Page 6 of 16
Re: Rally Point Feedback
Posted: 2013-07-01 19:34
by ComradeHX
Imo, Rallies that remains permanent would be fine if it has a HUGE radius for overrun.
As in it would take same amount of time to flank from nearest FOB than to go straight to target from rally point.
Rallies being permanent somewhat makes up for FOB being ninja'd by cheesing players; but with the changes(requiring C4 to go down), it is not very necessary.
Therefore, either make overrun radius huge(so it had to be far away from objective), or make it only possible to set rally points/allow spawning on rally point in a certain radius from a FOB(500m, for example); that way Rally points do not take away importance of FOB(as a source of reinforcement) and allows it to still be used to simulate reinforcements going in from other directions.
Posted: 2013-07-01 19:36
by Bluedrake42
Yeah Dbzao was awesome, if they were planning on revamping the rally system thats more of what I was expecting... but not this. They took it to a ridiculous extreme
Re: Rally Point Feedback
Posted: 2013-07-01 19:47
by Anderson29
well what can i say that hasnt been said already, "i told you so?" nah no one wants to hear that shit.
^these were my thoughts as i read the whole thread....
hell i played a round and i couldn't even finish it, but dont get me wrong it was fun run'n and gun'n but that's not what i play pr for....so i guess if your (devs) trying to go more main stream then all i got to say is, good job and hope it works out...i dont give a fuck anymore
Re: Rally Point Feedback
Posted: 2013-07-01 19:49
by Vista
I prefer the old rally system.
This system just removes the need for FOBs, reducing teamwork and the use of supply lines.
Please go back to the old system <3
Re: Rally Point Feedback
Posted: 2013-07-01 19:58
by Ahzrukhal
Winning a PR game is about teamwork and surviving. This rally point system takes out the need to survive and the teamwork associated with building and using FOBS.
People dont pay to much attention to the amount of tickets they cost their team when the round is up. Every time you get wounded its a ticket, then when you give up, its another ticket. Start thinking about the vehicles you may have lost too. Negative K/D actually hurts your team.
Shit, if you could, make it so no one can give up if there is a medic within 75m of their body.
The rally point system makes people care even less about tickets because they can quickly get back into the action, instead of relying on a medic - using teamwork.
Tickets are what decide a game, use them wisely and be mindful of your impact.
-Ahz the medic
Posted: 2013-07-01 20:04
by Bluedrake42
yeah I think ultimately it comes down to, yeah is it more fun and action-y? maybe... will more people outside the PR community like it? probably... but I dont play PR for that. What makes PR great is that its unique, I cant get the same gameplay experience from anywhere else... if you start taking the "safe" route and try to appeal to a more mainstream audience... yeah you might get a few extra players for a while... but ultimately people will just realize they can get the same experience from prettier, newer games. If you want people to stay long-term youve got to keep that unique feel, otherwise itll just end up like FH2 and AIX (dead or dying). UNLESS you have some grand master plan to sneakily change the gameplay to be more mainstream at the beginning of the release, get a bunch of new players, then slowly revert to a more tactical version as time goes on... converting new players to become part of the tactical community... in which case I think thatd be fucking genius.
Re: Rally Point Feedback
Posted: 2013-07-01 20:16
by notmyingamename
back in the day, we'd hide the rallies in the trees, on slopes (which would conceal it's geometry), on rooftops, inside of statics like cars or trash. hunting them was an art in itself, as you'd sweep different angles trying to narrow down the radio signal. a bit like hunting pablo escobar using triangulation and inference, honestly. then you'd stab the origin a few times and hoped it quit making noise.
i think the issue is more that fobs and rallies serve the same purpose currently. tracking the ants back to their hills detracts from the objective. if you decide to pour resources into locating this demon-portal, then the objective becomes secondary and the rp becomes primary. on the other hand, if you chose to focus on the objective, you're setting your squad up for inevitable decimation, as it's going to be impossible to hold against an enemy that A) doesn't care if they die, and B) can be back on top of the same location inside of 2 minutes.
it is the essential "damned if you do, damned if you don't" scenario, and it's forcing squads to ignore both A and B, instead choosing to implement plan Zeta- stick a rally in a static and charge. plan zeta is bad for pr's style, in my opinion, and it's more to do with the wonderful nature of our universe and it's tendency to take the path of least resistance.
Re: Rally Point Feedback
Posted: 2013-07-01 20:22
by SdF4
Hi all, I just installed BF2 PR beta to default location in my steamaaps\... , I have also BF2 PR .98 installed ( maybe this is the problem) so during the lunch after intro there is error sound and message with "Cleaning resources...." How can solve this problem? Thanks in advance.
