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Re: [QRF] CombinedArms | Hardcore
Posted: 2013-12-16 11:57
by ghostfool84
I think 15m near a fob is not practical. On 4km Maps you barely can tell what rallye is from your squad if there are multiple rallyes on the fob. And then..... huray you spawned on the carrier... i dont know a better way to split a squad and destroy any chance of cooperation. And it prevents that you can rallye up your squad in the field..because you dont want to lose the rallye at the fob. If there is a player that joins your squad later he wont get a rallye too...no more teamplay and even not realistic, i dont see why anybody needs that. Its a game and players come and go in the middle at the round. and they come to play and not to wait on the spawnscreen for 20minutes.
And to be honest, i dont know where should this lead into? Sure its your server and you can do whatever you want there, but i dont see it is filled often. Even on sundays where many QRF-Member seeding the server, publics join another server if possible, and with 1.0.37 the password wont be so obvious anymore, so it will be hard to hold the server alive. From my point of view the ticket changes and spawntime changes are the best changes that have been made with hc. A reduced amount of FoBs could balance the spammyness you dont like, but unspawnable fobs with spawnable rallyes...... that only makes everything unnecassy complicated.
Re: [QRF] CombinedArms | Hardcore
Posted: 2013-12-16 15:47
by Spook
its basically as it was before, just that Sqdleaders get the opportunity to use their rallypoints differently. Its up to them and as I experienced yesterday there were no such problems as you mentioned. Either the squad members were transported by logistics, spawned in on the FOB-rally which was close to the squad or the squadleader placed a new rally. Why would a Squadleader deny another RP for a squadmember just because he wants his RP at the FOB to be up? Its in his interest that his squadmates get to him as fast as possible. Anything else would be really ignorant and egoistic and could not be called "squadleading" anymore. About the RPs being to close to each other: we had this in mind and thought we'd just try it out and see if people really selected the wrong spawnpoint that often. I cannot remember any reports of wrong spawns but we still might increase the radius around a FOB so you can set them a little further away from a FOB.
Its a game and players come and go in the middle at the round. and they come to play and not to wait on the spawnscreen for 20minutes.
Sure its your server and you can do whatever you want there, but i dont see it is filled often.
Our goal was never to become a 24/7 PR server. We have our gamingtimes and only seed at this times. We usually have agreements with other clans who fight us on a regular basis but also regular publics who visit us on most gamingdays. So every player on our server usually stays for those 3 hours and plays until its over and does not leave or join midround like on 24/7 servers where ofcourse a whole team might get exchanged in the course of a round. The minor seeding problems we had in the past 2-3 weeks where caused by a lot of wars, tournaments, and other events which were held at the same as our gaming times. So nothing to worry about.
But thanks for the input, we appreciate that. We are still searching for a way to make the rounds more public-friendly without scrapping our prevoius intentions with those changes. We will take another look into the newest changes.
Re: [QRF] CombinedArms | Hardcore
Posted: 2013-12-16 16:12
by ghostfool84
Thanks for the anwer, yeah basicilly the question is what you want. If you just want to maintain your QRF Community Sundays its totally up to you how you do it, but if you want to attract more people to take part on these event changes may be not wrong. At least the 15m should be changed, its still easy to overrun but much better visible.
And sure you are right, many of the things that i pointed out are not so important if you only want to hold the server up for 3 hours and play a round AAS with QRF
Re: [QRF] CombinedArms | Hardcore
Posted: 2013-12-16 17:09
by Anderson29
well i enjoyed the round i played on serrema. i like having to be trucked in or helo dropped to an area...to me that is the way it should be...and yeah it sux to have ur chopper blow up, but that is the risk you take. i dont like the permanent rally deal. i'd be cool with faster reload times for rallies....like 5 min but not permanent. anyways, thx for making pr a little more hardcore for those of us who like it that way on occasion.
Re: [QRF] CombinedArms | Hardcore
Posted: 2013-12-16 17:36
by Spook
ghostfool84 wrote:Thanks for the anwer, yeah basicilly the question is what you want. If you just want to maintain your QRF Community Sundays its totally up to you how you do it, but if you want to attract more people to take part on these event changes may be not wrong.
