How you feel about a LVL system - Help new players
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Brotherscompany
- Posts: 167
- Joined: 2016-05-29 15:23
How you feel about a LVL system - Help new players
This will be a kinda long post, would appreciate if you guys actually read the points and give your opinion
So basically how do you feel to the addiction of a ranking LVL system to PR so it would be dead obvious who are the new players in order to be able to be more friendlier to them?
PR doesnt have this system like lets say BF3 which goes until LVL 1 000 000 or whatever, and I could understand why. The Ego from the players is really high in this game, especially when it comes to discussing points of views, this would be a **** measurement factor in terms of a lot of discussions. Another thing that comes to mind is the lack of respect to SL because they have a lower LVL than you and the undermining of dicisions.
But honestly PR is getting less players each day, not trying to say the game is dying but its a fact, retention of players is an actual issue not getting new ones ( @Suchar correct me if wrong but 1 year ago you said PR had 20 000 new accounts in 1 month like 1 year ago).
You see a lot of comments you have to be friendlier to noobs and so on but even if you try to do so the main issue is that there isnt a way of actually knowing who they are, or how much experience your SQ members have. This leads to situations of people being hostile to new players or simply giving them assignments that is far from their capabilities due to their lack of experience having 1-3 months of experience and they dont feel that well treated.
We got to a point in PR were the Toxicity is at all time low, the "few Veterans (there are only a few clans left)/regular players" that are still playing the game kinda know each other and recognize their name, most of them dont even discuss orders or have Ego battles as they are glad to be able to be in a cohesive INF SQ
I feel like we got to a point in PR where a LVL system could be implemented without such a significant impact on the CONS I mentioned in the beginning in order to help new players have a smoother experience and being able to retain them for longer.
How do you feel about it?
So basically how do you feel to the addiction of a ranking LVL system to PR so it would be dead obvious who are the new players in order to be able to be more friendlier to them?
PR doesnt have this system like lets say BF3 which goes until LVL 1 000 000 or whatever, and I could understand why. The Ego from the players is really high in this game, especially when it comes to discussing points of views, this would be a **** measurement factor in terms of a lot of discussions. Another thing that comes to mind is the lack of respect to SL because they have a lower LVL than you and the undermining of dicisions.
But honestly PR is getting less players each day, not trying to say the game is dying but its a fact, retention of players is an actual issue not getting new ones ( @Suchar correct me if wrong but 1 year ago you said PR had 20 000 new accounts in 1 month like 1 year ago).
You see a lot of comments you have to be friendlier to noobs and so on but even if you try to do so the main issue is that there isnt a way of actually knowing who they are, or how much experience your SQ members have. This leads to situations of people being hostile to new players or simply giving them assignments that is far from their capabilities due to their lack of experience having 1-3 months of experience and they dont feel that well treated.
We got to a point in PR were the Toxicity is at all time low, the "few Veterans (there are only a few clans left)/regular players" that are still playing the game kinda know each other and recognize their name, most of them dont even discuss orders or have Ego battles as they are glad to be able to be in a cohesive INF SQ
I feel like we got to a point in PR where a LVL system could be implemented without such a significant impact on the CONS I mentioned in the beginning in order to help new players have a smoother experience and being able to retain them for longer.
How do you feel about it?
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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: How you feel about a LVL system - Help new players
I really don't like these sort of systems in video games.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: How you feel about a LVL system - Help new players
If we had the population, the only viable leveling system IMO would be the one where you only play with players of equal rank, so there's less chance of inexperienced players getting stomped by experienced ones, but again IF we had that kind of player pop which we don't.
How about just be friendly?so it would be dead obvious who are the new players in order to be able to be more friendlier to them?

- Suchar
- PR:BF2 Lead Developer
- Posts: 2208
- Joined: 2016-10-12 13:25
- Location: Poland
Re: How you feel about a LVL system - Help new players
It was 2k (not 20k) of new nicks (which is NOT the same as new accounts) registered per month, based on log files of one of the PRTA servers. This is pre-1.6 data though (from early 2020), not very reliable.Brotherscompany wrote:But honestly PR is getting less players each day, not trying to say the game is dying but its a fact, retention of players is an actual issue not getting new ones ( @Suchar correct me if wrong but 1 year ago you said PR had 20 000 new accounts in 1 month like 1 year ago).