Posted: 2013-07-01 20:24
by Bluedrake42
dude you are WAY off from where you should be lol, go to the support section
Re: Rally Point Feedback
Posted: 2013-07-01 20:44
by keji#
Bluedrake42 wrote:yeah I think ultimately it comes down to, yeah is it more fun and action-y? maybe... will more people outside the PR community like it? probably... but I dont play PR for that. What makes PR great is that its unique, I cant get the same gameplay experience from anywhere else... if you start taking the "safe" route and try to appeal to a more mainstream audience... yeah you might get a few extra players for a while... but ultimately people will just realize they can get the same experience from prettier, newer games. If you want people to stay long-term youve got to keep that unique feel, otherwise itll just end up like FH2 and AIX (dead or dying). UNLESS you have some grand master plan to sneakily change the gameplay to be more mainstream at the beginning of the release, get a bunch of new players, then slowly revert to a more tactical version as time goes on... converting new players to become part of the tactical community... in which case I think thatd be fucking genius.
I've played previous versions before rally points were nerfed into oblivion, permanent rally points don't reduce "tactical" game play. You're attempting to scare people to take your point of view with quotes such as this "If you want people to stay long-term youve got to keep that unique feel, otherwise itll just end up like FH2 and AIX (dead or dying). "
Right now, your main argument is that IT KILLZ DA TACTIC00lZ gameplay that PR has, like PR has never had permanent rallies before.
Personally, I'm a fan of the new rally system and think it'd be disappointing if it was reverted back to the way it was. The new rally system takes some of the frustrating mechanics of infantry combat and adds a reward for squad leaders that have the foresight to think of placing a rally down before they assault an objective. Not to mention that it hurts the "hide and wait" gameplay that PR infantry combat, as it requires people to be proactive in defense rather than reactive, it allows squads to split into different teams of offense and defense to hunt down rallies while the rest of the squad engages the enemy.
It re-adds a new dimension of gameplay to PR that PR has been lacking for a few versions.
Posted: 2013-07-01 20:52
by Bluedrake42
we already had that, it was just focused around fobs instead of rallies. the only difference is that fobs actually require teamwork to build and defend. the new rallies completely sever squad dependency on the rest of the team. I guarantee all the players defending the new system are fans of games like BF3, COD and RO2. The new system is considerably closer to that than anything. If you want that kind of gameplay then go play those kind of games.
Re: Rally Point Feedback
Posted: 2013-07-01 21:23
by keji#
Bluedrake42 wrote:we already had that, it was just focused around fobs instead of rallies. the only difference is that fobs actually require teamwork to build and defend. the new rallies completely sever squad dependency on the rest of the team. I guarantee all the players defending the new system are fans of games like BF3, COD and RO2. The new system is considerably closer to that than anything. If you want that kind of gameplay then go play those kind of games.
Is a squad not working together and using rally points teamwork? If you're relying on your squad leader to provide something you can't (a rally in this case), that's a form of teamwork.
Building a FOB requires slightly more teamwork, but that's mostly because they're on a larger scale than an RP (mostly to defend it).
I fail to see how your sweeping generalization of "players defending the new system" is at all relevant. However, I don't own BF3, nor any of the recent CoDs, and while I do own RO2 I have no desire for that gameplay to ever come to PR. The only multiplayer game I play outside of PR is League of Legends. I don't think that gameplay would work very well with PR either.
Posted: 2013-07-01 21:26
by Bluedrake42
I said squad dependency on the rest of the team, as in separate squads working together. The rallies sever squads needing to rely on other squads, such as logistics and transport.
Re: Rally Point Feedback
Posted: 2013-07-01 21:26
by biscuit123
Bluedrake42 wrote:This mod is called project reality for a reason, if you want a meatgrinder go play Planetside 2.
Frontliner wrote:If you want action driven game play, why don't you play an action shooter as opposed to a combat/strategy/teamwork driven simulation?
d1sp0sabl3H3r0 wrote:
So if you think people should get away from PR to play slower paced games and that PR should be fast-paced zerg fighting, I think that perhaps you are in the wrong game and not the other way around.
No.
If you guys want a simulator and over the top realism YOU go and play something else. Or join the military. You do realise that there are shades of grey in the world, yes? There are more than two colours in existence, correct?
Nobody is saying that the devs should create BF2:COD. Simply, PR needs to be fun again. PR should not be pandering to people that can't or won't play ARMA. PR did not start off as a hyper realistic simulator. It started off (and continued for many years) as a
fun teamwork and strategy based
game.
There is a difference between teamwork, simulator, strategy, and realism. They are different words and they mean different things.
Re: Rally Point Feedback
Posted: 2013-07-01 21:32
by biscuit123
.......
