Re: v1.6.1 - Gameplay changes
Posted: 2020-05-18 21:46
To balance this thread, I can say that I 100% support the mentioned gameplay changes.
Myself, having played the Medic role practically exclusively for years, agree fully with everything Woxbel, Webcole, Filamu, and Mectus have stated over various posts here, and do as well find Frontliner's attitude toward suggestions from the community rather troubling.Woxbel wrote:I am sorry I have to say I find this a very frustrating response to this thread by a PR staff member, He also seems to imply that He is speaking for the team which makes it worse.(“ It would be quite uplifting if you were to tell us what a” , "we're all aware of that, but it's not something we can simply wish to go away.")
Like no matter how anyone else feels to me(Medic only player) this change seems like something that will change a main part of how I play/enjoy the game. And once others and me mention the fact they dislike this change his response is basically Grow up/Deal with it. That doesn’t really make me feel welcome or taken serious.
Yes you put effort and time into making this game and I am thankful for that and if you make a certain decision on the game design front than that is your choice. Leaving me and any other players with two choices either deal with it or stop playing I get that.
All that being said I still think it is a very frustrating and dismissive/hostile way to respond to feedback.
For now I am going to follow Nate his suggestion and see how it plays since that only seems fair and maybe I did jump the gun a bit with my feedback. Although I will admit I am obviously still rather skeptical about the whole thing.
Don't agree the only players that could achieve that kind of revives were very good players, mostly clans, their squad cohesion is in no danger from that kind of change. Weaker players wont feel this change only "muh K/D" players will.TheMerchantOfMenace wrote:Myself, having played the Medic role practically exclusively for years, agree fully with everything Woxbel, Webcole, Filamu, and Mectus have stated over various posts here, and do as well find Frontliner's attitude toward suggestions from the community rather troubling.
Fewer successful revives will surely have negative effects on squad cohesion, and ultimately, this will mean reduced team cohesion. This is currently a significant problem outside of organized tournament play (in everyday Pub play, in other words).
Succes chance of revive is not "drastically lower" it's only the "chiki breki" wtf just happened kind of revives that are less likely to work.TheMerchantOfMenace wrote:As it stands now, we already have a difficult enough time trying to convince players to make use of Medics and not give up, so it seems to stand to reason that this new mechanic making the viability of successful revives drastically lower, will further incentivize these same players to not wait for a revive.
I dont see how length of rounds influence "coordination between varying squads".TheMerchantOfMenace wrote:Secondly, all these extra ticket losses will result in shorter rounds, meaning that coordination between varying squads might happen less often, as the faster ticket countdowns would discourage squads wasting time waiting for other elements of the team to catch up or organize.
Yes and this change will change K/D of those squads to more like 10/40. Again this change does not hit bottom players, it hits top ones. Bottom players could not achieve thous magic revives anyway, but now their enemy wont either.TheMerchantOfMenace wrote:We have a lot of new players of late, and the game rounds now seem much shorter and erratic than they used to be as a result of this, and recently it's all too common to look at the stats board during gameplay (TAB key) and see squads with K/D ratios of 5/39 and shit like that... so discouraging, with these new changes I wouldn't even want to look at the K/D ratios anymore, suicide is supposedly a sin.
Me too, thank you to all DEVs and to PR Community for existing.TheMerchantOfMenace wrote:I certainly hope it won't take long for the effects to be noticed and reverted, and if I'm mistaken about the deleterious effects of these changes, then I will be so happy to take back the faulty observations and suppositions I am currently making.
And as for that one guy talking about nearly never making use of field dressing, all I can say to that is that I hope he is never a Medic on any squad I am part of, because by his account of his use of the kit, he clearly doesn't understand it.
Despite what I believe to be this slight mistake, I still want to take time here to throw out a GREAT BIG THANKS!!! to the DEVs for all the hard work and fantastic results their efforts achieve, from which we all benefit greatly.
Its a good point, people being better at stuff than other people is not fair.Damian_ wrote:If anything this is good change because it will flatten difference between good and bad players that will now have less struggle to achieve any kills.