The most reliable and up-to-date data I have, again - from one of the PRTA servers, is:
It is just the european part of the PR playerbase though. Only the data from the master server would be truly reliable.Between 30th of April and 22nd of June 2020:
Total: 5194 unique accounts
level 0: 1227 (23,6%)
level 1: 1524 (29,3%)
level 2: 2443 (47%)
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Filamu
- Posts: 318
- Joined: 2006-12-15 14:20
Re: How you feel about a LVL system - Help new players
Could be okay with a system that is easy and fairly quick to get top level in, so that only new players get "singled out" while everyone else have the same lvl. Would be somewhat helpful both to admins and SLs, but probably not worth the effort now.
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lespyd
- Posts: 172
- Joined: 2016-11-13 18:49
Re: How you feel about a LVL system - Help new players
Code: Select all
This leads to situations of people being hostile to new players-
SemlerPDX
- Posts: 530
- Joined: 2011-01-16 21:49
- Contact:
Re: How you feel about a LVL system - Help new players
Now, that is a decent idea - something that only flags brand new players. Even late in the life of PR, now would be a good time to have something like that (or alternative) because veterans players should take stewardship over any incoming player base to help keep the remaining player base alive and show WHY this game is superior to most team FPS games despite it's age.Filamu wrote:Could be okay with a system that is easy and fairly quick to get top level in, so that only new players get "singled out" while everyone else have the same lvl. Would be somewhat helpful both to admins and SLs, but probably not worth the effort now.
The alternative being, obviously, a friendly attitude towards basically anyone who isn't an a-hole and being communicative squad leaders when a new person joins, asking them if the name is unrecognized if they are new or know the game. This applies to COOP or Deployment, or basically any game server a community runs. Assumption is the mother of all f-ups, and sending a nugget to their certain death because we didn't know they have no cue about CQC is the fault of leadership, not new players.
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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: How you feel about a LVL system - Help new players
If I have finish that tutorial / find someone to finish it, we can place a mark on any new player who didn't finish it.
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Brotherscompany
- Posts: 167
- Joined: 2016-05-29 15:23
Re: How you feel about a LVL system - Help new players
Im not sure if I was able to fully transmit my idea but the rank/LVL would be absolutely useless, just a simple score system (which is already available at https://prstats.tk/) so we could immediately identify new players and new-semi experienced players, nothing more into it.Outlawz7 wrote: IMO would be the one where you only play with players of equal rank
From my personal experience I have to deal with the server and sometimes I SL, I fully commit my mental capabilities to the task in hand, my focus is not on figuring out who is new or not since there are so many randoms dudes who might be new players or regular randoms. Same thing applies when Im doing regular INF. I so happen to play the game and interact with the community but there are players who have 0 contact with the community outside the game and Im sure this issue doesnt cross their mind.Outlawz7 wrote: How about just be friendly?
The underline issue is not being able to easily tell who is new or not
As the old saying goes to new players: "Say you are new when you join a SQ because most players already have experience and know what to do."
This is exactly what I had in mind! I still think its a worthy addition since this issue has been around forever and it will continue to be as long as PR exists. A simple solution for a complex issue.Filamu wrote:Could be okay with a system that is easy and fairly quick to get top level in, so that only new players get "singled out" while everyone else have the same lvl. Would be somewhat helpful both to admins and SLs, but probably not worth the effort now.
