Graysun wrote:Unfortunately vehicle warfare will never give asset whores the same "fix" because the whole fix itself comes from the very small amount and importance of the vehicles in a match. VW does not offer the same feeling as a 50v50 AAS, but I could not tell you how to replicate this to be actually worth it. I can tell you however that when VW is set late at night or for seeding the only maps played are jets or 1 man tank maps. The selection is very few because the others require full crews and no one wants to do that in the situation that it is played. I think we would love to play the other great maps but they need the 1 man crewed vehicles as well.
Like I said, it would be a major rework of the game mode, not just a reboot of what is already there, but yes it won't offer the same thing as AAS but be far more playable and enjoyable.
Graysun wrote:I do not think the case is that you favor certain clans or communities more than others but it is for sure that some of the DEVs definitely have alone time with some in teamspeak/discord so what they say/want is obviously seen in the game more. With a community/playerbase this small why is that even needed?
Even the smallest changes to core gameplay need to at least be discussed and approved by the internal team so even if "certain clans" do have the ear of one or even a few of our devs, they still need to post these ideas on the internal forums and make a compelling case as to why to implement them. Many devs have felt over the years, including myself at many times, that it is to hard to make changes to the core gameplay of the mod. Hell there is one idea I've been pushing for, for about two years now about the introduction of a new "Medium Anti-Tank" kit to bridge the gap of the limited amount of HAT kits and to give our recoilless rifles and other AT weapons / Warheads more exposure (most at just alternative HAT kits that never see the light of day like the SMAW for one of many examples) but that has met stiff resistance for being included, mainly for artistic reasons but also gameplay ones (but most of the team are for it in terms of the gameplay side) and as such, still hasn't seen the light of day even thou to implement it with a few placeholders, isn't that hard.
Graysun wrote:We should all be able to easily voice important issues and pole/vote on them through a method on the forums.
We do at times but their worth is very questionable, like for example when I did the initial poll about "Helictoper Rolling Wheels" when doing initial public implementation/testing for them on The Falklands choppers, it got a lot of support with almost
72% voting in favour of them:
https://www.realitymod.com/forum/showth ... p?t=116072
But then after full implementation into v1.0 and players getting a full taste of them, there was a massive backlash even after giving them this initial trial phase on the Falklands to see if they liked it and we ran another poll a few weeks or so after v1.0 to see what the community thought then, and in that poll, only
14% approved of it.
https://www.realitymod.com/forum/showth ... p?t=121276
Graysun wrote:So yes, you make the game but are you making it for the players to enjoy or for the DEVs to enjoy?
As I said before, we make the game we, the devs, want, and always have, although yes we do listen to the community on top of it and as demonstrated above, often side with the community too.
Graysun wrote:Muttrah with new factions or assets? Sounds awesome and probably wouldn't take much dev time at all?
Muttrah, ideally I would like to do a big overhaul of the map at some point but doubt I'll ever get round to that.
As for adding new factions, I am really against the whole "oh let's shove these factions on this map just because we can" approach... There has to be a good reason in my book for those factions to be on that map before implementing it and then if it is done, it needs to be done right.
If we were, let's say, to replace the USMC with the British Royal Marines on Muttrah then, first of all, you would really need to replace the USS Essex with a British Assault ship of some kind. In the past maybe we could have just got away with shoving a ski jump on the end of the Essex and giving it a new paint job and calling it an Invincible class, as I did on the Falklands, but the Invincible and even Ocean class (the next best contender for the Essex to pretend to be) have been retired out of service. As such you only have the
Albion-class LPD or worse yet,
Bay-class Landing Ship, both of which would need new models made for them, a hell of a lot of work...
Then ignoring the issue of the assault ship, the British don't really have any Amphibious Assault Vehicles like the AAVP7, in r/l they tend to stick more with landing craft like the LCVP Mk5 and LCU Mk10, and the best thing they have ingame for assaulting from the sea that they can assault from the sea with is the vBF2 RHIB. So their assault paths from the sea are very limited...
As such they are really just limited to helicopters, and while we have a pretty good selection of helis, ignoring that the Lynx AH.7 has been retired now and replaced with the Wildcat (which is basically the same thing, just very modernised) and also ignoring the "Merlin Lag" the Merlin has, and the Chinook can only be used somewhat limited like the MV-22 due to its size, if the teams choppers fail then all they have to fall back on is the RHIBs and w/e ground forces might have made it ashore and hopefully got some FOBs up, unlike the USMC who have the armoured AAVP7s to help them out.
So to make the British work you would need to adjust the whole dynamic of the map to work really, which isn't as simple as just swapping out some assets, it takes a lot of thought on how to balance a map, especially asymmetrical ones like Muttrah, and to get it right is a pretty hard thing to achieve.
That is after either spending hundreds of hrs making new assault ship or ignoring that issue...
The same issues apply to basically every other faction and the Brtis would be one faction I would consider putting on Muttrah since they have pretty strong ties to Oman and have operated in Oman in the past as well.
Graysun wrote:I think the comments answer this for me.
Unless you consider normal forum users to be our Military Experts that have ties to the dev team, then no not really...
Graysun wrote:I personally am not into testing stuff like that, but I do know a few players who for sure are and were laughed at for even attempting to join the elite test team. Honestly is the type of attitude what you want representing you guys? Pretty sure "security" reasons had nothing to do with their help not being accepted. I also think that maybe some requirements for these players that have a voice in what is what should be made, like being decently active in the game itself.
Believe me or don't believe me, that's up to you but to my knowledge, we have never "laughed at" anyone attempting to join and if you have any proof that states otherwise, other than your friend's tales, then I would like to see it but otherwise I suggest you let the issue lie.
And yes testers are only taken from the community who are active in it, ie, play the game itself, those are the only ones who want to test anyways....
Graysun wrote:this is a free game that has probably taken hundreds of hours of DEV time
You horribly underestimate how much time has gone into making PR. It's easily thousands of hrs if not more. We have had countless numbers of devs over the years each devoting hundreds of hrs to the mod over its last 14+ yrs and that adds up to a hell of a lot. Not to mention the amount of time other mod teams etc have spent making assets we also use in exchange for ours etc.
I myself started working on PR in 2006 which has now been over 12 years I've been working on PR and for a lot of that time it has been my main dedication, as you can tell by my 46.6k posts, most are pretty long ones like this. I myself have put thousands of hrs into PR and while yes, I might be the longest-serving member of the team now, the other devs have all worked just as hard as when they have been around here and the amount of work we have all done for this mod is no small thing.
Graysun wrote:Well, it is very hard to make suggestions when they don't even get approved by the forums moderator so no one gets to see them

. Not even sure why this a thing. Honestly that is exactly why this was posted in discussion.
Well firstly, this isn't a suggestions topic so it should not have been posted in there w/e.
Secondly, the reason why the suggestions forum is moderated, is because we have simply heard them all before, time and time again, and only actual new ideas that haven't been talked to death about get approved, and BTW they get approved by the DEVs, not by moderators. Yes even to this day we still get suggestions to add fast ropes....
As for the two suggestions you've posted over the years in the suggestions forum, the first about unbalanced assets on map isn't a suggestion, its a question about why they are there, and the second about having NATO etc factions fight each other is a re-suggestion that has been talked to death, try searching for those topics to see the responses to them if you still want an answer on it, hence the moderated suggestions forums and this topic:
https://www.realitymod.com/forum/showthread.php?t=18434
Anyways I hope that clears things up before.