Wasn't there a plan many moons ago to create optics for all the 50 cals that had zoom?[R-DEV]Mats391 wrote:The zoom on those is higher than what is suggested in this thread for handheld ironsight weapons.
Why no zoom?
-
Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Why no zoom?
-
Cossack
- Posts: 1689
- Joined: 2009-06-17 09:25
Re: Why no zoom?
Shhh... You weren't supposed to mention this.[R-DEV]Psyrus wrote:Wasn't there a plan many moons ago to create optics for all the 50 cals that had zoom?![]()

-
Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: Why no zoom?
I was also under the impression that 50cals had placeholder zooms for optics...
- WeeGeez
- Posts: 842
- Joined: 2007-10-08 21:30
Re: Why no zoom?
Iron sights with high dpi/precision laser mouse is LETHAL, by the way. Don't need zoom.
-
Lugi
- Posts: 590
- Joined: 2010-10-15 21:36
Re: Why no zoom?
In real life you are actually constantly zoomed in in comparison to PR.FFG wrote:When you look down Iron sights IRL, do you get zoom?
just compare how clearly you can see a person from 200 meters, when in PR a person from that distance is 2 pixels.
-
Jagira
- Posts: 101
- Joined: 2014-06-30 08:05
Re: Why no zoom?
Ummm, resolution?Lugi wrote:In real life you are actually constantly zoomed in in comparison to PR.
just compare how clearly you can see a person from 200 meters, when in PR a person from that distance is 2 pixels.
-
Lugi
- Posts: 590
- Joined: 2010-10-15 21:36
Re: Why no zoom?
Only in a small part.Jagira wrote:Ummm, resolution?
In real life angular diameter (apparent size) of an object 1,8 meters tall seen from 200 meters is 0,009 radian.
In-game angular diameter of an object 1,8 meters tall seen from 200 meters is 0,004 radian when viewed on a 22' display seen from 0,5 meter.
-
mebel
- Posts: 143
- Joined: 2017-02-18 16:03
Re: Why no zoom?
Really good point, although my intention was just to take a look on the overrepresented scopes during the gameplay.Lugi wrote:Only in a small part.
In real life angular diameter (apparent size) of an object 1,8 meters tall seen from 200 meters is 0,009 radian.
In-game angular diameter of an object 1,8 meters tall seen from 200 meters is 0,004 radian when viewed on a 22' display seen from 0,5 meter.
So, are there other reasons not to implement a bit of zoom while aiming, other than "i don't like new things" or "it's so codish"?
-
Lugi
- Posts: 590
- Joined: 2010-10-15 21:36
Re: Why no zoom?
PR is just too old and near death, so noone's gonna introduce that big of a change anyway.mebel wrote:Really good point, although my intention was just to take a look on the overrepresented scopes during the gameplay.
So, are there other reasons not to implement a bit of zoom while aiming, other than "i don't like new things" or "it's so codish"?
Also some devs are just too stubborn to even consider that this game can easily be made better.
-
AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Why no zoom?
Why do so many long time PR players prefer iron sights if they're as bad as you make them? I stopped taking any optics unless its a 4km low-fog map. I'd go as far as implementing zooming out with iron sights for a proper CQB FoV and not the shitty default BF2 almost-console-levels of FoV. Make it breaching mode with SMG/Shotgun.
Experienced players with ARs on grozny have no issues shredding people at 200m. Iron sights are perfect at the moment. They are the last thing that needs changing in PR.
Deployable 50cal is a completely different story. You can't take cover in them. You can't CQB with them, and they just make you an easy target, and you can't even revive if you die in it. It'd be useless without long-range options.
Experienced players with ARs on grozny have no issues shredding people at 200m. Iron sights are perfect at the moment. They are the last thing that needs changing in PR.
Deployable 50cal is a completely different story. You can't take cover in them. You can't CQB with them, and they just make you an easy target, and you can't even revive if you die in it. It'd be useless without long-range options.
Last edited by AlonTavor on 2017-09-24 00:22, edited 1 time in total.
-
AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Why no zoom?
The attitude in this thread and others worry me. Nowadays it's like, if we don't implement something some of you want, we're called stubborn, lazy, we destroy PR let alone play it, and whatever else one comes up with. Whether it's iron sight zoom, increase player count, spawntimes, assets, etc.
