Make PR rounds longer

Suggestions from our community members for PR:BF2. Read the stickies before posting.
atom9[CH]
Posts: 117
Joined: 2011-06-25 08:52

Make PR rounds longer

Post by atom9[CH] »

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
sunshine2241991
Posts: 220
Joined: 2013-05-12 16:04

Re: Make PR rounds longer

Post by sunshine2241991 »

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 .
-----------Ghost-------------

My sh1t Channel : https://www.youtube.com/channel/UCJyLk5Ybj_a12QV_qaarCcQ
My Sh1tty Mixtapes : https://soundcloud.com/ghostidd
User avatar
Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Post by Mineral »

New ticket system ?
Image
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Make PR rounds longer

Post by Jacksonez__ »

Want long game? Play the 'LARGE' layout with 1000 ticks. It feels like it's never ending.
PeppeJ
Posts: 195
Joined: 2010-11-06 10:32

Re: Make PR rounds longer

Post by PeppeJ »

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.
Image
RENEGADO
Posts: 117
Joined: 2015-03-01 13:07

Re: Make PR rounds longer

Post by RENEGADO »

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 ?
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Make PR rounds longer

Post by Outlawz7 »

If you want longer rounds play Lrg layers, personally I hated when one map would last an entire evening.
Image
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Make PR rounds longer

Post by Heavy Death »

'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
Join us and look no further.

SkyEmperor
Posts: 186
Joined: 2015-06-22 17:34

Re: Make PR rounds longer

Post by SkyEmperor »

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.
QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: Make PR rounds longer

Post by QuickLoad »

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.)
YAK-R
Posts: 335
Joined: 2012-07-07 15:04

Re: Make PR rounds longer

Post by YAK-R »

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
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Make PR rounds longer

Post by PatrickLA_CA »

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

Re: Make PR rounds longer

Post by Mouthpiece »

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.
atom9[CH]
Posts: 117
Joined: 2011-06-25 08:52

Re: Make PR rounds longer

Post by atom9[CH] »

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... ;(
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Make PR rounds longer

Post by viirusiiseli »

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.
gwa1hir
Posts: 227
Joined: 2015-04-17 20:12

Re: Make PR rounds longer

Post by gwa1hir »

[R-DEV]Mineral wrote:New ticket system ?
thats the beauty of PR, there is always something new to learn, even for the devs, lulz :D

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.
[img]http://i.imgur.com/MAG8dcg.jpg[/img]
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Make PR rounds longer

Post by sweedensniiperr »

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.
Image
PeppeJ
Posts: 195
Joined: 2010-11-06 10:32

Re: Make PR rounds longer

Post by PeppeJ »

Agree with too many tickets, LRG should be ~50% more tickets at max
Image
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: Make PR rounds longer

Post by SANGUE-RUIM »

'atom9[CH wrote:;2146313']Btw playing PR since 0.75: I miss the 2h Kashan Desert rounds... ;(
agreed, sometimes even more
Post Reply

Return to “PR:BF2 Suggestions”