Social Experiment

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Social Experiment

Post by Redamare »

Uhmmmmmmm ( Training mode anyone? ) ahaha it would get soooo boring after a while lolol one team will just start spawn raping and every one will leave :D .....( just llook at noob mods such as Airmaps or even just VBF2 )... lolol it will get very annoying and there would be no point in fighting :D lol ... unlesss

Every one was given somthing to do keeping them occupied
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Social Experiment

Post by Jigsaw »

I actually quite like the idea, although I think it would be very difficult to play constantly for like 24 hours (not sure if anyone has tried it already :tired :)

The choice of map would need to be made carefully as some maps can be very dull after extended gameplay. I would thing perhaps Yamalia or Silent Eagle would be the best current candidates (and Sangin when it arrives eventually :D ).
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Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Social Experiment

Post by Smegburt_funkledink »

I would like to see a 350 or so ticket game, 1 ticket per person, CS style for the round. Once you're dead, you're banned from the server for that event. Not sure how asset ticket loss should work but we'd need to organize a few hundred people for 1 event. :roll:

Hijack Wiccas thread for my idea. :twisted:

I just think that would force people to think more about their actions in game and would be interesting to see.
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Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: Social Experiment

Post by Gosu-Rizzle »

Jigsaw wrote:I actually quite like the idea, although I think it would be very difficult to play constantly for like 24 hours (not sure if anyone has tried it already :tired :)

The choice of map would need to be made carefully as some maps can be very dull after extended gameplay. I would thing perhaps Yamalia or Silent Eagle would be the best current candidates (and Sangin when it arrives eventually :D ).
Well, i know of a few WOW players who have done longer sessions than 24 :o
But yeah, the map needs to be chosen wisely. I for 1 could not stand Yamalia for 24 hours, its just not varied enough. Silent eagle might be better, but yeah, Sangin would fit i guess. (not played as INS though)
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Social Experiment

Post by Arnoldio »

The goal is to keep the same 64 people on the server at all time, at least i think thats what Wicca wants to say.

So he wants to see what a group of 64 people would do in a 24h cycle.

I would take Yamalia CnC (with the fixed issues). So both teams make one firebase. Given the ticket count to 9999/infinite there would be no reason to attack constantly (i guess), so there would be "life" in the FOB area. People on guard, people patrolling, people sleeping, eating and preforming other biological needs, 2 guys on recon, choppers and vehicles parked... You would actually have to sleep with your headphones on, or with your speakers on, to hear if there is a battle, to wake up and help. people would sleep in foxholes to be protected from arty and so forth. Ofcourse everything happening on mumble.

So you would be ingame for 24 hrs but you wouldnt be playing all the time.

Very interesting, might be worth testing :D
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Anhkhoa
Posts: 710
Joined: 2009-01-16 02:09

Re: Social Experiment

Post by Anhkhoa »

ChizNizzle wrote:The goal is to keep the same 64 people on the server at all time, at least i think thats what Wicca wants to say.

So he wants to see what a group of 64 people would do in a 24h cycle.

I would take Yamalia CnC (with the fixed issues). So both teams make one firebase. Given the ticket count to 9999/infinite there would be no reason to attack constantly (i guess), so there would be "life" in the FOB area. People on guard, people patrolling, people sleeping, eating and preforming other biological needs, 2 guys on recon, choppers and vehicles parked... You would actually have to sleep with your headphones on, or with your speakers on, to hear if there is a battle, to wake up and help. people would sleep in foxholes to be protected from arty and so forth. Ofcourse everything happening on mumble.

So you would be ingame for 24 hrs but you wouldnt be playing all the time.

Very interesting, might be worth testing :D

1200 Hours - Chow Time
1500 - Patrol
2100 - Patrol Ends
0100 - Sleep
0526 - GET THE **** UP CHIZ. THE RUSSIANS ARE ATTACKING!!!

That would be so epic. :smile:
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Social Experiment

Post by Arnoldio »

Anhkhoa wrote:1200 Hours - Chow Time
0526 - GET THE **** UP CHIZ. THE RUSSIANS ARE ATTACKING!!!

That would be so epic. :smile:
Would be more like this

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Wh33lman
Posts: 667
Joined: 2008-07-16 23:30

Re: Social Experiment

Post by Wh33lman »

I kinda hate to bring the "A" word into this, but i think this is how ARMA operates. The servers are always open and players can come in and out as the please. Ive never played PvP in there, but the general forumula is a random object comes up like "clear this town" or "destroy this radio tower".

If you could set up flags to do that in a similar way to caches on insurgency it would add that element randomness. that and theres 6 radio towers in the bunker system on Kashan, set one up like cache and you'll have a "destory the radio tower" objective. Now what you need is a reward for doing it. a new vehical spawn at your main perhaps.

But as for the experement, i would participate for as long as i could, and it would be interestering to see how it plays out. but with no ticket loss, who wins the battle?
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Social Experiment

Post by Arnoldio »

Wh33lman wrote: But as for the experement, i would participate for as long as i could, and it would be interestering to see how it plays out. but with no ticket loss, who wins the battle?
There would be no winner, he only wants to test and see the behaviour of people over such long period in same place... kindof like scond life.
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Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: Social Experiment

Post by Zimmer »

Wicca wrote:THIS ISNT A FRIKKIN SUGGESTION.