So, It is funny that you and others, whit full right, jump up in arms to protest because of little toxic and harsh response by Frontliner, but then you proceed to be toxic towards me, just because I stated fact that is going against your story. I can immediately tell you that this is not way if you want to have constructive argument whit all people interested in this change.TheMerchantOfMenace wrote:Myself, having played the Medic role practically exclusively for years, agree fully with everything Woxbel, Webcole, Filamu, and Mectus have stated over various posts here, and do as well find Frontliner's attitude toward suggestions from the community rather troubling.
Fewer successful revives will surely have negative effects on squad cohesion, and ultimately, this will mean reduced team cohesion. This is currently a significant problem outside of organized tournament play (in everyday Pub play, in other words).
As it stands now, we already have a difficult enough time trying to convince players to make use of Medics and not give up, so it seems to stand to reason that this new mechanic making the viability of successful revives drastically lower, will further incentivize these same players to not wait for a revive.
Secondly, all these extra ticket losses will result in shorter rounds, meaning that coordination between varying squads might happen less often, as the faster ticket countdowns would discourage squads wasting time waiting for other elements of the team to catch up or organize.
We have a lot of new players of late, and the game rounds now seem much shorter and erratic than they used to be as a result of this, and recently it's all too common to look at the stats board during gameplay (TAB key) and see squads with K/D ratios of 5/39 and shit like that... so discouraging, with these new changes I wouldn't even want to look at the K/D ratios anymore, suicide is supposedly a sin.
I certainly hope it won't take long for the effects to be noticed and reverted, and if I'm mistaken about the deleterious effects of these changes, then I will be so happy to take back the faulty observations and suppositions I am currently making.
And as for that one guy talking about nearly never making use of field dressing, all I can say to that is that I hope he is never a Medic on any squad I am part of, because by his account of his use of the kit, he clearly doesn't understand it.
Despite what I believe to be this slight mistake, I still want to take time here to throw out a GREAT BIG THANKS!!! to the DEVs for all the hard work and fantastic results their efforts achieve, from which we all benefit greatly.
"But then so much of PR is decision making and good judgement." Like not running in middle of open ground where reviving you wont be possible?Web_cole wrote:Its a good point, people being better at stuff than other people is not fair.
This definitely doesn't go far enough though. What we need is a complete auto-aim function. Its not fair when some people have better reflexes than others.
But then so much of PR is decision making and good judgement. Obviously its not fair if some people make better decisions than other people. So we'll have to ban humans from playing and only have bots. That way its a completely level playing field. No unfair advantages whatsoever.
“Literarly 99/100 medics do not use this mechanic at all.” Let’s start off with an easy one this is literally false. For starters you are getting the 99/100 number out of your imagination. Secondarily it is anecdotal so I am not even going as far as saying that you are lying.InfantryGamer42 wrote:Literarly 99/100 medics do not use this mechanic at all. I used it maybe once and I still never feelt I could not go for some revive.
“Also this is a nerf to lone wolfs meaning buff to squads, as now LWs will suffer mobility decrease when wounded.”Damian_ wrote: Also this is a nerf to lone wolfs meaning buff to squads, as now LWs will suffer mobility decrease when wounded.
“Good players won't be able to rob enemy bad player of their kills that easily”Damian_ wrote: 2. Good players won't be able to rob enemy bad player of their kills that easily
I think everyone on occasion dies in a shit position it can’t always be helped. But yes I do agree some have a tendency to do this more than others. The people using this argument seem to think by making it harder these people will be punished enough to start playing better(“less players who would rather beg a medic to save them from their own poor positioning choices”) They are already getting punished because often times the people described here aren’t revivable at all with or without patch revive and some Medic/SL will just tell them to give up since it isn’t worth the risk. And yet they are still doing it by punishing them more they will most likely keep playing the same way and end with even more deaths. It is just punishing the medics since if you think they will stop calling for a medic than you haven’t played PR long enough yet.Wolfenheimer wrote:I Also, less players who would rather beg a medic to save them from their own poor positioning choices rather than admit they messed up, especially once they get told by enough medics that they aren't coming.
Woxbel wrote:
It also makes it a less enjoyable experience for new players where a squad/medic could now still save a downed player that wasn’t in the best of cover. Effectively covering the shortage of skill of one player by teamwork of his squad. Ofc this could theoretically still happen if you clear the entire area but no matter how you look at it this decreases the odds of that considerably. Which might make it harder altogether for new players to get into established squads in the first place.
