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Re: Round duration, thoughts?

Posted: 2013-03-11 22:40
by UKrealplayER666
This entire thread just made me headdesk so hard i almost headbutted the floor, there once was a time when rounds would constantly last 2:30 to 3 hours, all day, with constant high quality game play. Its not the length of rounds we should be focusing on, its the retention of players that have the skill to make the rounds legendary from start to finish, we can forcibly make the rounds shorter, it does not by any means mean that you will have better rounds, you'll just see more maps while having bad rounds.

Re: Round duration, thoughts?

Posted: 2013-03-11 23:04
by PricelineNegotiator
The rounds are perfect as they are now. Sometimes too short for a comeback.

Re: Round duration, thoughts?

Posted: 2013-03-11 23:19
by ghostfool84
Insurgency takes way to much time sometimes, but i think on the most other maps its the timing is right. I prefer roud duration from 1:30 to 2 hours, if both teams really act careful and dont waste assets even longer. Like some other people mentioned one problem are the 4km maps like Iron Eagle that really could take long time because its much harder to organise a attack to the other side of the map with 2 infantry squads.

Re: Round duration, thoughts?

Posted: 2013-03-11 23:35
by 40mmrain
PlaynCool wrote:Yea i too think the rounds are waaay too long, one hour should be the average time, right now it's around 2 hours plus. Back in 0.75(my favorite PR version :D ) i managed to play on a lot more maps than now, the rounds used to be a lot shorter and action packed. 500 tickets is too much :D
rounds are not two hours plus. Average round by my estimate is 1:30 for AAS

next 10 full rounds you play, record the times, and you will be surprised.

Re: Round duration, thoughts?

Posted: 2013-03-12 00:05
by Spec
I always considered PR a special type of game that didn't require me to play through a round from start to fnish to have fun. Sure, it's way better to be able to do so, but people connecting and leaving mid-round are pretty common anyway on this sort of game, and personally, the experience of playing alone can be enough even if I don't get to see the end score. That's why I like PR's long rounds (when they are good). Though last time I played was before the dark age of post-TG that everyone seems to talk about.

Re: Round duration, thoughts?

Posted: 2013-03-12 00:32
by xambone
ARE YOU KIDDING ME? 4 hour rounds + 128 man server. No mercy 20k

Re: Round duration, thoughts?

Posted: 2013-03-12 00:36
by xambone
longer for comebacks. Would be nice to increase majorly on all 128 man

Posted: 2013-03-12 01:21
by K_Rivers
UKrealplayER666 wrote:This entire thread just made me headdesk so hard i almost headbutted the floor, there once was a time when rounds would constantly last 2:30 to 3 hours, all day, with constant high quality game play. Its not the length of rounds we should be focusing on, its the retention of players that have the skill to make the rounds legendary from start to finish, we can forcibly make the rounds shorter, it does not by any means mean that you will have better rounds, you'll just see more maps while having bad rounds.
I miss those games. The standard of player skill and mentality at the moment is seriously sub par
And the ironic thing is, most don't even know it, and are of the belief that they are good players.
The majority of folk don't co ordinate and work together to the high degree that they used to do, it's all rush shoot bang bang
these days, people need to up their game and stop defining there games by KD and arbitrary numbers on the score board.

Re: Round duration, thoughts?

Posted: 2013-03-12 02:57
by PricelineNegotiator
[R-CON]K_Rivers wrote:I miss those games. The standard of player skill and mentality at the moment is seriously sub par
And the ironic thing is, most don't even know it, and are of the belief that they are good players.
The majority of folk don't co ordinate and work together to the high degree that they used to do, it's all rush shoot bang bang
these days, people need to up their game and stop defining there games by KD and arbitrary numbers on the score board.
Quoted for truth. Ever since CIA became the "norm" the game has gone down hill. It's a shame really. I want to come back to PR, but I'm not sure that the game play will be at all what it used to be. Here's to hoping.

Re: Round duration, thoughts?

Posted: 2013-03-12 03:23
by Psyrus
PricelineNegotiator wrote:Quoted for truth. Ever since CIA became the "norm" the game has gone down hill. It's a shame really. I want to come back to PR, but I'm not sure that the game play will be at all what it used to be. Here's to hoping.
Gameplay doesn't magically improve... it requires people to make the change. If you're not willing to be part of the solution, then you're just background noise :)

Re: Round duration, thoughts?

