Biggest Problem with .5?

General discussion of the Project Reality: BF2 modification.
BigPipe
Posts: 44
Joined: 2007-02-15 10:22

Post by BigPipe »

biggest problem for me is the connection error issues followed by oversaturation of spawn points and multiple cps on small servers
RikiRude
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Post by RikiRude »

Determined wrote:Of course there is a gap. You have kids playing this game and people who have never been in the military. Your stating the obvious. That is a fixable problem. All they need is guidance by a good squad leader or commander and that is fixed.

Just last night I was playing a round of Province with RikiRude in my squad. For the first quarter of the round he heard me bitching about what the other squads were doing. We would assault a flag and then hold it in hope the other teams would do the same so we could move on to the next set of flags. What was happening was the exact opposite. Hell even the Tactical Gamer squad was alone camping the insurgants at their main. Since I was the squad leader, Riki left the squad and became commander. Within minutes he had the rouge squads falling in line and accomplishing their objectives. We went from being down 100 tickets to winning by 60 and capping all but one flag. Simple guidance is all that is needed.

Stats are what they are. I strive to maintain a good KDR and get a good teamwork score because it helps my team win. The more I kill and the less I die is beneficial to my team. The more flags I take, defend, people I revive, enemies I wound (kill assists), and so on and so on, are also beneficial to my team. I'm not sure why stats are being discussed.

Thank you I had alot of fun commanding. Which is rare usually I hate commanding because squads never listen to orders. But that game and the round after it all sqauds listened great and they also conveyed info that would help other sqauds (tell squad 2 they have contacts approaching from their southwest). Fantastic round I must say!
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RikiRude
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Post by RikiRude »

Also my biggest gripe which the only reason I found out about it was after playing as commander are lone wolfers making one man sqauds! All too often I saw 3 one man sqauds and had to tell them repeatidly to join one anothers squad.
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soraflair
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Post by soraflair »

Local voice chat, (Even though this can't be implanted) is my only complainant. This way we could talk to near by team members, and talk to those in the same vehicle.
Determined
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Post by Determined »

'[R-CON wrote:soraflair']Local voice chat, (Even though this can't be implanted) is my only complainant. This way we could talk to near by team members, and talk to those in the same vehicle.
I would be happy with just being able to have one squad leader talk to another.
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danthemanbuddy
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Post by danthemanbuddy »

Lag is the biggest problem.

I can't run basrah good anymore since server patch.

Everything else is perfect.
Hides-His-Eyes
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Post by Hides-His-Eyes »

spawndeaths. I should be unable to spawn if there are a certain concentration ratio of enemies to friendlies around my spawn

(eg 3 frinedlies within 10m 6 enemies within 20m = red spawn dot, 5 enemies within 20m = can spawnok)
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00SoldierofFortune00
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Post by 00SoldierofFortune00 »

causticbeat wrote:maps are too small, thus becoming oversaturated with spawn points.


the 4km2 maps should make this much much better


and pave, your missing out. DevFile has some of the best teamwork. exhibit A, a roughly 10 man convoy....

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If that when Fuzzhead was leading a huge convoy outside of the city, then that was not teamwork. My squad was doing all the work in the city and actually trying to cap flags while the armor was just waiting outside the city and was afraid to come into the city. That is not exactly infantry/armor cohesion.

But the infantry/squad cohesion in this game is fine as long as you have players that listen. Having a stupid bubble around someone is more of a hindrance then a plus.
For me .. now that we have a patch out that fixes some of the major performance issues .. the biggest problems are map design issues. Some (most) of the maps are still way too Vanilla and this doesn't match up to the changes in the spawning system.

Having CPs really close together or too many CPs for the size of the map really contributes to chaos and breaking down squad cohesion... things become way too much of a frag fest when you hardly have any time to manoeuvre or regroup.

There are also some map balancing issues, but those are pretty easy to resolve.
I agree. This has been the problem since day one. This is one reason why the bigger maps like Jabal, EJOD(in a sense), Kyongan Ni, Steel Thunder, and .05(before patch) Al Basrah flowed so well. They were so big that it was relatively to maneveur to get away from the enemy and then hit him from another side.
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bigbossmatt
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Post by bigbossmatt »

...besides the battlefield engine itself, I think prm does the best job available in modding it.

I don't like having to wait a half second to be able to shoot when going from prone to crouching/standing.
para_hjs
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Post by para_hjs »

PR need PR-maps.

This mod is ALL about the maps (balance, the AAS system and so forth).
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|GRB|Sarge
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Post by |GRB|Sarge »

Real life has kept me from playing very much the last month or so but balance is the thing that I have noticed being a "problem" and given my lack of consistent playing I'm not sure how much of a "problem" this really is.

Most maps that I have played have ended with the defending side winning by 100+ tickets. Maps where it is a double assault style tend to be more even. I think that this is due to a combination of factors all contributing a small amount to make it extremely difficult for any attacking team to succeed. Part of it is the "warm up time" of the helos hurting your quick strike capabilities, another component is the need to get special kits which takes time and delays you from getting to your objective quickly meaning that the defender has more time to prepare their defense and/or advance on your base. Combine that with many players not really knowing what they are doing (and sometimes unsympathetic veterans) and you have a great mix of chaos and delay that breaks much of the forward momentum a team is trying to build when attacking.

Ways to "fix" it?

I think some tweaking of the maps (as was mentioned earlier in this thread) might help offset the delays that the attacking team has getting started.

Is there a way to have the SL automatically get the officer kit? Or maybe have an autocreated pilots and drivers squads so that you automatically got the crewman or pilots kit when joining?