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Grump/Gump.45
- Posts: 641
- Joined: 2018-12-15 21:35
Re: How you feel about a LVL system - Help new players
Asset whores **** on me for my infantry K/D... because they go around the map edge assuming thats how to find the enemy armor. They do it out of selfish non-teamwork preservation. Usually rolling out there with 1 or 2 tanks, no anti-air cover with them. Leaving me with no support forcing me to get creative by playing dead and using advanced skills to 110% effort in a situation where you cannot win, but only do as much damage to enemy as you can... The number of rounds I played is about equal to the number of those kinds of deaths from those players not helping.lespyd wrote:I don't think visible ranks will change the behavior of people who are already hostile and only care about their own enjoyment.Code: Select all
This leads to situations of people being hostile to new players
Enemy armor and infantry can be very limiting and overwhelming, people feel the psychological effect on themselves in the situation. But fail to observe what is being done to them so they can at the least mimic it. Then produce that psychological factor for their team against the enemy.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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dcm
- Posts: 357
- Joined: 2021-03-09 03:25
Re: How you feel about a LVL system - Help new players
To OP,
Most players make new accounts all the time, for a variety of reasons. Most new players will simply say that they are new and the community will be tolerant and helpful. Where as veterans will say they are experienced and prove it through merit and competence.
A classical rpg style level system, where the player character gets stronger with every increase in level, only works well in singleplayer games.
A level system tied to unlock distribution, works best for mutliplayer games and allows players to show their experience to other players.
Both are equally valid in their respective domains.
What op is suggesting is more of a cosmetic level system. Which signifies a players experience but does not reward them in any way. I like this idea. I believe the best way of implementing such an idea; is to have a player's level increase for every match won. In order to prevent people from abusing the system, victories should only count if the player has spent at least 5 minutes on the winning team. Or scored X amount of points for the winning team. Just in case they are moved to the losing team.
Most players make new accounts all the time, for a variety of reasons. Most new players will simply say that they are new and the community will be tolerant and helpful. Where as veterans will say they are experienced and prove it through merit and competence.
Depends on how it's implemented.AlonTavor wrote:I really don't like these sort of systems in video games.
A classical rpg style level system, where the player character gets stronger with every increase in level, only works well in singleplayer games.
A level system tied to unlock distribution, works best for mutliplayer games and allows players to show their experience to other players.
Both are equally valid in their respective domains.
What op is suggesting is more of a cosmetic level system. Which signifies a players experience but does not reward them in any way. I like this idea. I believe the best way of implementing such an idea; is to have a player's level increase for every match won. In order to prevent people from abusing the system, victories should only count if the player has spent at least 5 minutes on the winning team. Or scored X amount of points for the winning team. Just in case they are moved to the losing team.
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Unicode
- PR:BF2 Developer
- Posts: 44
- Joined: 2020-07-11 22:35
Re: How you feel about a LVL system - Help new players
A leveling system doesn't belong to PR, if anything we could add a total time spent playing meter and that could potentially fix the issue you brought up. But as Outlawz said, just be friendly to everyone? You can simply ask people if they're new, usually when I spot a new player and start explaining stuff to him, others join in and stick with me, it's not hard. The two biggest problems are the toxic un-welcoming community which ruins the experience for new players and the lack of a proper tutorial.
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Nate.
- Forum Moderator
- Posts: 3018
- Joined: 2012-07-09 20:44
Re: How you feel about a LVL system - Help new players
https://www.realitymod.com/forum/showth ... p?t=134819Unicode wrote: You can simply ask people if they're new, usually when I spot a new player and start explaining stuff to him, others join in and stick with me, it's not hard. The two biggest problems are the toxic un-welcoming community which ruins the experience for new players and the lack of a proper tutorial.
Here's the most current attempt at a quick-start guide. It's probably a bit outdated and not phrased in the most welcoming way. If someone from the community wants to build up on it feel free to do so and I'll add/edit the opening post.
Can work with DEVs to get it linked in the Launcher or something.

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Coalz101
- Posts: 493
- Joined: 2017-07-03 11:11
Re: How you feel about a LVL system - Help new players
We don't assume, we know because we are just as experienced as they are in most cases (The asset whore community is pretty small if you'd ask me, so everyone knows what everyone is most likely to do). How is killing enemy armour selfish? It's the same armour that would wreck you if they didn't kill it.Grump/Gump.45 wrote:Asset whores **** on me for my infantry K/D... because they go around the map edge assuming thats how to find the enemy armor. They do it out of selfish non-teamwork preservation.
