This is where using minimap and picking your shots comes to the fore. Also having to pick your shots is a lot more realistic than seeing enemies name's floating above thier heads from halfway across the map.
the enemies show as friends EVEN on the minimap. and how will i pick my shots if i'm not actually willing to shot the enemy because he has a blue name above his head? you're suggesting i keep checking all my teammates uniform and get unfocused on the frontline, like there are spies on my team? don't get this wrong. this is 100% annoying.
We may be doing something to exasperate this bug, but it originates in BF2 and has been a problem for many versions (perhaps even since the beginning).
yeah i know, but it used to happen kinda rarely and it used to be just 1 player bugged for me.. on 10 rounds i played 1 this problem occured.. now is every (damn) time and more than 1, reaching 6 players
i havent seen anyone else complaining about this though. this problem occuring just on my game wouldnt make sense
Say what is with the crazy ping rates I'm getting from all the PRMM servers? I'll do a search for all the servers and some will be like 50 to 300..I'll start to log in and they shoot up to 500 down to 125, then 2500! WTF??? I've never even seen pings like that before.
What servers are people running anyway? Are they all "servers" in some kids' bedroom?
'[R-PUB wrote:maverick']I have never seen in Luiz and Ferocious, that is weird. But please don't blame the mod - it is unlikely to be the mod in most cases.
I'm not blaming the mod but damn, I want to play and there's no useable servers...
PRMM Feedback Impressions - From the Standpoint of a Casual Gamer Who Prefers Tactical Shooters and Realism
Hi there, first off PRMM is so far a great effort. I've always wished after playing BF2 that it had a realism factor.
I was very excited to play PRMM, and gave it a good shot. The playing experience, unfortunately, left me with a bittersweet taste.
I think PRMM misses the mark by a long shot. Sorry devs (I know you'll get there though). Perhaps this release is far from the actual vision, but this is still an Arcade experience through-and-through. Mind you, very few games, actual come close to simulate combat, but there are too many game conventions to allow PRMM to give it a realism experience.
I'm sure some of these have been mentioned but here goes:
Medic - just get rid of them. They don't belong in the middle of a firefight unless they are applying morphine, a bandage or a carrying a stretcher (hey, new point ideas! jk). Magically healing abilities and GOD powers absolutely ruin the experience. This alone is a show stopper.
Lethality - It needs to be a bit more lethal. Sawing into someones leg with a spew of bullets from a SAW will not keep them running.
Speed - you can switch weapons, pull to iron sight and have instant aim... this game is still too fast. It needs to slow it down on many aspects, from switching guns, to getting in/out of a tank, to going prone. Things take time...
Spawns - get rid of team spawns altogether. It is unfair tactical and strategic advantage to teleport troops in. Squads should be for tactical communication and perhaps limited weapon assignment only. If possible it would be great to have multiple spawn points for each key area. They would be spread out and form a "front" ... All of these areas would be need to be taken to 'cap' a key area.
Weapon Assignment - I realize that there are limitations, but if there were a way to limit the amount of weapons to a squad... not everyone carries a machinegun around.
3-Shot bursts - what happened to the M16??? 2-3-round burst mode actually fires of rounds in very quick succession with less recoil than in the mod and at a much higher rate.
Movement - speed issues (as aforementioned), and it is too bad one can't peak around corners or lean... limitation of the engine perhaps?
HUD - I know this will get flak, but git rid of 'friendlies' identifiers completely. There is no magic eye on the battlefield to see where everyone is nor who you are shooting at.
Tanks - Gunner / Driver. Instead of having the second location being the top mounted MG. There should be a separate location for the gunner and a separate location for the driver. Optional 3rd area for top MG gunner/loader. If possible, have switchable munitition types from AP, HEAT, HE, SABOT, etc...
As it is I am interested to try the mod again, but not in its current form.
From a marketing perspective, give some serious thought to who this is supposed to appeal to. If you are going for Realism, then you want to appeal to the serious/casual tactical gamers who might also play Red Orchestra :O stfront 41-45, Ghost Recon, Operation Flashpoint, and America's Army.... among others. Right now, its in-between a tactical shooter and an arcade experience, and it just doesn't feel right, the balance isn't there.
However, the new maps look great, and I think with the right gameplay tweaks you'll see people playing who will actually work as a team instead of getting frustrated and C4ing all the choppers.
My graphics are really screwed up in the night vision parts... or when in the dark areas of the carrier or in a buildingt. I can't see anything from certain angles at all...
Was very frustrating...
playing on Windows XP on a Macbookpro dualcore 2ghz Radeon X1600 265mb
Ye man, nice feedback. Pretty much everything you've mentioned is on the list to be looked at - but I don't think anyone ever got so much into 1 post before!
