Make PR rounds longer
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atom9[CH]
- Posts: 117
- Joined: 2011-06-25 08:52
Make PR rounds longer
Hello Pr community
Back in the times, a normal round Kashan took around min 1h 30min up to 2h. Even Muttrah city was double long than today. Obviously, we had only 64 players and the waste of assets was less than in 1.3. Nowadays, the rounds are approximately 45 min long what I personally don't like. It is too short in my opinion. For example, you are waiting for a Tank 20 min and then the round is already half passed. I know that we have the large layouts with more tickets but it would be nice if we could raise the tickets of the STD layouts so that we have longer rounds.
Regards
atom
Back in the times, a normal round Kashan took around min 1h 30min up to 2h. Even Muttrah city was double long than today. Obviously, we had only 64 players and the waste of assets was less than in 1.3. Nowadays, the rounds are approximately 45 min long what I personally don't like. It is too short in my opinion. For example, you are waiting for a Tank 20 min and then the round is already half passed. I know that we have the large layouts with more tickets but it would be nice if we could raise the tickets of the STD layouts so that we have longer rounds.
Regards
atom
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sunshine2241991
- Posts: 220
- Joined: 2013-05-12 16:04
Re: Make PR rounds longer
I think its becouse of the new ticket system .
When you get "Wounded" it cast 1 tickets and when you get dead dead its another 1 tickets
so basicly its like if you died 4 times you wasted 8 tickets .
When you get "Wounded" it cast 1 tickets and when you get dead dead its another 1 tickets
so basicly its like if you died 4 times you wasted 8 tickets .
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Jacksonez__
- Posts: 1090
- Joined: 2013-07-28 13:19
Re: Make PR rounds longer
Want long game? Play the 'LARGE' layout with 1000 ticks. It feels like it's never ending.
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PeppeJ
- Posts: 195
- Joined: 2010-11-06 10:32
Re: Make PR rounds longer
I think round length is near perfect at the moment. But I think assets could use a tiny tweak to match maybe knocking a few minutes of respawn and delay would be a good start.

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RENEGADO
- Posts: 117
- Joined: 2015-03-01 13:07
Re: Make PR rounds longer
No please, many people love PR and don't have that much of time to play it, if the assets are the issue, why not just change their spawn time ?
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Make PR rounds longer
If you want longer rounds play Lrg layers, personally I hated when one map would last an entire evening.

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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: Make PR rounds longer
Join us and look no further.'atom9[CH wrote:;2145917']Hello Pr community
Back in the times, a normal round Kashan took around min 1h 30min up to 2h. Even Muttrah city was double long than today. Obviously, we had only 64 players and the waste of assets was less than in 1.3. Nowadays, the rounds are approximately 45 min long what I personally don't like. It is too short in my opinion. For example, you are waiting for a Tank 20 min and then the round is already half passed. I know that we have the large layouts with more tickets but it would be nice if we could raise the tickets of the STD layouts so that we have longer rounds.
Regards
atom
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SkyEmperor
- Posts: 186
- Joined: 2015-06-22 17:34
Re: Make PR rounds longer
I'm sorry but I think he was talking about longer rounds, not an extended period of time doing nothing.
I do agree with the author, rounds are too short especially for assets. You usually have 2 runs with CAS/TANK and it's frustrating to lose these, maybe you made a mistake or someone wasn't communicating enough.
Longer rounds mean more time to balance the teams, can allow one team to push back. I mean it can be more interesting.
However I've noticed most of the time people give up and fuck around in main, TKs not trying, in worst cases server will die.
It's more like a community related problem than lack of tools.
I do agree with the author, rounds are too short especially for assets. You usually have 2 runs with CAS/TANK and it's frustrating to lose these, maybe you made a mistake or someone wasn't communicating enough.
Longer rounds mean more time to balance the teams, can allow one team to push back. I mean it can be more interesting.
However I've noticed most of the time people give up and fuck around in main, TKs not trying, in worst cases server will die.
It's more like a community related problem than lack of tools.
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QuickLoad
- Posts: 609
- Joined: 2014-06-20 20:07
Re: Make PR rounds longer
I think the large layers would solve this, if someone wanted longer rounds, you can have more when theres more tickets, which directly correlates to longer playtime and more asset usage(if that's what you're looking for.)
