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Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-13 16:59
by Alek-say
Steeps5 wrote:It seems like none of you have played on servers with the DBmod. Permanent rally points are not complete game changers. They will still expire if enemies overrun it even from 100m away.
Sent from my iPhone using Tapatalk
And what? I liked the idea of expendable rally points. FOBs were one of the most important parts in the game.
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-13 17:09
by Arnoldio
If you want to have more fear of life, less spawning options is better. If you want RP hunting and endless hordes of enemies, more spawning options is better.
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-13 17:40
by Alek-say
Arnoldio wrote:If you want to have more fear of life, less spawning options is better. If you want RP hunting and endless hordes of enemies, more spawning options is better.
The only thing I want - Project Reality.
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-13 18:25
by 40mmrain
Alek-say wrote:And what? I liked the idea of expendable rally points. FOBs were one of the most important parts in the game.
although I don't preliminarily agree with rally points not expiring at all, the fob is not made superfluous with the rally, only squad mates can spawn on rallies, and squad leaders can only have one at once. Further still, assets, crates, and such are important and come with fobs.
I prefer the 15 minute system myself, but claims of ruining game the game are rather reactionary.
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-13 19:41
by spawncaptain
I remember how PR was when rallies didn't expire - nobody built FOBs and it was all about hiding and hunting that pile of bags.
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-13 21:30
by 40mmrain
yeah TOW missiles will become useless as soon as a squad can spawn somewhere without crates, especially now with only one HAT per team.
just try not to be too reactionary, the game has changed quite a bit since whenever the hell it was rallies were unlimited. I still oppose rallies being unlimited in time, but still, it's not catastrophic.
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-13 22:43
by TeRR0R
I played serval years with perma RPs and the game flow was actually better.
RPs don't make FOBs obsolete. They still have a huge advantage.
I'm sure DEV's have a well thought out reason behind such a change.
Funnily, I remember a similar massive OMG drama when the perma RPs were removed

Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-13 23:58
by Zoddom
TeRR0R wrote:
Funnily, I remember a similar massive OMG drama when the perma RPs were removed
I can agree with that... and there were even two types of FOBs once....
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 04:06
by maarit
so if there is in future 128 player servers,bigger squads and also old rallys...
that would be bad...
there got to be something behind new rally system....
maybe officer kit with rallypoints can be only picked up from mainbase...maybe rallys have limited spawns like in arma pr....
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 04:46
by Jamaican
if it is perma rally, increase tickets alot higher. it would be more firefights more deaths, dont want it to end in 25 mins.
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 04:48
by Stealth Clobber
Zoddom wrote:I can agree with that... and there were even two types of FOBs once....
Yeah, they were called bunkers and IIRC, they were FOB's that you could set up within like 100m or so of the flag, while FOB's couldn't. And the bunkers were actual bunkers with sandbag walls and stuff.
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 06:20
by Arnoldio
I miss those bunkers yeah.

Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 10:02
by DoRn
I just want to point two things out:
First, please remember it's a beta changelog, so nothing is written in stone yet and the Devs are constantly changing their mind

(nah, but they are always discussing to find the best solution for PR)
Second, something like RPs can easy edited by server administrators, like you see with the DB changes.
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 11:37
by Rudd
Arnoldio wrote:I miss those bunkers yeah.
OGT with those bunkers was pretty epic

Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 12:56
by Tartantyco
Zoddom wrote:i would welcome permanent rps again. it was just a much more dynamic gameplay back in the old days.
The word you're looking for is 'arbitrary' gameplay. Dynamic gameplay is what we have right now.
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 14:34
by NoNoZ
COMMON: Added sxxxxxxxxx.dxs sxxxxxe texture, which is used on Tad Sae. (afsoccer) 16123
COMMON: Cxxxxxxxxd sxxe uxxxxxxxxxxd sky textures, used on kashan and tad sae, save a few mb's (ancientman) 16260
COMMON: Added textures/sky/dxxxxxxxxd.dxs which is used on Vadso City and may be useful on other maps. (afsoccer) 16339
.dxs is .dds
I know thats not hard, but I have to Help too

Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 14:42
by rPoXoTauJIo
COMMON: Compressed size uncompressed sky textures, used on kokan and tad sae, save a few mb's (ancientman) 16260
COMMON: Added textures/sky/dusk_fixed.dxs which is used on Vadso City and may be useful on other maps. (afsoccer) 16339
Now its uncrypted?

Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 17:24
by Pvt.LHeureux
Guys, PR won't go back to the old rallies, the old reallies never expired. I remember camping rally points and killing people spawning on them.
Now if enemies approach by 100m they get overrun so it won't be like in 0.8
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 17:38
by Zoddom
the old rallies in 0.8 and even before could also be overrun. but i hope the new rallies can only be set near a friendly flag or something like that.
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Posted: 2012-09-14 17:58
by Stemplus
That wouldn't work on ins