The buildings going grey is a result of us not being able to use the SF night map shader coding etc so its all DEVs working on it. The workaround is to set you shadows (i think) to medium.
Good post, but I think you are playing the wrong game heh. BF2 won't lend itself to many of the things you want and would be a lousy engine to try and achieve that level of realism.
The next generation of the OpFp stuff might allow for a nice combined arms mod platform.
We're just trying to take BF2 more into the realm of realism and teamplay, but not be a simulator.. it's the wrong engine for a simulator platform.. so I don't think PR will ever appeal to your tastes although I can understand and respect where you are coming from.
this is far from the final release of PR. also, what you described PR to as, is what it's going for. We focus on teamwork first, and realism second. Like eggman said you need an entirely different engine to do what you want. also, why would PR want to do what is already done in the other games you described? PR and its community WANT spawning, and medics. Its for the people who like realism but dont like the single 5 minute round style of the games you mentioned.
and i want to say nice post, and i hope you come back as PR matures, maybe in a while it will appeal to your taste buds more, i know from the sounds of it, you want a very real combat experiance.. but... if you wanted that why did you pick up BF2 in the first place? i imagine you being VERY dissapointed in such an arcade style game?
Proud n00b tub3r of 5 spam bots!
'[R-CON wrote:2Slick4U']That's like being the smartest kid with down syndrome.
Hey, i DID buy BF2 for a reason!!! For its crack-like addictive "just-one-more-round" gameplay.
I do remember playing the Desert Combat Mod for BF1942, and I honestly miss certain parts of that game.
Thanks for listening to our suggestions and feedback. I think in essence, as long as it is fun and allows for tactical gameplay then I think most will be happy. I do think that this will be a large improvement over BF2 once it is rounded out and if the gameplay is great, you will have a hit on your hands.
and yes I am looking forward to the new OFP.
one more thing, don't worry about appealing to all of us, as long as it is a great mod, news spreads fast an there will be plenty of gamers. I think a lot more vanilla players will appreciate the new life that PRMM will bring into their old fav!
'[R-DEV wrote:eggman']Good post, but I think you are playing the wrong game heh. BF2 won't lend itself to many of the things you want and would be a lousy engine to try and achieve that level of realism.
The next generation of the OpFp stuff might allow for a nice combined arms mod platform.
We're just trying to take BF2 more into the realm of realism and teamplay, but not be a simulator.. it's the wrong engine for a simulator platform.. so I don't think PR will ever appeal to your tastes although I can understand and respect where you are coming from.
egg
I have to disagree with a lot of that what you say-- while the BF2 is pretty shoddy when it comes to vehicle simulations (i.e no entering or exiting anims, not to mention it doesn't allow for multiple view Red Orchestra-type stuff AFAIK), as far as the infantry combat goes, I'd have to say it is very good.
Sure, it has it's flaws, but the large, non-linear maps that only the BF2 engine really allows makes for great infantry battle dynamics (talking about PRMM of course).
If you watch a battle on the battle recorder, real maneuvers and cover fire works very well. The whole flanking concept is dead-on and effective, moreso than any other game, and the movement is pretty good.
PRMM has put me in long, drawn-out firefights with glimpses of enemy squads trying to out-maneuver and flank us, and urban tactics are well put to use (with the exception of indoor combat). I have to say, it is the best and truest multiplayer infantry simulation as far as tactics go. It's not as slow and as tactical as Rainbow Six or Red Orchestra (which is far slower and clumsier than real life), and it's not really Quakish, either.
I've seen plenty of good teamplay in this mod. On the Sharqi Single Assignment map, we took out the southern objective, and started working on the one to the north. As a squad we kept advancing along the way, staying hidden and not drawing fire. Hid in the creekbed under that bridge just south of the enemies position. We finally flanked it en masse and with 7 tickets left I detonated the target. It was close!
I like the teamplay aspects, especially in working as a squad. In the extraction maps, without good teammates, you're never gonna finish the objective.
PvtJackson wrote:I like the teamplay aspects, especially in working as a squad. In the extraction maps, without good teammates, you're never gonna finish the objective.
unless the "noob" running off on his own gets lucky and is able to go around all arears of the MECs defence.
Kind of like me, lol. Well I waited for the hummers at the start and let them lead the way, then we ran into an ambush.
One hummer got taken out, I floored it past the other that was on fire! and then just did the best I could driving wise and I made it.
Anyways, great job guys you really have done such a good job on the mod. One suggestion though. You should make the spec-ops USMC class into a new one, Blackwater class ( I'm sure you could make a new skin, or just heavily modify the spec-ops one). And only blackwater guys can drive the SUV's. And make sure everyone knows that by parading it in the loading screen.
p.s, Hi Rhino, I didn't know you were a dev!!! Thanks for taking me off of the ban list!.