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YAK-R
- Posts: 335
- Joined: 2012-07-07 15:04
Re: Make PR rounds longer
I personally really enjoy playing large layers. std maps are often heavily skewed by rushes, initial rollout mistakes. CAS/Tanks usually only have one chance to get it right, and if they do win the games is pretty much decided then.
lrg layers allow for comebacks, and in my experience lead more intense rounds.
The downside being if one team does get completely stomped, the bleed is often too slow and can leave one side sitting in main for ages, or just get blasted into oblivion for ages.
I think i'd like rounds to last slightly longer than they do now, but not as long as lrg. Maybe like 1h15m
lrg layers allow for comebacks, and in my experience lead more intense rounds.
The downside being if one team does get completely stomped, the bleed is often too slow and can leave one side sitting in main for ages, or just get blasted into oblivion for ages.
I think i'd like rounds to last slightly longer than they do now, but not as long as lrg. Maybe like 1h15m
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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: Make PR rounds longer
I think large layer has a bit too MANY tickets to be enjoyed. A balance between the current STD and LRG layers would be good. For example, if STD is 600 tickets and LRG is 1000, LRG could be reduced to 800.
In-game: Cobra-PR
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Mouthpiece
- Posts: 1064
- Joined: 2010-05-24 10:18
Re: Make PR rounds longer
I agree, we want longer rounds, not more gimmicky tickets. Rounds were longer before 1.0. That's what we want. Not some gimmicky LRG layouts.
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atom9[CH]
- Posts: 117
- Joined: 2011-06-25 08:52
Re: Make PR rounds longer
My best example for too short rounds is the map Burning Sands in the current version 1.3. I think yesterday I played it and it took max. 35 min. (STD layout 500tickets according to Project Reality Map Gallery ) till it finished. That is obviously too short. If you would play LRG layout it would obviously take too long, and especially if one team has full cap its just horrible for the out capped team. So my idea is to raise the STD layout tickets up to 25%-30% more, but still having an ALT layout with the default tickets nowadays.
Btw playing PR since 0.75: I miss the 2h Kashan Desert rounds... ;(
Btw playing PR since 0.75: I miss the 2h Kashan Desert rounds... ;(
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: Make PR rounds longer
Large has too many tickets. Any of the people suggesting large layers ever play them? With the exception of Beirut and Burning, they last way too long. The sweet spot would be somewhere between large and std ticket amounts. Around 750-950 for big maps, less for 2km.
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gwa1hir
- Posts: 227
- Joined: 2015-04-17 20:12
Re: Make PR rounds longer
thats the beauty of PR, there is always something new to learn, even for the devs, lulz[R-DEV]Mineral wrote:New ticket system ?
and yeah large had way too many tickets right now. it should be called "epic" or something and get another large layer with tickets around 800 maybe 700 for smaller maps (2km). making another layer is bullshit of course, but large is really never played and when its played its mostly a pain in the ***, especially when one team is getting raped and there is no or just a lesser bleed.
Last edited by gwa1hir on 2016-10-17 14:26, edited 1 time in total.
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sweedensniiperr
- Posts: 2784
- Joined: 2009-09-18 10:27
Re: Make PR rounds longer
Suggest playing large layout? That's a good tip only that LRG have ridiculous high amount of tickets. Usually about double.
For example: Khamisiyah LRG 1400 vs 1400 tickets.
Khamisiyah STD 700 vs 700.
Saaremaa LRG 1300 vs 1300 tickets.
For example: Khamisiyah LRG 1400 vs 1400 tickets.
Khamisiyah STD 700 vs 700.
Saaremaa LRG 1300 vs 1300 tickets.
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PeppeJ
- Posts: 195
- Joined: 2010-11-06 10:32
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SANGUE-RUIM
- Posts: 1390
- Joined: 2009-04-26 12:37
Re: Make PR rounds longer
agreed, sometimes even more'atom9[CH wrote:;2146313']Btw playing PR since 0.75: I miss the 2h Kashan Desert rounds... ;(