Having the ability to communicate with people in a vehicle with you would be a huge help for sure, or even between squad leaders would be huge.
Has anyone found a way to expand the commander to squad leader radio so that all squad leaders could hear both sides of the conversation? That alone would be a great benefit to coordinating attacks/defense.
El_Vikingo
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Post by El_Vikingo »

Been suggested before! (the comms)
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eggman
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Post by eggman »

My problem with "balance" as a problem is that the nature of PR is such that a SINGLE SQUAD who is effective can, in many cases, dramatically affect the outcome of the maps. This is much more magnified in PR than in BF2 (or arguably than in any FPS to date).

Not saying we don't have balance problems .. but I think there are design solutions to get rid of imbalances than to neuter things to a balanced state because the very nature of the game is such that a single squad who is very good at teamwork will have such a dramatic effect that it's really hard to balance that .. and that's how we want it.
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Jedimushroom
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Post by Jedimushroom »

Once again with the pessimism....

Lighten up guys, 0.5 OWNS and anyone who says otherwise is a HERETIC and deserves to have their liver eaten by radioactive geese..... with bird flu.
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ubiquitous
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Post by ubiquitous »

If having mutual voice comms between squad leaders can't be done then maybe you could have the order markers issued by other squad leaders also displayed on your minimap, or at least on the larger tactical map. They could be greyed out so that your own squad's current order stands out from the crowd.
|GRB|Sarge
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Post by |GRB|Sarge »

'[R-DEV wrote:eggman']My problem with "balance" as a problem is that the nature of PR is such that a SINGLE SQUAD who is effective can, in many cases, dramatically affect the outcome of the maps. This is much more magnified in PR than in BF2 (or arguably than in any FPS to date).

Not saying we don't have balance problems .. but I think there are design solutions to get rid of imbalances than to neuter things to a balanced state because the very nature of the game is such that a single squad who is very good at teamwork will have such a dramatic effect that it's really hard to balance that .. and that's how we want it.

I'd completely agree with that. I think the issue in many cases is more related to the starting point of the team for the match and how some of the obstacles (by design or otherwise) are extremely difficult for all but the best teams to overcome quickly enough to give them a chance to win the round. I'm not trying to be pessimistic about it or blow it out of proportion, just making observations based on somewhat limited .5 playtime :D
Michael_Denmark
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Post by Michael_Denmark »

I have said it before and ill say it again. I strongly believe that the big changes we have seen with 0.5 are not only a historical milestone in the development of the PR modification, but actually the door to the future for PR and maybe even for all First Person Shooters also?

Reason is that the Internet itself is showing signs of big changes these years. Software like
http://secondlife.com/ is probably going to be the future of the Internet and will move the use of the Internet into a more social oriented way than the “old” individual way we all know so well today. This future changing in our way of using the Internet, as a medium will also change our attitudes in terms of how we play multiplayer games like FPS. (Or at least that’s what I think)


Today we try to play this teamwork-oriented game that Project Reality very much has become, with a …how can I say this in English? Embedded individual behaviour that we have incorporated through our way of understanding the traditional use of the Internet.

To most of us its still logical to use the surfing on the Internet in an individual manner, and therefore a game like Project Reality (0.5 in particularly) that suddenly forces us to change our normal behaviour pattern into a even more teamwork oriented style (with less room for individual needs) than we have been used too so far in PR, creates grumbling/complaints/noise when the talk fall upon the maps and their resources.

I do know that the demographical range of the player community causes classical conflicts of interests between the different segments, (that’s obvious) but I still believe that the logic most of us has developed over the years on the "old" Internet has something to do with the distance/gap between the results of the modification (0.5) and the lack of teamwork oriented tactical knowledge in the community.

So I don’t see the maps in them self, tactical speaking, unbalanced in either grouping of flag zones or allocation of resources. I just see some of these maps as being too advanced for the present community. They are simply ahead of their time, PR community speaking.

When that is said it doesn’t mean I’m bitching about the community or the DEV team, or for that matter thinking that I need to teach other players in basic tactics or any of that jazz. It’s just the way I see it.
---


:idea: Hmm…

LOL :mrgreen:

Actually guys i think I’m going to adjust my previous answer on the thread question.

I now think the biggest problem with 0.5 is that’s its too ahead of the 0.4 community, meaning my previous answer is no longer focused on the community anymore.
Maybe the reason is that the big step the content of 0.5brought with it distanced it self too much from the 0.4 community’s experience and expectations?


Regards/cheers

Mike
Last edited by Michael_Denmark on 2007-03-07 12:29, edited 1 time in total.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
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Gyberg
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Post by Gyberg »

Not finding the people you regulary play with due to the massive increase of players! ;)
No the way I see there are no major flaws in 0.5 with saying that I am taking into consideration that it is 0.5 NOT 1.0. The mod is under development but it has reached further than most of the things I've seen on their 1.0 release!
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CodeRedFox
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Post by CodeRedFox »

Michael_Denmark wrote:Reason is that the Internet itself is showing signs of big changes these years. Software like
http://secondlife.com/ is probably going to be the future of the Internet and will move the use of the Internet into a more social oriented way than the “old” individual way we all know so well today.
I just did some research on this subject for my company, in short its a fad that will pass. The number one reason is it not "like a smoke break". You have to boot it up, log-in, and play.

Take a look at Myspace. It was really big because you could quickly login at work/school and check it out. This is the main reason the internet will stay about the same it is. Too much immersion, too much time, too much effort. The internet now is very "passive" meaning it just sits there waiting for you to do something.
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mattcrwi
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Post by mattcrwi »

so how many people have read fahrenheit 451? sometimes science fiction can teach us a thing or two.

@coderedfox... you think it will stay that way? give it 10 years and HDDs will be obsolete, loads times will be magnitudes smaller and your #1 reason will no longer apply.
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