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Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 12:46
by Eddiereyes909
xambone wrote:PR 1.0 fill be so realistic that...

If die even once you have to uninstall and never play PR again.
I hope not. That means I'll be able to play the first 15 minutes of every game.

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 14:02
by Outlawz7
I think it was -1 every time you're wounded and -1 when (finally) dead. If you die outright (inside vehicle/emplacement/ladder) then it's just -1 as usual.

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 14:33
by {E-Z}Poli
Still doesnt fix the " emptied ak-47 in his face and 5 minutes later a medic gives him a patch and alls well again" frustration.

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 14:52
by Brainlaag
{E-Z}Poli wrote:Still doesnt fix the " emptied ak-47 in his face and 5 minutes later a medic gives him a patch and alls well again" frustration.
Or snipped him twice in 4 mins right in the head

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 14:54
by ZephyrDark
{E-Z}Poli wrote:Still doesnt fix the " emptied ak-47 in his face and 5 minutes later a medic gives him a patch and alls well again" frustration.
If I get you right, you're saying the whole headshot should kill instantly thing needs to be in? Or the whole "magic epipen" argument.

On the headshot argument, I believe I read a dev post a long time ago that the reason for this is so people aren't just going for headshots constantly. Especially since regular rifleman are trained to shoot for center of mass. (Sorry for no source, but I can't remember what post and when it was posted.)

And the magic epipen is just for gameplay. People need to remember that the DEVs are trying to make this game as realistic as possible, but without sacrificing playability and gameplay.

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 15:21
by {E-Z}Poli
@ Zephyrdark

Its neither: its about damage causing kills (be it center of mass or not):

And gameplay wise its not about someone being revived thats the problem, its full squads being revived behind enemy lines that i find annoying. There should be a way of ensuring a full kill other than dropping nades or thermites on the body..(for example if the kit is picked up by opfor)

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 19:24
by Kain888
{E-Z}Poli wrote:@ Zephyrdark

Its neither: its about damage causing kills (be it center of mass or not):

And gameplay wise its not about someone being revived thats the problem, its full squads being revived behind enemy lines that i find annoying. There should be a way of ensuring a full kill other than dropping nades or thermites on the body..(for example if the kit is picked up by opfor)
This have been on this forum so many times... Get over with that and read this:

https://www.realitymod.com/forum/f10-pr ... post957359

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 19:36
by Orford
New cache hunting tactics will be to find the ins hideout near the marked cache area before hunting the cache. Dont forget that the out post will get over run if blufor are within a set distance. So if you dont want to loose tickets for getting wounded attacking a cache that has a unlimited number of respawning no ticket loosing ins find or over run their hideout first, hold that ground then other blufor can attack the cache.

I see this new ticket system enforcing team play which can only be a good thing.

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 19:47
by Lange
*NwA*Orford wrote:New cache hunting tactics will be to find the ins hideout near the marked cache area before hunting the cache. Dont forget that the out post will get over run if blufor are within a set distance. So if you dont want to loose tickets for getting wounded attacking a cache that has a unlimited number of respawning no ticket loosing ins find or over run their hideout first, hold that ground then other blufor can attack the cache.

I see this new ticket system enforcing team play which can only be a good thing.
Exactly, in previous versions people just seemed to not care too much about dying and weren't too careful often just sacrificing their soldiers lives knowing its not a huge deal, and I found that a big problem with PR is while people did care somewhat, many did not. With this change loss of life or even going down has a penalty and maybe might make people be more careful and cautious in games. In my opinion people die way too much in PR for a realistic shooter, yes much better than almost every shooter out their which has no regard for dying whatsoever basically, but still could be better.

Some people are upset about the change of insurgents not being able to use all of the bluefor gear the find and that gives them a disadvantage, well now bluefor are penalized more for dying, so bluefor have to play carefully and smarter, much like you described.

Not just ins but helps with people dying in PR in general now loss of 2 tickets per death we look at it as:

Lets say your whole squad dies 10 times in a round you lost your team around 20 tickets.

Your squad dies 20 times as a whole 40 tickets, ouch.