Posted: 2013-03-12 03:39
by Mouthpiece
Ah, I love the long games. The longer the better. This game is my opposite of "jump in and have fun". You have to be in certain mindset to good steady slowness of PR. And I really like it. Don't change a thing, please (round time wise).

Re: Round duration, thoughts?

Posted: 2013-03-12 04:11
by Walmarx
See, its the slow moments that make the PR experience so unique to me. Those are, in fact, part of one of the many selling points I use when pitching PR to a friend. Every other shooter out there seems to strive very hard to maintain a certain pace (typically SuperSpazOut360NoScopeNewUnlockIn10Seconds). This makes them easy to jump into, and easy to master, important qualities if your main mission is to appeal to as wide an audience as possible.

PR, on the other hand, has a wonderful assortment of gears, and it can shift between them with no warning at any moment. PR's mechanics are not concerned with holding your hand to allow an escape if you get caught unawares. One has to stay on their toes to be ready when the shit hits the fan, even when the two seem to be kilometers apart.

Re: Round duration, thoughts?

Posted: 2013-03-12 10:47
by Rudd
I've found as I've gotten older and busier, I prefer shorter rounds, an hour being the optimum.

However i do remember the 24/7 servers of Joint Operations...the round could last for DAYS.( and it had a day/night cycle lol)

Re: Round duration, thoughts?

Posted: 2013-03-12 16:00
by mat552
Sgt. Mahi wrote:I personally would like to see punishments to APCs that doesn't stick with an inf sq.
How could you possibly accomplish this. There's nothing that can be done to further discourage use of APCs in the manner for which they are designed. They are already highly vulnerable, have a limited selection of weapons, cost tickets when they're lost, have kit restrictions, don't act as rally points, and can't be repaired in the field alone. Every single tool they started with to be desirable and useful to squad leaders has been stripped away from them over the course of development. What incentive at all is there left to stick with a squad of squishies?

Re: Round duration, thoughts?

Posted: 2013-03-12 16:21
by Jevski
mat552 wrote:What incentive at all is there left to stick with a squad of squishies?
To provide teamwork, instead of going for instant gratification by hunting kills alone.

Its always easier to blame map time, other players etc. than to step up yourself.

Re: Round duration, thoughts?

Posted: 2013-03-12 16:40
by Johny_B_Nasty
You see, the length of one round was the major reason for me to quit playing PR. If a round started really well, meaning you bunched up with a great squad and team, it was a pleasure.

However, if your experience was average at best it became quickly tedious. And long.

Even when being with a good team rounds were just too longish for me- having other needs and occupations in my life. A round between 30 and 60 minutes (MAX) would be perfect.

Re: Round duration, thoughts?

Posted: 2013-03-12 16:45
by CopyCat
Is this a suggestion or discussion? Don't get it... nevertheless I'm quite sure I am not the only one with this opinion - Don't put further time limitations than there is already!

/CC

Re: Round duration, thoughts?

Posted: 2013-03-12 16:59
by KiloJules
CC, I think people put the 60 minutes as the time the DEVs should aim for - with adjusting tickets etc.
Not necessarily by setting the game-timer to 1 hour.

1,5 hours per round is AVERAGE on most servers and most maps and imo it is perfectly fine!
OC there are exceptions, some maps are over way to soon, others take a bit too long.

Funny/sad thing is, why it often takes so long to do the final stab on the enemy:
Because people have response times of sloths and strategical understanding of bananas!

Oh and btw...even with the 4hours gametime people hastily rush and die, rinse and repeat and whenever someone actually does a flanking maneuver they are called out "not supporting the team" - lolsy stuff!

Posted: 2013-03-12 17:29
by BloodyDeed
I'm only speaking for myself, not the DEV team as a whole:
but I think the current length of the rounds are perfect. Without a round lasting about 1 1/2 hours I don't think PR would have its tactical depth and chance of comebacks.
Having people fight for multiple flags with proper deployment and what not is what characterizes PR.

Re: Round duration, thoughts?

Posted: 2013-03-12 17:43
by cyberzomby
[R-DEV]BloodyDeed wrote:I'm only speaking for myself, not the DEV team as a whole:
but I think the current length of the rounds are perfect. Without a round lasting about 1 1/2 hours I don't think PR would have its tactical depth and chance of comebacks.
Having people fight for multiple flags with proper deployment and what not is what characterizes PR.
How many comebacks do you need in one round tho? The 1,5 hours is enough to do multiple back and forths. It can be fun like you said, but it does not happen that often.

But it seems so far most people lean towards that round duration is ok! Did not expect that seeing my other tread :) cool beans!