Adding a progressive element to individuals 'gameplay'

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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Adding a progressive element to individuals 'gameplay'

Post by Herbiie »

bigmoose332 wrote:you can only command after being a SL for 'x' hours..
Noooooo!

Commanding and SLing are two completely different things requiring different skills to do well, for e.g. I see myself as a fairly competent CO (There are far better COs though) but I'm pretty terrible as a SL.
BogusBoo
Posts: 197
Joined: 2009-10-20 15:15

Re: Adding a progressive element to individuals 'gameplay'

Post by BogusBoo »

To be more to the point guys, i agree with moose. i mean, i have met certain squad leader a lot, and i have to teach him how to squad lead on PR because he hasent read the manual. i mean, this idea sounds good! :p
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Doedel
Posts: 192
Joined: 2005-08-24 02:25

Re: Adding a progressive element to individuals 'gameplay'

Post by Doedel »

I think you should only be able to be a SL or Commander based up the amount of time you have played and the amount of 'TEAM POINTS' you have(note.. nothing to do with kills.. simply points from capping flags, working as a team etc etc).
Retarded idea, simply. The vast majority of my gaming (with PR) is playing with a group of friends I know from outside the world of PR. We like to go into servers and make our own little squads and have fun without being forced into akward online social interactions with often emotionally and/or mentally challenged people. I think it is stupid to attempt to outright force interaction. Sure, there are lots of elements in PR which encourage teamwork; multi-manning vehicles, squad number requirements for kit selections, etc, but saying "you can't do f*** all until you endure x hours of grinding often stupid gruntwork and moronic internet people" kind of defeats the entire premise of PR being a game and not a real-life, military enthusiast's simulation.
This is by no means a suggestion to deter new people
Ironic, because that's exactly what it would do.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Adding a progressive element to individuals 'gameplay'

Post by killonsight95 »

Thats you some of us don't have freind thus is why we are playing this game

^sig material maybe?

anyway no offence meant
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bigmoose332
Posts: 255
Joined: 2007-02-23 20:31

Re: Adding a progressive element to individuals 'gameplay'

Post by bigmoose332 »

Doedel wrote:Retarded idea, simply. The vast majority of my gaming (with PR) is playing with a group of friends I know from outside the world of PR. We like to go into servers and make our own little squads and have fun without being forced into akward online social interactions with often emotionally and/or mentally challenged people. I think it is stupid to attempt to outright force interaction.
By the sounds of things, the idea would force squad leaders who are more allowing to open and free comms over VOIP.. thus resolving your current issue with social awkwardness with people you don't know?

Doedel wrote: ..but saying "you can't do f*** all until you endure x hours of grinding often stupid gruntwork and moronic internet people" kind of defeats the entire premise of PR being a game and not a real-life, military enthusiast's simulation.
Good point... kind of. In my original post, which I edited, I was quite intent on refering to the fact that although this may appear an idea to integrate rank related progression to make the game more 'real'.. it was ALL to do with simply ensuring newer players see the game as it should be played right from the get go.

Doedel wrote: Ironic, because that's exactly what it would do.
Would it really deter new players? I think being led by a [more likely] confident and 'PR' enthused person would benefit me as a complete solo newbie.

Good points though Doedel!

Bigmoose
98% of the PR public agree, that I am the sexiest man in this community.
Tofurkeymeister
Posts: 647
Joined: 2008-03-22 13:09

Re: Adding a progressive element to individuals 'gameplay'

Post by Tofurkeymeister »

Let's just say that if PR had a progression system I may have never started playing it.

Also, lets get some DEV's in here! A flame war (Which this is turning into) ain't much fun without a DEV. I know you are watching us DEV's, and laughing among yourselves... you should flame, too.

P.S. If a poll is added this might not turn into a TOTAL flame-fest.
mk19ftw
Posts: 34
Joined: 2009-10-16 03:00

Re: Adding a progressive element to individuals 'gameplay'

Post by mk19ftw »

Tofurkeymeister wrote:Let's just say that if PR had a progression system I may have never started playing it.

Also, lets get some DEV's in here! A flame war (Which this is turning into) ain't much fun without a DEV. I know you are watching us DEV's, and laughing among yourselves... you should flame, too.