Re: Rally Point Feedback
Posted: 2013-07-01 21:40
by MADsqirrel
Bluedrake42 wrote:we already had that, it was just focused around fobs instead of rallies. the only difference is that fobs actually require teamwork to build and defend. the new rallies completely sever squad dependency on the rest of the team. I guarantee all the players defending the new system are fans of games like BF3, COD and RO2. The new system is considerably closer to that than anything. If you want that kind of gameplay then go play those kind of games.
You are wrong
I find BF3 and COD boring as hell and never played RO2.
I started playing with 0.7 I think (Bi ming night was first map and I think we had APC spawn a short time). I was there when FOBs got introduced.
I saw the permanent rally going to 1 min only and defended this decision like I defend the new system now.
Simply give the new system time, test it for yourself, get used to the pros and cons.
Really I dont want to say anything bad about you guys. But Bluedrake is constantly posting his opinions all 30 mins. Correct me if I am wrong but it looks like you didnt play a single session PR today (understandable not everyone has holidays)
I played the last 3 hours and had some really fun rounds and got some new impressions on it. If you dont play you cant get an objective Opinion on this problem. All I see here is people saying "New RP system sucks! give me the old system back!"
The sad thing is when the RP system got changed to the 0.98 system everyone was saying the same (2-4 years ago)
Instead of debatting it here in the feedback forums, play the game and test out RPs and then give objective feedback.
Also please stay polite.
OT edit:
PR did not start off as a hyper realistic simulator.
PR started with 0.1 (I think) as BF2 with higher damage, no crosshairs, a basic AAS and no killmessages (while you could still see the kill in the top left corner, the who kill who with what)
I remember my first (and only) round of strike at karkand AAS. It was a horrible stalemate. (still totaly of topic sorry)
Re: Rally Point Feedback
Posted: 2013-07-01 21:41
by keji#
Bluedrake42 wrote:I said squad dependency on the rest of the team, as in separate squads working together. The rallies sever squads needing to rely on other squads, such as logistics and transport.
Rally Points do not hinder the ability for squads to work together though, how does a rally prevent a squad from needing ammo or a way to get to the battle in the first place? Are you going to somehow magically spawn a rally at the start of a round without a fob or trans squad to take you there? How does a rally reduce the need for supplies? They're not making it so you can request kits from them again. Unless someone will suicide to spawn back on the rally for a rifleman kit (and by doing that, hurting his squad and cutting himself off from his squad), squads still need to ask for supplies.
Posted: 2013-07-01 21:45
by Bluedrake42
biscuit123 wrote:No.
If you guys want a simulator and over the top realism YOU go and play something else. Or join the military. You do realise that there are shades of grey in the world, yes? There are more than two colours in existence, correct?
Nobody is saying that the devs should create BF2:COD. Simply, PR needs to be fun again. PR should not be pandering to people that can't or won't play ARMA. PR did not start off as a hyper realistic simulator. It started off (and continued for many years) as a fun teamwork and strategy based game.
There is a difference between teamwork, simulator, strategy, and realism. They are different words and they mean different things.
What you think of as "fun" doesn't apply to everyone else here. Stop your BS "PR needs to be fun again" argument. What you find as "fun" other people find to be mind-numbingly boring. Meatgrinder games are some of the most absurd and pointless games a person can play, but there are considerably more titles that pander to that form of gameplay than the other way around. I dont understand why you find it so hard to grasp that a lot of people genuinely dislike that shit, and play to PR to escape it.
Also if you think a few rally changes is going to turn PR into some kind of hard core milsim then idk wtf kind of crack you're on. There's a difference between tighter teamplay and milsim.
Posted: 2013-07-01 22:00
by Jamaican
Devs can't you take rallys off for half the beta period. ?
Re: Rally Point Feedback
Posted: 2013-07-01 22:03
by a3dboy1
Bluedrake42 wrote:What you think of as "fun" doesn't apply to everyone else here. Stop your BS "PR needs to be fun again" argument. What you find as "fun" other people find to be mind-numbingly boring. Meatgrinder games are some of the most absurd and pointless games a person can play, but there are considerably more titles that pander to that form of gameplay than the other way around. I dont understand why you find it so hard to grasp that a lot of people genuinely dislike that shit, and play to PR to escape it.
Also if you think a few rally changes is going to turn PR into some kind of hard core milsim then idk wtf kind of crack you're on. There's a difference between tighter teamplay and milsim.
You simply can't adapt to the changes or you are single minded person. This new RP/FOB system brings back action to PR and removes the old gameplay based on the patterned FOB locations. Of course, system might not be perfect but it is not zerg either.
People give up more often indeed but they give up only when out of the object capture zone. Otherwise, it is wiser to get revived than fight through to the cap zone again.