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Re: Rally Point Feedback

Posted: 2013-07-01 22:13
by WNxSarge
Here is my feedback.


I love rally points. I'm so glad they are back. Been playing Since 0.5, enjoyed it up until around 0.8 when it got boring. Walking for miles and miles on end.

Was playing Ramile Insurgency, We tried reviving all our guys if it was within our ability. Used rally to flank EN as our team pushed from FOB.

Not gonna lie, it was a grinder. But the fact that we now have teams of 49 people a side, in the SAME map area trying to kill a cache. I don't know how it's not going to be a meat grinder.

It was great fun, a nice return to PR since I last played.
Would deffo play it like this. :15_cheers

Re: Rally Point Feedback

Posted: 2013-07-01 22:18
by Frontliner
biscuit123 wrote: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?
Been playing since 0.95 and thus to me the game has never been anything else but a simulation, relying on teamwork, strategy and logistics. As such I don't want the game to stray away from it's simulation formula and the aforementioned assets that make the game in 0.95. If I want to play something more action driven, I would(and I do, fyi), but I want my simulation(and the things surrounding it). And unbeknownst to you it seems, the game has been advertised as such. I have explained in other posts of mine, in a constructive manner, why the rally point change weakens many aspects of PR's gameplay quite severely - so for you to come around and tell me to gtfo or join the military(fun fact, I was, as a conscript) in such a manner is irritating to say the least.
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.
The Devs wanted feedback regarding the rally points, and when we give it to them, we're all players who can't or won't play ARMA? Are you seriously that much of a *********? Mind me suggesting that you either learn how to argue in a constructive manner or not at all?

Fyi, I had fun all the way through from when I started until now, so I don't know what you mean with "needs to be fun again".

Also, you might have missed it over all the action, but the new RPs are neither good for teamwork nor based on strategy.
There is a difference between teamwork, simulator, strategy, and realism. They are different words and they mean different things.
No shit Sherlock. Can you point out where we used them wrong then when flaming us?

Re: Rally Point Feedback

Posted: 2013-07-01 22:35
by Bluedrake42
a3dboy1 wrote:brings back action to PR
This is what it all comes down to. Project Reality isn't about ACTION. Project Reality has never been about ACTION. Project Reality is about strategy and teamwork. This constant argument about bringing back ACTION is fundamentally against everything this game is about. This is not something you can convince me otherwise over.

I think its come down to this. There are two types of people in this argument, the ACTION people and the TACTICAL people. We are fundamentally opposed in what we want out of this game:

The Action people want more combat, less strategy, and linear gameplay... where there is a single frontline, life has little value, where failure has negligible penalties, and single squads have little control over the entire team's success.

Tactical people want more teamplay, more strategy, and less linear gameplay... where there is more high-risk asymmetrical combat, with greater value on a soldier's life, more severe penalties for failure, and where a well organized tactical squad can change the course of the entire game.

Maybe there is some kind of middle ground. But as it stands this is not a compromise, this is 100% towards the ACTION people's desires. This is the exact same thing that happened to Planetside 2... and they went the Action route, and I pretty much never play that game anymore.

Re: Rally Point Feedback

Posted: 2013-07-01 22:42
by Bluedrake42
TBH I just want a vote on this. Why does the binoc thread get a vote and not this? At least a poll would help me understand where the community stands, even if it doesn't affect the Dev's decision. But ultimately this isn't something that just needs some minor tweaking, there needs to be a compromise between the two that results in a major overhaul of the current system. That's the only way the entirety (or at least the majority) of the playerbase will ever be happy.

Re: Rally Point Feedback

Posted: 2013-07-01 23:03
by a3dboy1
Bluedrake42 wrote:.
A one simply doesn't take a phrase out of post to build his own theories.

I never said PR should take a route of linear combat or where dying has no penalties.
New PR system simply made the routes shorter for the players. In 0.98 you also have lemmings moving same direction from FOB. Only in .98 people get bored of it quickly and leave. In Beta people seem to enjoy shorter travel time.

So tell me why should it take 5 min instead of 2 min for the player to get to the front line?
Don't forget that firefights are more brutal in Beta hence people die more often and way faster in firefights. Rally points fix the time gap of players getting to the fight.

I personally don't understand how players wondering around the map change the game to more tactical and strategical?

Re: Rally Point Feedback

Posted: 2013-07-01 23:14
by Nate.
Finally managed to play a few rounds.

