be as advantageous as it was and most of the frequent SQLs have adjusted accordingly due to the change in deviation. When previously a good tactical set up was key, it is since then less of a factor, whereas reaction shots(unheard of in 0.8-1.0) and quick movements have taken over.

3. That's a funny thing to say considering you were complaining about Clan people stacking on one side, steamrolling the other. If nothing else this highlights how important tactical decision making is.

4. I personally think that is a bad idea. SQLs whose only concern is to keep on doing the plan they laid out BEFORE the round even started, BEFORE shit hit the fan, are not doing the team a favour at all. It's even in the Loading Screen Tips: "As an SL, don't be afraid to take action! If an attack is not working, try a different approach." - and this isn't true for an attack or a defense, it is true throughout the course of the game. Think. Plan. Rethink. React. Anticipate. Revise. In long: Take the situation on the battlefield into consideration, think, make a plan. React to enemy maneuvers. Anticipate enemy maneuvers. Revise your game plan accordingly.

To give you an example: Ulyanovsk, 3 days ago. "Ok, I think we'll do some Line Infantry for now, to bolster our defenses and increase the chances of our team." And before I said that someone created a squad called "SPECOPSTEAM" and took 8 of our team members. 10 Minutes later I had to completely shift the tone from a L-Inf squad to a Stosstrupp, simply because 1) I lacked manpower with 5 players including myself and 2) my initial plan was obsolete as mortars kept shelling our positions and we had no FOBs on the map, so any defense was doomed to fail sooner or later, even with a full squad.
Long story short, my squad succeeded in taking down the enemy mortars without a single casualty, however I had to trade that in for the team getting rolled hard because no semblance of a competent defense was to be seen anywhere. Sometimes you've just got to work with what you've been given and find enjoyment in the small victories :\

5. When you manage to get a squad under control, when it moves according to your wishes, fires at what you want it to fire and everybody becomes a brother in arms to you if only for an hour - that's when you've succeeded as an SQL. And it is at that point when you start mopping the floor with every enemy squad whose SQL failed to do just that. I don't think the SQL role has lost any of its value.

6. That could be for a myriad of reasons, and most of them not related to the game but to reality itself. Family, School, Life Circumstances.

But it could also be because the game changed, of course. Or a change in taste of the individual. *shrugs*
7. Has seriousness (e.g., a SL who leads, not just keeps people together) got thrown out of a window just because nowadays it's not mandatory to win a match? Is it just a balance problem (more players = more chance of unbalanced teams?)? Or has the fact that right now we have to deal with 36 more players in a server is making us less serious business/teamwork orientated? (I'm talking especially about SLs as EVERYTHING is in their hands, and as noted: now IMHO a team can win by being more laid back then ever)
7.
1. It was never "mandatory" to win a match.
2. I would say that the deviation change benifitted those who attack, thus making competent players on the offense noticeably better than newer or inexperienced ones on the defense.
3. Personally, I'd say that having a team(like it happened in question 4) that you just know is going to get stomped makes me less inclined to care about the team's success, yes, definately. But before you jump on me for giving up early - this is a team game. Nobody wins alone. What my boys and I can achieve may not suffice.
4. I'd say that among 50 players, your influence is even less noticeable as it was back with 32 players. "You" "can" technically win a round by doing nothing. But it wasn't your win. You just were on the winning side.
8. So maybe SLs in the 'more stacked' team have this mindset that if they try harder (e.g, encouraging more teamwork oriented style of playing), the opposing team won't really have a slightest chance of resisting the 'stacked teams' squads? So maybe it's a good thing in this scenario (for the newbies) afterall?
8.
1. It's also because that I expect people I know are good at this game for example to listen to my requests or to realize the importance of what I'm telling them as well as their on strive to have a good time - which is when a team works and win. Another aspect worthy of note is that PR is very much a social game and by doing good deeds for your peers(contact reports, supply delivery, taking over a task for them because they are moving out) you will receive rewards such as recognition and some help of your own. Sharing is caring.
2. Newbies I think learn the most if they have the oppurtunity to join a squad almost entirely comprised of experienced players, who encourage them to act in certain ways, who show them some tricks, who hint them on how to do X without risking themselves and why to not do it another way. Learning by encouragement is a good methodology. Getting steamrolled on the other hand is a discouragement and it teaches next to nothing, mostly because newbies have a hard time analyzing why it happened, or if it was their fault even? An experienced player can provide the necessary look from the outside and shed some light on what happened.

PS: Did I beat 2,600 words? :P
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
SIDEKILL3R
Posts: 394
Joined: 2013-02-28 06:45

Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by SIDEKILL3R »

Im retiring from PR its time for the new Gen of gamers/modders (late 90's early 2000's gamers) to make this game what it is now i will come back for few rounds of 1.4 tho

all i have is good memories of this game with over thousands of hours into this mod.




P.S when you see me on your team playing RESPECK IT
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Is PR serious business? [semi-rant about "What we've become?"]

Post by X-Alt »

It's not that hard.

Step 1: Shoot at people
Step 2: Get points, skip Step 1 if you want to
Step 3: Get on the scoreboard
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