Whilst it's perfectly fine to suggest something, don't start to hate on developers if we don't like it as much as you do. We've been doing this for over 10 years now, so if we don't implement something, we have our own reasons. And there's also the thing that when we do implement something, another group starts to complain that particular feature shouldn't be in the game at all.
Every decision we make gets questioned, every time, regardless. That's just the way it is, but really, think before you post.
Whilst it's perfectly fine to suggest something, don't start to hate on developers if we don't like it as much as you do. We've been doing this for over 10 years now, so if we don't implement something, we have our own reasons. And there's also the thing that when we do implement something, another group starts to complain that particular feature shouldn't be in the game at all.
Every decision we make gets questioned, every time, regardless. That's just the way it is, but really, think before you post.

-
Valmont
- Posts: 159
- Joined: 2014-10-21 13:43
Re: Why no zoom?
I believe most of us think the you devs are doing their best to keep the game interesting even after all these years... most games/mods last a couple of years let alone decades like PR has and it is something certainly mostly unheard of in all of gaming industry.'[R-DEV wrote:AfterDune;2173943']The attitude in this thread and others worry me. Nowadays it's like, if we don't implement something some of you want, we're called stubborn, lazy, we destroy PR let alone play it, and whatever else one comes up with. Whether it's iron sight zoom, increase player count, spawntimes, assets, etc.
Whilst it's perfectly fine to suggest something, don't start to hate on developers if we don't like it as much as you do. We've been doing this for over 10 years now, so if we don't implement something, we have our own reasons. And there's also the thing that when we do implement something, another group starts to complain that particular feature shouldn't be in the game at all.
Every decision we make gets questioned, every time, regardless. That's just the way it is, but really, think before you post.
People need to realize that it is normal that new features get harder and harder to implement as most of the improvements that the engine limitations allow are probably in place by now and then is the fact of the intricate balance repercussions of even the smallest changes can snowball into potential bigger issues than the new feature was worth. (Not to mention the time required to testing).
Sadly player expectations are infinite while devs time is finite.
I've posted many suggestions and it is normal that most/all of them won't see the light of the day and even if one ends up in the game it won't do so right away.
What I do know is that the devs read all the posts, even the bulls*** posts that not even I want to read... and posting complaint posts probably only wastes precious dev time that could be used to get closer to the next PR release
The only complaint I could possibly think of (more like a wish actually) is that some devs would tell us about what they are working on more often. Like Rhino usually does and perhaps a couple more devs too but then there are other devs we never hear from
-
AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Why no zoom?
Yeah, I suppose we could/should do more blogs. It might help with understanding what we're working on - or why we aren't (real life, etc).Valmont wrote:The only complaint I could possibly think of (more like a wish actually) is that some devs would tell us about what they are working on more often. Like Rhino usually does and perhaps a couple more devs too but then there are other devs we never hear from![]()

-
AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Why no zoom?
I kinda wrote one about my assembly adventures fixing the main cause of client CTD but figured it isn't that interesting.
God bless 0x90
God bless 0x90
-
LiamBai
- Posts: 898
- Joined: 2013-03-19 19:09
Re: Why no zoom?
NOP instructions are inefficient and you should feel bad.
[url='http://tournament.realitymod.com']
[/url]
Liam: $ mkdir .ssh && chmod 700 .ssh
Vista: $: command not found
[/url]Liam: $ mkdir .ssh && chmod 700 .ssh
Vista: $: command not found
-
Lugi
- Posts: 590
- Joined: 2010-10-15 21:36
Re: Why no zoom?
[quote=""'[R-DEV"]AlonTavor;2173940']Why do so many long time PR players prefer iron sights if they're as bad as you make them?[/quote]
That's just false. Literally no one prefers iron sights, as scopes have just too many advantages and almost zero disadvantages. The only disadvantage is CQB, and how much of a disadvantage that is depends on the map, while the disadvantages of iron sights are following:
-they greatly limit your situational awarness and essentialy make you almost blind on the battlefield - even Devs know that, thats the reason insurgent kits have binoculars
-they limit your fighting capability on any distance above 30 meters - thats a no-brainer
IRL the optics are much more inconvenient to use and they do not offer that much in terms of fighting capability and situational awarness, because you already have like 2.5-4 times "zoom" compared to PR - you can easily see a human silhouette from around 500 meters, and engaging beyond that distance is just pointless with standard rifle.