I wholeheartedly agree with everything that Spook and many others said here and I am opposed to the new Rally-Point System.

It gets abused as random spawner or as an indicator for close enemies. The action is constant, and this is not due to 100 players only.

The best round I had so far was on Saarema, where we finally had the chance to just walk around the enemies in the Forests without having constant, ongoing and intense firefights all the time. We built FoBs, moved into the objective with an APC after the CAS cleared it - best experience in 1.0 so far.

On every other round it was nothing but a constant massacre with a siginificantly lower value of life for most of the players and it is really really hard to get your squad together to play as a team. It is just not it when you have enemies coming around every corner all the time. Makes the gameplay "meh, enemies" instead of "omfg, enemies!!!".

I understand that Rally-Points are necessary to keep your squad together (especially with the 8 men now), but no need to place them anywhere forever. The 2,5x Increase of the overrun-radius seems like a good change and it seems it has had an impact already because I saw fewer rallies being up.

In my eyes, the rally serves as an unrealistic, but highly necessary feature to balance out the fact that people that are dead-dead can come back to life and rejoin their Squad. However, with rally points being permanent, the effect is too strong with people constantly coming out of nowhere in no-time.

Hunting down enemy supply lines is now decreased to swarming around the flags in the hope to overrun RPs on the way. The FoB system is great!

In my opinion, the Rally Point System, alongside with the 100 player change leads to a more chaotic, less tactical gameplay that undermines teamplay to a certain degree.

Suggestions (was all suggested already)

- Light Crate RP
- Limited Spawn RP
- Limited Time RP
- RP bound to FOB

Re: Rally Point Feedback

Posted: 2013-07-01 23:23
by Bluedrake42
a3dboy1 wrote:A one simply doesn't take a phrase out of post to build his own theories.

I never said PR should take a route of linear combat or where dying has no penalties.
New PR system simply made the routes shorter for the players. In 0.98 you also have lemmings moving same direction from FOB. Only in .98 people get bored of it quickly and leave. In Beta people seem to enjoy shorter travel time.

So tell me why should it take 5 min instead of 2 min for the player to get to the front line?
Don't forget that firefights are more brutal in Beta hence people die more often and way faster in firefights. Rally points fix the time gap of players getting to the fight.

I personally don't understand how players wondering around the map change the game to more tactical and strategical?
See this is the fundamental problem, you are approaching the gameplay from a standpoint of someone who doesn't play the game correctly and take advantage of the entire team.

I don't wander around the map, it doesn't take ME 5 minutes instead of 2 to get to the front-lines. and I don't get bored and leave. In fact I don't think anyone does, I think you're pulling those statistics out of your ***.

I can get around just as fast if not faster than people who rely on rallies, and here are the reasons why.

A: I take advantage of and maintain tight communications with my team's transport squad
B: I make sure to construct support structures such as FOB's to rely on for my squad
C: I choose squad objectives that maximize my squads effectiveness without sacrificing survivability

The only reason YOU hated the old system was because you didn't know how to play the game, you love the new system because it penalizes irresponsible players LESS. If you were having to walk from base to the frontline in .98 YOU WERE DOING SOMETHING WRONG.

With the new system my original tactical procedure is obsolete... instead the best strategy is this.

A: Place rallies in hard to find places around the enemy flank
B: Disregard casualties, continuously respawn, and rush the enemy objective until the objective falls (the ticket penalty the enemy team suffers justifies your squads numerous deaths)
C: Move to the next objective as fast as you can while constantly putting down new rallies, reckless speed trumps calculated movement because if you come under fire you and the rest of your squad can easily respawn, fall back, and re-engage from a secured position.

So ultimately there is no strategy anymore, the best tactic is rushing. There is little to no penalty for making a wrong move, in fact is almost better to give away your position, because once the enemy fires on you, you can respawn at a safe secured location where you can return fire on their now exposed position...

AKA Red Orchestra 2.

Re: Rally Point Feedback

Posted: 2013-07-01 23:29
by ComradeHX
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.
You do realize that walking around the woods checking every bush for radio noise is NOT fun?

