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Posted: 2007-03-24 13:45
by ArmedDrunk&Angry
Bludshot, of all the long posts that is one you should read.
As a matter of fact, read everything clavdivs has ever written, it is always well written and very humorous.
I know there have been more then a few occasion that the finger would be pointing at me and I do try to help as we all should.

Edit: how do you make the little quote box ?

Posted: 2007-03-24 21:39
by Promagnum
I can understand most of what you're trying to get at Clavdivs, but I've always tried not to confuse honesty with whining as most people like to pass it off as. Changing the way people play really has little to do with those who play it and more to do I think with how a mod is capable of being played.

I too get tired of a lot of new comers attitudes in-game which are reminiscent of days I played bf2 (hell even my 1999 half-life days), having pissing contests, talking shit, trying to convince others that they have amazing hardware and run specific maps at unrealistic settings just fine and everyone else but them sucks, etc when essentially no one cares.
But its easy to ignore, and really is suggested cause otherwise you'll end up hating the game because the community when it hasn't gotten to that point yet and hopefully won't.
But this relates to how the mod can be played at the moment, which is not where the devs intend it to be in the future I think...
That's why I made this post originally for reassurance as to the future of the mod and if I was the only one noticing the current state its in.
I think new attention to it is great, but what brings with it is factors never considered before that may or may not result in changes to the mod that could be bad. For instance, a lot of jump to prone and grenade launching issues, the anti-tank class firing completely random directions, and modified servers, etc.
'[R-DEV wrote:eggman']That's always been the plan with every release. 10 people try it, 5 or so like it, 2 or 3 stick with it. We need to get back to having a filter heh. The future of the mod is looking great. I think versions 5, 6 and 7 will see the team deliver a fairly complete chunk of the goals and vision we have for the mod.
Well I can't wait and I believe it, I'm a full supporter of this mod. In all honesty its really the only game at the moment worth playing in my opinion. Every dev that I've spoke with in-game has nothing but positive things to say about its progression, I just hope the results in the future make them true to the ideas put into the mod.

Black7
It is strange the way the netcode of bf2s engine effects the overall gameplay of pr. Now maybe its just me, but the majority of servers to choose from where my ping isn't jumping from 200-400 on a foreign server (this is assuming they don't autokick for high-ping) are slim to nil. I have Glory, CDU and a 24/7 basrah server that I would never join. On a good day cdu is usually 40-80ms, theyre in Texas so this isn't bad but every other server is usually 250-300, and if you know a bit about packetloss and rubberbanding in game on top of the usual in-game ping jumps you'd know this was a recipe for disaster and it's just not feasible to play that way. This is no ones fault, merely lack of servers.
This goes partly with my suggestion about having an 'Official' PR public server(s) that the community could donate to keep running. I see it as killing two birds with one stone, unmodified server settings and decent ping (assuming there were multiple servers for each coast).
And though this is a bit off topic but, have you ever tried to get up the terrain on hills of hamgyong with decent ping? imagine it with rubberbanding, you'd apply for commander just so you didn't have to move...