But oh well.

I think a 4k map, with no flags, would be the most fitting, lots of movement cover. Lots of terrain.

Would make it interesting to walk towards a friendly fob, find somepeople there and they started to grow BEARDS! :P

But, i think the only thing that is between us actually knowing if this is fun or not, or if its workable in PR. Is to try it on a server?

EDIT:

Hey, what would you do if you were on that server. Seriously imagine yourself playing for 4 hours, then thinking, this game will continue for another 20 hours. What would you do?
AFK the next 19 hours?
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
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-=TB=-Tobakfromcuba
Posts: 526
Joined: 2007-02-25 15:06

Re: Social Experiment

Post by -=TB=-Tobakfromcuba »

i like wiccas idea but i guess PR isnt the right game for it.

1.server stability might not be given for that long timeperiod.
2.mapscale is not sufficient for that.

ARMA2 would fit better
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Social Experiment

Post by HAAN4 »

Wicca wrote:Ok, so i was sitting on the bus the other day, and an idea struck me.

What if there was a server, locked obviously, that had a map that could run for 24 hours with like 9999 Tickets.

What would happend, if 64 players got on that server and played eachother?

Would they need replacments? Ingame sleep? Tell me what you guys think.
WOW, i thick this is StalinGard mod. lol
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Social Experiment

Post by Wicca »

Well give me a week or two, and ill try this.
Xact Wicca is The Joker. That is all.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Social Experiment

Post by Arnoldio »

If you would have replacements there would be no point in having this experiment tho, every person would just join for 2 hours and attack.

But if you get like 70 volunteers (6 for reserve) this would work...
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doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Social Experiment

Post by doop-de-doo »

I've always been interested in seeing something like this up on a server. I think it would be even cooler to have vehicles that are not able respawn. It would enforce careful management of resources and defensive gameplay. It should not have flag objective, only ticket bleed per kill or vehicle destroyed. This gives the players the ability to use the terrain and structures to their advantage as is possible.

If it were a CS once-dead-forever-dead style, players would not be able to enjoy the game properly; although the idea has occurred to me before.

To avoid base raping, the map should have original spawn points where land/air vehicles can be found. After a while the spawn points disappear leaving only a paradrop option which comes in every so often. That would be the only way to spawn in. No rally points, or FB spawning. If at anytime there are no soldiers of a faction left on the map, it is an automatic victory for the opposing team.

As PR requires crates to build FBs, there would need to be some sort of repair/supply station which would need to be heavily defended.

That's it.

:evil: B4TM4N :evil:
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Social Experiment

Post by Wicca »

I think your all over complicating this, simple and stupid is what we must keep it.

99999 Tickets a side.

24 hour timer.

No flags.

One spawn per team.

Then based on the map you play, the veichles you recive etc.

Fobs should be built, and people should definatly be on Mumble, which without would be completly useless.
Xact Wicca is The Joker. That is all.
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Social Experiment

Post by Qaiex »

If we had like 200 dedicated players, and a server with a live day-night cycle etc. etc.
And an end-game goal, you could set it up so there are different areas that will help in accomplishing the ultimate goal.

A city with gas-stations to fuel your armor and helicopters, a hill with good fortification and so forth.
And one team will be the first to capture it and hold it, and the other team will set up squads and teams to try to capture these zones with different assets to maximize their chances of completing this ultimate goal.
Whatever it may be.

This way you would have people planning things, setting up flanking maneuvers and recon missions etc. at specific times of the day, and carrying them out against a defending force who don't have a clue when it's going to happen.
They maintain these assets by rotating duty between players, organizing who is online when and who guards what.
Maybe even setting up patrol routes etc.

That would keep the frontline moving but still not be so unrealistic as PR is today.
Of course the offset would be that it takes a lot of dedication, people can't just drop in for a quick game or quit in the middle of an OP.


I don't see this type of gameplay happening any time soon, it's too time consuming, more realism means more commitment and you have to take into account that unlike soldiers who in reality do this 24/7 every day, players have other things they need to do and may not be available all the time.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Social Experiment

Post by Wicca »

TO complicated, calm down with the "MILITARY" Nonsense.

Seriosully, ill just set up a server with what i wrote.

Then the people can try to kill eachother any way they want.

Its like an AK, it doesnt come with an army training, you just purchase it and shoot people. Simple and stupid.
Xact Wicca is The Joker. That is all.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Social Experiment

Post by doop-de-doo »

Put up the IP or server name if you get it up, man. Sounds like a good war.

:evil: B4TM4N :evil:
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Social Experiment

Post by AfterDune »

To get this straight: Is this social experiment to investigate player's behaviours, or do you want to test a semi-persistent "world" in PR?

If A, I misunderstood the topic.

If B, then some things have to change if you ask me, because I don't think the current PR maps+assets are layed out to be used for this system.
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