Thats what we are doing. We are giving people an alternative to the newest 1.0 gameplay changes. We are still relying on our allies who support us by fighting against or along us. Its not like we are doing all of this just for ourselves. Thats why we are asking and considering everyones feedback.
Re: [QRF] CombinedArms | Hardcore
Posted: 2013-12-16 19:19
by Murphy
Never mind. Best of luck with your modifications!
Re: [QRF] CombinedArms | Hardcore
Posted: 2013-12-16 21:07
by Frontliner
From my perspective it wasn't nearly as much of a chore as it was for you apparently, then again we had a dedicated player doing the transport job(again a big thanks to Putiteng). I also don't see as to why some of the things you mentioned
The travel time from main is too much when people simply dump the transport vehicles in the woods and move on foot.
Code: Select all
There needs to me WAY more transport for the FOB change to make sense on certain maps
are problems with the system but rather with the way people played it. I only boarded an APC once, I only had to walk out of main once(which was my own fault, forgetting the SQL on our server only needs one player instead of 2 to set up a rally), the rest of the time I found the rallies were doing their job just fine(both on the FOB and in the field), all thanks to Puti doing the trans when our Rallies were unavailable. I think part of the reason was that the Militia aren't used to having a trans squad unlike most maps where transport choppers are available and used by one or two guys(Muttrah, Kashan, what have you). I know a truck or a technical isn't the same as a trans chopper, but we hadn't one of those to rely on either. I would therefore kindly ask you to give it another shot with somebody dedicating himself to doing the trans for the team next Sunday.
PS: Me disagreeing with you doesn't mean we're not listening. But we would like to gather more experience and feedback first before we consider changing things up again or back. Like Spook said, we're not doing our own thing but working together on this.
PPS:
you are ruining the pacing the developers have set through years of tweaking with your modifications
I really don't wanna go on another 1.0 rant, but ever since we started playing it, things got way more hectic/fast paced due to the changes made. The round yesterday lasted about 90 minutes, which was quite long, one of the longest I played on any standard layer map in 1.0 - and yet I would say that 90 minutes was sort of the average length of an AAS round in 0.98. So it really isn't years you're speaking of, but ever since the 2nd of August.
Re: [QRF] CombinedArms | Hardcore
Posted: 2013-12-16 23:17
by Murphy
/10 chars such and such.
Re: [QRF] CombinedArms | Hardcore
Posted: 2013-12-16 23:23
by ChallengerCC
First, thanks for your feedback guys!
We will tweak the range of the rally point to a wider range (75m).
The [QRF] stands for slower gameplay, more organisation and intense teamwork, but also action. ArmA does not fit in our play style. We stand between action and tactic (e.g. BF4 / ArmA = PR) But for now PR is too action oriented and intense teamwork(covering fire, formations etc.) is sadly not possible anymore(before 1.0 it was already hard but now its impossible).
The actual "hardcore" settings slow down the speed of the game and support a wider range of tactical gameplay styles. But smaller squads and public gamers are supported aswell.
We had no problems with transportation or spawnpoints on our side(FOB,RP) at all. It is true, you need to play more carefully. A fast, not planned rush could be a fast way to be pushed back to your base or FOB/rally.
But hey, thats the price you need to pay for your acting, on the other side you have the chance to overrun the enemies if you succeed. Everyone can decide how he wants to play.
To say that we are ruining the pacing the developers have set through years of tweaking, is an outrageous claim and absolutely wrong. You could say that to every MOD that was created in history and blame them that they have changed the main game which the developers have set through years. We give the DEV-Team the chance to think about their changes and evaluate other gameplay options. We are not in any competition with the DEV-Team. We support them for over 3 years now.
That this changes do not suit action oriented players might be true, but we will not scrap our main core features, tactic and teamwork just to gain more players. And the PR_DEVs should not do this either. Otherwise you will not stand out of the other 99% action oriented casual shooters.