P.S. If a poll is added this might not turn into a TOTAL flame-fest.
That ^ is mature.
Tofurkeymeister
Posts: 647
Joined: 2008-03-22 13:09

Re: Adding a progressive element to individuals 'gameplay'

Post by Tofurkeymeister »

mk19ftw wrote:That ^ is mature.
It was kind of sarcastic, I'm just saying that nothing productive will likely come out of this thread without a poll or DEV intervention (which I really don't think they should intervene).
Viper5
Posts: 3240
Joined: 2005-11-18 14:18

Re: Adding a progressive element to individuals 'gameplay'

Post by Viper5 »

I'm with Tofurkey's first point about it making it miserable for new guys. PR already has something of an elitist reputation, making it even moreso will not help.
Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: Adding a progressive element to individuals 'gameplay'

Post by Vege »

AFAIK this system has allready been shot down as impossible as it would reguire massive amount of server capasity and 99,9% (or 99,99%) reliability from the servers. IMHO gamespy is doing an OK job with vanilla, would be nice to see what kind of server environment they have and how costly it is.
BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
archerfenris
Posts: 122
Joined: 2009-11-12 21:06

Re: Adding a progressive element to individuals 'gameplay'

Post by archerfenris »

The problem with this is alot of teamwork alot of the time goes unnoticed by the points system. A sniper's spotter who sat there all game not firing his weapons once was looking through his binos calling out targets and possible cache locations while getting his sniper on rooftops and protecting him from close dangers. This spotter who, if he's good, can help his team find as many as 4 or 5 caches by his intel alone often times recieves almost no compensation for his work in teamwork points.
"Pacifism is the virtue of the naive"
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Adding a progressive element to individuals 'gameplay'

Post by maarit »

IAJTHOMAS wrote:I agree that using such an idea as a restriction is a bad one for the reasons pointed out below, and I'm always a bit wary of the whole idea of rank creating an elitist mind set in certain people.

However, rank might be useful as a *rough* form of indication of experience, without restricting anything. I.e. you can see that the SL/commander isn't a private. Obviously this shouldn't be the be all and end all of deciding whether a player is good, but it's an at a glance indicator.

I for instance have been playing for a while, but if I even think about getting to a place it spontanteously combusts on the runway...

If something like this were to implimented I'd like to see it stripped right down so its not a massive e-penis waving exercise. A few rank like private, corporal,sergeant, lieutenant, captan would do. No need for Field Marshalls to be runninf about with Lance Chief Petty Bombadiers and whatever other wierd and wonderful ranks that seem to exist solely for the purpose of being 1 better than the 1 below and 1 worse than the 1 above.
yeah like that.maybe this would bring something what you try to reach.
more you play,higher your rank is.
private=0 hours playing
corporal=50 hours playing
sergeant=100 hours playing
lieutenant=?
captain=?
it would be also useful to see if squadleader is private,you can prepare yourself to it.
i think this should be investigated.
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: Adding a progressive element to individuals 'gameplay'

Post by DankE_SPB »

maarit wrote:yeah like that.maybe this would bring something what you try to reach.
more you play,higher your rank is.
private=0 hours playing
corporal=50 hours playing
sergeant=100 hours playing
spent time<> decent skills
i spent like 1000hours in PR and while i'm good at some things i'm useless at others

so it will be pure eyecandy and your hour-meter without helping anything
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Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Adding a progressive element to individuals 'gameplay'

Post by Heskey »

I disagree entirely with the initial concept of this idea; not that I do not appreciate what you are trying to get at, or understand where you're coming from, but for the simple fact that there are 'naturals' out there that may excel in roles they've never performed before.

Throughout Battlefield series I've been an amazing (mostly transport) helicopter pilot, and despite the vast change in flight physics in PR from BF2, the first time I jumped into a chopper on PR I had no problem adapting to the new physics after 20 seconds in the air.

Likewise, I'm sure there are people will be great leaders that have never played PR before but have read the manual and understand the concepts.

I just think that this idea, along with some others I've seen recently are trying their best to deter smacktard behaviour but ultimately the trade off is to the detriment of a small minority of proper players, who still count.
archerfenris wrote:The problem with this is alot of teamwork alot of the time goes unnoticed by the points system. A sniper's spotter who sat there all game not firing his weapons once was looking through his binos calling out targets and possible cache locations while getting his sniper on rooftops and protecting him from close dangers. This spotter who, if he's good, can help his team find as many as 4 or 5 caches by his intel alone often times recieves almost no compensation for his work in teamwork points.
Points such as these also weigh down heavily on the 'no' side of my scales =]
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