Lets say you're some guy working for a car manufacturing company in charge of a specific feature thats implemented. You wanna know how to improve that feature so you collect the user experience. Which feedback will be most likely more valuable to you: an engineer that developed the feature and used it maybe a couple of times, or the guy that has been using your car and said feature a couple times a day for the last 2 years?
[quote="Valmont""]I believe most of us think the you devs are doing their best to keep the game interesting even after all these years... most games/mods last a couple of years let alone decades like PR has and it is something certainly mostly unheard of in all of gaming industry.[/quote]
Actually, not at all. Mods that go beyond simple model/texture change that are revamping the very basic mechanics of the game often live very long, and even lead to new genres in computer gaming. CS, Dota, all the battle royale games are the first few examples that come to mind.
I believe PR/Squad has a big chance of starting its own genre when it finally gets the proper exposure.
That's just false. Literally no one prefers iron sights, as scopes have just too many advantages and almost zero disadvantages. The only disadvantage is CQB, and how much of a disadvantage that is depends on the map, while the disadvantages of iron sights are following:
-they greatly limit your situational awarness and essentialy make you almost blind on the battlefield - even Devs know that, thats the reason insurgent kits have binoculars
-they limit your fighting capability on any distance above 30 meters - thats a no-brainer
IRL the optics are much more inconvenient to use and they do not offer that much in terms of fighting capability and situational awarness, because you already have like 2.5-4 times "zoom" compared to PR - you can easily see a human silhouette from around 500 meters, and engaging beyond that distance is just pointless with standard rifle.
But that's because of volume of fire they put out. In real life you should be able to easily hit your every shot on a target thats around 0,6 meters in diameter from about 200 meters with irosights. Try to do that in PR.[R-DEV]AlonTavor wrote:Experienced players with ARs on grozny have no issues shredding people at 200m. Iron sights are perfect at the moment. They are the last thing that needs changing in PR.
Its not about the lack of these features at all, it's about a complete lack of dialogue and transparency on some matters that some people think are important. You could easily cut it down by explaining in detail why you think it wouldn't work, backed up by what tests have shown and opinion of the community. What you're doing right now is just blocking any discussion on the matter - censorship never was and never is the way to go.[R-DEV]AfterDune wrote:The attitude in this thread and others worry me. Nowadays it's like, if we don't implement something some of you want, we're called stubborn, lazy, we destroy PR let alone play it, and whatever else one comes up with. Whether it's iron sight zoom, increase player count, spawntimes, assets, etc.
10 years of developing, not actually seeing the game from the players' perspective.[R-DEV]AfterDune wrote:Whilst it's perfectly fine to suggest something, don't start to hate on developers if we don't like it as much as you do. We've been doing this for over 10 years now, so if we don't implement something, we have our own reasons.
Lets say you're some guy working for a car manufacturing company in charge of a specific feature thats implemented. You wanna know how to improve that feature so you collect the user experience. Which feedback will be most likely more valuable to you: an engineer that developed the feature and used it maybe a couple of times, or the guy that has been using your car and said feature a couple times a day for the last 2 years?
[quote="Valmont""]I believe most of us think the you devs are doing their best to keep the game interesting even after all these years... most games/mods last a couple of years let alone decades like PR has and it is something certainly mostly unheard of in all of gaming industry.[/quote]
Actually, not at all. Mods that go beyond simple model/texture change that are revamping the very basic mechanics of the game often live very long, and even lead to new genres in computer gaming. CS, Dota, all the battle royale games are the first few examples that come to mind.
I believe PR/Squad has a big chance of starting its own genre when it finally gets the proper exposure.
Devs could use a simple database to keep track of the total number of players, that would put this to rest once and for all.
Last edited by Lugi on 2017-09-24 14:28, edited 1 time in total.
-
AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Why no zoom?
Stopped here.Lugi wrote:That's just false. No one in their right mind prefers iron sights
-
Lugi
- Posts: 590
- Joined: 2010-10-15 21:36
Re: Why no zoom?
Yeah, fixed it, didnt want to be offensive towards you.[R-DEV]AlonTavor wrote:Stopped here.
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: Why no zoom?
We'll just mod and try to make the game better bigger and exactly the way we would like to play it. That's what I figured out after seeing what the devs and people did and said before me, and we aren't about to change that. We try to communicate and promote the best we can but can't always. Anyways, wtf are talking about again?
Stop derailing threads. Zoom has been discussed to death and it's not about to be added.
Stop derailing threads. Zoom has been discussed to death and it's not about to be added.