One of the primary reasons tanks don't go parading straight into the frontline to help inf is to prevent getting killed by unexpected assets(AT inf and emplacements included). I personally had experiences where I tried my best to help inf instead of hunting assets and I get either lased by the inf I'm trying to kill or getting swarmed by enemy lats when all I can see within 100m of me is blue circles. Friendly inf becomes too confident when assets are supporting them and forget that they have to support the tank aswell.Grump/Gump.45 wrote: Usually rolling out there with 1 or 2 tanks, no anti-air cover with them. Leaving me with no support
Maybe communicate information the asset squads would need in order to make sure they don't die and you will retain their support for longer.Grump/Gump.45 wrote: The number of rounds I played is about equal to the number of those kinds of deaths from those players not helping.
In terms of the actual level system and new players on hand from an asset perspective. Don't it will just double the already existing 'hatred' (Not sure that's the right word but it's what I could think of right now) for new players. I can safely say I'd rather not risk sending out fresh new crew to waste assets and cost us the game just to end up with the blame at the end of the match. I need to develop some trust for them first, assets is not for everyone.
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WingWalker
- Posts: 349
- Joined: 2020-04-09 21:03
Re: How you feel about a LVL system - Help new players
I'm not sure the noobs would want to be identified?Brotherscompany wrote: So basically how do you feel to the addiction of a ranking LVL system to PR so it would be dead obvious who are the new players in order to be able to be more friendlier to them?
Wouldn't that kind of make new players feel like they have a spot light on them and they would be afraid to try certain things.
Its amazing how long this discussion has been going on in PR. I remember posting defenses of the noobs on here because everyone would be complaining about them in the "PUBs" all the time.
That had to be over a decade ago.
Maybe the burden should go the other way, instead of putting something on the noob, put something on an experienced player that is dedicated to training the noob.
Like noob squads, but maybe a tag like a "teacher clan".
W.W.
v0.4
v0.4
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rogdozz
- Posts: 97
- Joined: 2020-11-04 10:26
Re: How you feel about a LVL system - Help new players
Yes please. Also would be great if there was a way to view the manual in-game through the main menu. Just so more people become aware that the manual exists.Nate. wrote:https://www.realitymod.com/forum/showth ... p?t=134819
Here's the most current attempt at a quick-start guide. It's probably a bit outdated and not phrased in the most welcoming way. If someone from the community wants to build up on it feel free to do so and I'll add/edit the opening post.
Can work with DEVs to get it linked in the Launcher or something.
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Iguanadjy
- Posts: 215
- Joined: 2008-04-12 23:31
Re: How you feel about a LVL system - Help new players
That would be much needed indeed and help people to quickly double check infos directly from the main menu even when in game. Even been thinking of a mandatory tutorial that you need to go through before starting online deployment.rogdozz wrote:Yes please. Also would be great if there was a way to view the manual in-game through the main menu. Just so more people become aware that the manual exists.
Supporting this game since 0.6 Never gonna give up!
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Grump/Gump.45
- Posts: 641
- Joined: 2018-12-15 21:35
Re: How you feel about a LVL system - Help new players
Also listing applicable skills in order of basic, simple and needed tactics. Functions of the game is half of it, people wont stay if they are dependent on somebody to teach them to improve. This way players grow. They can do their own research on these terms or use the Squad v19 and Project Reality 1.6 Teamwork playlist. Its over 25+ skill subjects, but here is the basic order I made. These skills change the dynamic of the game from just another FPS, making players, situations more lethal and scary.Iguanadjy wrote:That would be much needed indeed and help people to quickly double check infos directly from the main menu even when in game. Even been thinking of a mandatory tutorial that you need to go through before starting online deployment.
-Individual Movement Techniques (IMT)
-Individual Fieldcraft
-Camouflage
-Playing Dead
-Tactical Driving
-Pre-fire
-Weapon Flow in Compressed Environments https://www.youtube.com/watch?v=-8QT8rJXZN8&t=162s
-Combat Techniques of Fire (Grazing fire, plunging fire)
-Guerilla tactics and demonstrations
Last edited by Grump/Gump.45 on 2021-10-15 04:27, edited 3 times in total.