Re: Rally Point Feedback

Posted: 2013-07-01 23:35
by Bluedrake42
Yeah thats the biggest thing that pisses me off, everyone keeps talking about FUN like there's some ultimate non-debatable aspect of gameplay thats universally FUN

JUST BECAUSE YOU THINK ITS FUN DOESN'T MEAN EVERYONE ELSE DOES.
Everyone keeps acting like we're all evil ******** that are just hell bent on everyone having a miserable time
cause we somehow get off on that sick shit
Seriously... get your head... out of your rainbow rectum.

Re: Rally Point Feedback

Posted: 2013-07-01 23:38
by Hurricane
I like how people are throwing phrases terms like "PR being fun again" and "it got boring with 0.8" here. "Fun" is highly subjective, and I think the majority of players likes PR for being tactical and highly teamwork-oriented, not for offering them the kind of action per minute that WNxSarge (#1909966) or biscuit123 (#1909928) apparently consider fun.

Slow pace is part of PR. Yes, it is different from the first mini-mod versions but it has grown into something entirely unique and amazing. The Rally Points in 1.0b are a step back, which I'm pretty sure is the wrong direction.

It takes away focus from strategy and teamwork, and instead focuses more on action. Which might be okay for the Beta in order to extensively test the new deviation, but should not stay like that for the final release.
keji# wrote:1. 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.

2.Not to mention that it hurts the "hide and wait" gameplay that PR infantry combat ...

3. It re-adds a new dimension of gameplay to PR that PR has been lacking for a few versions.
1. Annoying mechanics such as dying because you rushed in and than having to walk, because your Squad didn't grab a Logi-Truck or request a heli-crate and built a FOB in the vicinity of your Objective? It requires much more foresight to either organize supplies in the right situation or approach an objective right than to simply press a button and have your permanent spawn from wish you keep on zerg-rushing.

2. But wait ... isn't that what defending objectives is about? Preparing for an enemy attack and than repel it?

3. Yes, it adds a new dimension of meatgrinder action that PR is not supposed to have.
a3dboy1 wrote: I never said PR should take a route of linear combat or where dying has no penalties.
New PR system simply made the routes shorter for the players. In 0.98 you also have lemmings moving same direction from FOB. Only in .98 people get bored of it quickly and leave. In Beta people seem to enjoy shorter travel time.

So tell me why should it take 5 min instead of 2 min for the player to get to the front line?
Don't forget that firefights are more brutal in Beta hence people die more often and way faster in firefights. Rally points fix the time gap of players getting to the fight.
Shorter walks definitely make the penalty of dying more negligible.
Short walks are a luxury, if you want them, you should work for them and build a god damn FOB. Now they're a gift, within seconds and little to no limitations and requirements you have a permanent spawn to attack.
You said people did more often than before. But you fail to realize the Rallys are the cause here, not the new deviation. It's convenient to get back into the fight within one minute, but the quick action is really not what PR is about.

Re: Rally Point Feedback

Posted: 2013-07-02 00:02
by Chefmoto1
So far the rally points are my only problem with the beta. Proper FOBs are becoming rare now which really takes away from the PR gameplay in my opinion. I'd love to see a system where they expire after 10 minutes and it takes another 15 or 20 minutes after that to place a new one. The way it is now infantry an just pour in from every direction and have 5 rallies completely behind enemy lines go unnoticed. It really seems to upset the balance in a lot of battles.

And that's not even mentioning the fact that the damn rally points are nearly impossible to hunt down.

Re: Rally Point Feedback

Posted: 2013-07-02 00:16
by Gracler
You have Thriller movies and you have Action movies.

A Thriller there is plot twists and some highlight along the way with a lot of dialogue and at the end you have the big Finally.


Action movies you start with big bangs... you have car chases ... gun fire... everything pretty much through the movie with a little bit of dialogue and it ends with 1 big bang.


I admit I enjoy both types of movies..... but if I watch an action movie and it turns out it is more like a thriller... I get very disappointed.... or fall a sleep.

On the other hand if I watch a thriller and it turns out it is an action movie with almost no plot twists or dialogue.... I get really disappointed.






PR is a Thriller game to me...... The day it turns into an Action game I won't stick around for long. There are Action games that do action much better.

Rally's that can spit out unlimited amount of players from 3 bags in a bush = Action
It has to be much more limited or the "overrun" radius has to be enormous for me to call it a Tactical team element.


The "reinforcement" imitation is not valid on a 100p server....there is enough players to make it a war.