Our server is only an option that is online Sunday 19:00 and Tuesday 19:00 (PRT), there are plenty of other great servers out there.
Re: [QRF] CombinedArms | Hardcore
Posted: 2013-12-16 23:58
by Murphy
The point of feed back isn't to counter valid points with void arguments, I put forth my opinion to be considered not undermined. Thank you for your time.
Re: [QRF] CombinedArms | Hardcore
Posted: 2013-12-17 00:11
by Spook
I think the main reason challenger stepped in was because of the phrase about us ruining the mod and such. But of course you are right, this is a feedback thread and we should not discuss our changes here. For some reason you removed your feedback posts, but nevertheless your opinion is noticed. Thanks for posting.
Re: [QRF] CombinedArms | Hardcore
Posted: 2014-01-06 17:33
by Spook
Important:
Since the latest PR patch server admins are no longer allowed to display server passwords in the servername or description, so we removed it.
Our password stays the same. It is still "hc" and everyone is still welcome to join the server at our seeding times on Sunday and Tuesday 18:00 PRT (During winter daylight saving time: 19:00 PRT)!
Re: [QRF] CombinedArms | Hardcore
Posted: 2014-02-08 00:42
by Spook
Changelog
-07.02.2014
CHANGED: Spawnable FOBs are back again. You can build 2 FOBs, which are spawnable.
NEW: You can build Assets all over the map aslong as a FOB is active on the map.
NEW: Only one TOW can be build.
CHANGED: RPs as usual, classic 0.98.
NEW: All vehicles except transport trucks, choppers and jeeps need 5 minutes longer to spawn.
Feel free to join us this sunday, as usual on 19:00 PRT. We will be fighting with PRTA against ARC. But it is still a public match and everyone is welcome to join.
#### SERVER PASSWORD still: hc ####
Re: [QRF] closes their sunday gaming day engagement
Posted: 2014-02-16 23:25
by ChallengerCC
The [QRF] closes their sunday gaming day engagement in project reality.
We will concentrate our new free resources in building up on other great tactic and teamwork games. We wish all players a lot of fun in PR and thanks for the great time.
cu on the battlefield
[QRF] Clanleader ChallengerCC
Re: [QRF] CombinedArms | Hardcore
Posted: 2014-02-17 00:54
by Pronck
Wow that came out of nowhere? Any explaination for it? Is QRF not playing PR at all anymore? Its not good to see all good players, clans and servers leaving...
Re: [QRF] CombinedArms | Hardcore
Posted: 2014-02-17 10:06
by Spook
The way we were used to play the game got impossible with 1.0. We tried our best to adapt to the new settings but we could not. MilSim was always hard to accomplish with PR, but possible as we have proven over 2 years before the final PR release. The changes we did to our server to keep up our GamingDays were rather popular but we were also suffering of member loss because of several other reasons. We reached a point where we cannot establish a fully working QRF platoon anymore and mostly are the minority on our server. We had really good games every week in the last 3 years and are proud of hosting these events so successfully over such a long time. We thank every single participant for your support and loyalty.
QRF will still be kicking *** but not in such great numbers as before and we will not seed our server anymore on the mentioned Sunday evening GD’s.
Re: [QRF] CombinedArms | Hardcore
Posted: 2014-02-17 10:58
by Curry
Sad day for the PR community. I can’t imagine someone to fill your cap QRF. You really tried your best. Sad to see the only counterpart to the spammy public gameplay go. Even tho I was not agreeing with some of your changes I do believe that you were on the right way with longer spawn times, more ticket costs for vehicles as well as the good old .98 RP’s.
I hope you stay around, pub from now and then on other servers and join us thursdays on NEW.
All the best QRF! Thanks for your hard work in the last months.
cheers,
Curry.
Re: [QRF] CombinedArms | Hardcore
Posted: 2014-02-22 05:50
by Cpt.Future
Curry-Chicken wrote:
I hope you stay around, pub from now and then on other servers and join us thursdays on NEW.
I'm sure there will still be people playing on public servers although some will focus more on other games.
See you guys at the JFT Event!
Cpt