Obviously the point I was making is that being in favour of lowering the skill ceiling in a competitive multiplayer game is an utterly absurd position to hold.Damian_ wrote:<snip>
If you want to go down the realism rabbit hole then as others have pointed out there are plenty of things in PR that are not realistic, chief amongst them being reviving full stop. We also have respawning and guns that magically don't shoot in a straight line. We have maps with blue and green dots on them, and names that grey out when someone is wounded and the list goes on.Sapper28; wrote:<snip> being <snip> revived always seemed UNREALISTIC to me.
Time taken to get revives directly impacts how many revives you can get. If the whole process of reviving takes longer more people are going to bleed out. If each individual revive takes longer and is slower and the medic is more exposed during then less revives are viable. If the only tool you have for getting your patient safe ends up with them not having their kit then that also pushes a number of revives into a less viable band or makes going for them less desirable.PatrickLA_CA wrote:I don't understand why so many people are against this change. It doesn't change THAT much and what it changes is in the proper direction.
Revives now might require the wounded to wait a few more seconds and somebody to provide cover instead of running through the battlefield, patch-reviving someone and then they are instantly in top fighting condition.
Uhmm, you can drag also when walking forward. You can see it in the 1.6 teaser or you mean something different?Slowly walking backwards is not dynamic.
Thing is, what I am stating is not falsehood. I played whit many INF and assets squads in past year and only one guy used patch+revive mechanic. Everytime I picked friendly or enemy medic kit from ground, it had all patches. So, no. I fill I have enough fresh gameplay experience to state that 99/100 medics do not use this mechanic. What I think you misunderstood (and I did not clearly state) is that I meant from hole population of PR. Of course, that does not mean, as you said, that you will have constantly one medic on one server that would use this mechanic. In different time, you will have more or less medics whit this knowledge that would play in same time.Woxbel wrote:At this point there are so many falsehoods being stated that I feel the need to argue against them again.
“Literarly 99/100 medics do not use this mechanic at all.” Let’s start off with an easy one this is literally false. For starters you are getting the 99/100 number out of your imagination. Secondarily it is anecdotal so I am not even going as far as saying that you are lying.
I only play medic and because of that I know loads of medics the second medic in your squad tends to stick out. Next to me observing what medics do outside my squad to see if I can learn something from them. It is a very rare occasion when I find one that doesn’t use the patch revive certainly much more rare than 99/100.
Those numbers would mean that on an average night 2 full server there would only be 2 medics online that know/use the patch revive which simply is false since that would mean that every night I play my squad has those two sole medics.
But the people that are actually paying attention might have noticed that math is wrong as well since those 200 players aren’t all medics so it would take multiple rounds without me playing to even get to that statistic. And that is assuming I am the only one that uses it which is simply false.
The only medics I tend to see not using it at all are new players or people that haven’t played medic much if at all. Does that mean these medics you describe don’t exist no it doesn’t since for starters I don’t play in US times so for all I know no one uses it there. And of course this is also just anecdotal but it for sure does proof that the 99/100 number is extremely of the mark. I would think 50/100 is still high for example. My guess would be 20/100 to be a more accurate description of the number but really I don't have a clue except for the fact 99/100 is bs. That being said not every medic that does use it does it with the same effect/efficiency I will admit to that.
I will say that I have to agree with Mechant his view on being a medic since in my way of being a medic not using a patch revive even in the new system is very risky and disadvantageous in most situations. Since even in this system that extra bar of health might just save your patient a death which in my eyes should be your main objective as a medic. But that is just my way of doing it.
And just to make sure I have never experienced or seen you play medic so I am not making any statements about your skill, for all I know you are a great medic. Part of my point in this is that medic/squads that know what they are doing will most easily be able to adapt although I still think it would affect them just to a lesser extent. So it could well be that you are ahead of the curve and a great medic despite not using this very useful tool.
Fastjack wrote:Uhmm, you can drag also when walking forward. You can see it in the 1.6 teaser or you mean something different?
With respect, you both managed to get hung up on the least relevant aspects of what I wrote.Suchar wrote:Not sure if walking forward or backward is really important in terms of gameplay dynamics but I'm also not sure since when PR is about dynamic gameplay.
Ok, now some feedbackWith respect, you both managed to get hung up on the least relevant aspects of what I wrote.