However to "regroup" when someone joins/rejoins your squad a rally point is perfect (it's in the name..RALLY not spawn clone soldiers....) 2 players (1 squadleader) sets up the rally.... everyone spawns in. Sitting and waiting for the last guy that has to run across the map... or occupy a helicopter on his own to get to the squad... is annoying.

My suggestion is to make Rallys vanish after 30-45 sec... but they recharge every 2 min... instead of 10 like it used to be in the 0.981.

If a squad is wiped out.... it IS wiped out.... no recall from the dead.....

A side-effect of this is that you would more often see a squad-leader and 1 squad-member flee into the woods to setup a new rally..... I like that side-effect though. more incentive to retreat... than to tard rush like lemmings!!!


And before someone accuse me for not adapting to changes..... I think no binoculars and no Incendiary grenades is a great change :p

Re: Rally Point Feedback

Posted: 2013-07-02 00:26
by M_Striker
Chefmoto1 wrote:So far the rally points are my only problem with the beta. Proper FOBs are becoming rare now which really takes away from the PR gameplay in my opinion. I'd love to see a system where they expire after 10 minutes and it takes another 15 or 20 minutes after that to place a new one. The way it is now infantry an just pour in from every direction and have 5 rallies completely behind enemy lines go unnoticed. It really seems to upset the balance in a lot of battles.

And that's not even mentioning the fact that the damn rally points are nearly impossible to hunt down.
At the same time in previous versions I found that rally points were very rare because their use was so incredibly limited. I didn't like this so I can appreciate the change, but at the same time I do dislike many aspects of the current system.

Obviously many factors play into the rally point system but right now it is at the extreme of being too useful. The system needs to strike a balance between finding a good effective use for them without making them a squad's primary means of respawn.

Re: Rally Point Feedback

Posted: 2013-07-02 00:41
by MrBrooks
Not back to the old rally system surely? That would be the biggest step back and the biggest mistake ever.

Re: Rally Point Feedback

Posted: 2013-07-02 00:44
by Gracler
MrBrooks wrote:Not back to the old rally system surely? That would be the biggest step back and the biggest mistake ever.
and that is why??

Re: Rally Point Feedback

Posted: 2013-07-02 00:45
by Bluedrake42
and brooks wins the award for biggest overstatement of the year

Re: Rally Point Feedback

Posted: 2013-07-02 00:51
by schakal811
The new rallypoints are 100 times better then every fob. I cant imagine that this was your intention. First at all you dont need crates to set one and also you can set RP much much faster then fobs. The only disadvantage is only your squad can spawn in, but if 2 squads defend and 2 others attack it dosnt matter, if they are good enogh hidden. Ok they are easy to destroy if you are in radius from 40+m idk exactly ,but after sometimes playing the game we all know where 90% of the fobs are, so all in all in the most cases its better to set a RP then a FOB. So please remove this new system, why are you guys wasting time in creati ng a new crate/fob system if its completely useless cause of this new RP system.

Re: Rally Point Feedback

Posted: 2013-07-02 00:51
by Jafar Ironclad
Keep the feedback coming, guys! If you love the new rally system, say so. If you despise it, REALLY say so. If you're merely ok with it, also say so.

Expect refinements to the current rally system experiment during the beta; if we decide to use a different system, it will probably be implemented after the beta ends. This is game design: it is better to test and evaluate than to merely speculate.

Rest assured, we appreciate your passion on this front. Keep discussion and feedback civil so its easier for us to digest, please. :)

Re: Rally Point Feedback

Posted: 2013-07-02 00:52
by ghostfool84
I liked the old System, it was well balanced only the Rallye could have stayed longer than a Minute (maybe 3 or 5) cause it was really useful to reorganize your squad for mates who were dead dead or just joined the game. With the change that you need 3 people to set an really its even better (no more Truck Fob rushing without a serious lack of manpower to defense the fob while being build). But that it stays forever is not a good idea in my opinion. There are different type of players and these people who just want to hop in a game and have some good fights might like the new system, but its way to arcadish. I can respawn and with a good really it dont takes a minute and i can overrun the enemys position. Its constant fighting without tactical wins or losses cause you always just wait for the next wave and dont get thet feeling that you won a fight. I hope there will be some changes somewhere between the old and the new system.

Re: Rally Point Feedback

Posted: 2013-07-02 00:53
by Bluedrake42
Yeah definitely struggling on keeping the discussion civil, this is something I get really pissed about easily...