Im hoping this will prevent the people who seem to still not grasp playing in squads/lonewolf, so called ninjas, it may not solve the problem but current changes like encouraged kits(specialist) being squad of 4 only, so you can basically only be a rifleman if you choose not to be in a squad will further limit this.

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 21:12
by Cassius
As it is, even an absoultely disastrous blueforce team can get at least 3 caches against an well organized insurgent team. If the blueforce team is organized the insurgents get raped. I have seen a few games ending with the blueforce with more tickets than they started with and many where they were down no more than 50 tickets.

I kinda liked the transitional phase, where no rally point was tested and blueforce had to take down 10 caches (well 8 if you count those taken out by artillery) and only got 10 tickets for each. If you did not play right the bluforce was gonna lose.

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 21:45
by Conman51
[R-DEV]Jaymz wrote:Just to clarify, all tickets were raised to semi-counter the wounded ticket loss.

We're also ready and willing to release a patch that adjusts ticket count if it turns out rounds have become to short (or too long even).
good good i was hoping something like this would be done in advance to counter the ticket loss

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 22:17
by Sidewinder Zulu
Wait...
If the team starting tickets have been raised to compensate for this change, then how does this effect gameplay at all?

If for example, Team A starts with 300 tix and loses one for each death, and then it's changed so they start with 600 tix and lose 2 for each wounded/death combo, then nothing is changed, really. It's just raisning the numbers, but not the outcome. Same way that 2/4 is the same fraction as 1/2 when reduced.

Unless the ticket values haven't been doubled (I'm guessing this is the case) which will probably mean shorter games, and that = sadface. :-|

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 22:28
by Kain888
Sidewinder Zulu wrote:Wait...
If the team starting tickets have been raised to compensate for this change, then how does this effect gameplay at all?
Think about it again. ;]

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 22:30
by Conman51
Sidewinder Zulu wrote:Wait...
If the team starting tickets have been raised to compensate for this change, then how does this effect gameplay at all?

If for example, Team A starts with 300 tix and loses one for each death, and then it's changed so they start with 600 tix and lose 2 for each wounded/death combo, then nothing is changed, really. It's just raisning the numbers, but not the outcome. Same way that 2/4 is the same fraction as 1/2 when reduced.

Unless the ticket values haven't been doubled (I'm guessing this is the case) which will probably mean shorter games, and that = sadface. :-|
i dont think it might of been doubled but probably just added 50-60 tix to compensate for the flag rule and loss of 1 ticket for wounded

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 22:31
by Staker
Sidewinder Zulu wrote:Wait...
If the team starting tickets have been raised to compensate for this change, then how does this effect gameplay at all?

If for example, Team A starts with 300 tix and loses one for each death, and then it's changed so they start with 600 tix and lose 2 for each wounded/death combo, then nothing is changed, really. It's just raisning the numbers, but not the outcome. Same way that 2/4 is the same fraction as 1/2 when reduced.

Unless the ticket values haven't been doubled (I'm guessing this is the case) which will probably mean shorter games, and that = sadface. :-|
Due to this change, the effect that dead has on ticket loss gets doubled, while the other factors stay the same. Thus staying alive will be more important. Also, now you won't be able "peak to check where that MG is" because half of the loss happens immediately when the colorful string of rapid fire hits you, not only if you can't be revived.

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 22:44
by Spec
Any dev word on how much more tickets there are now?

Edit @Jig: 'right, no problem, I guess I can wait :P

Re: "Added ticket loss when going wounded."

Posted: 2010-10-11 22:48
by Jigsaw
Spec_Operator wrote:Any dev word on how much more tickets there are now?
Thats one of those "wait for the release" things.

Re: "Added ticket loss when going wounded."

Posted: 2010-10-12 11:16
by DEADLY_sniper
Will the ticket loss for vehicle be raised too? It seems quite unrealistic when losing a BMP takes you 5+2 tickets which is cheaper than 4 dead infantrymen.

Re: "Added ticket loss when going wounded."

Posted: 2010-10-12 12:17
by BloodBane611
Given that this has received DEV response and is answered, locked.