My .6 opinion...

General discussion of the Project Reality: BF2 modification.
Leo
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Joined: 2006-11-29 00:40

Post by Leo »

system wrote:Haha, I'm usually running a 12-1 score with my Cobra anyway... 10-15+ mins without crashing is usually what I do. :lol:
Umm, not that hard considering you can outrun the Grails...
Wasteland
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Joined: 2006-11-07 04:44

Post by Wasteland »

system wrote:Haha, I'm usually running a 12-1 score with my Cobra anyway... 10-15+ mins without crashing is usually what I do. :lol:
Are you suggesting that that's a good cobra KDR?
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
eggman
Retired PR Developer
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Post by eggman »

WhatsUpD0c wrote:dont mean to seem I am a PITA here but I have to disagree with you all on the timer. Instead of having 2 timers just have one. If I have to wait what 20-25 seconds for a medic why not change it to 30 seconds total then respawn. Why should I have to pay the price because some doodle bug cannot fly a helo and everybody in the helo because of him...See the point I am making here. 5. changed things now in .6 your are changing this also. Are you guys every going to correct the huge bugs on some of these maps?
Well... heh that would mean that you are >100m from a Medic .. unless your squad's Medic was killed or you were the Medic .. then er.. you dont seem to understand that we WANT to "punish" you with a long mandown timer.

If your Medic was killed, the squad could be considered "routed" and you need to respawn / regroup. And that long mandown timer also gives other Medics from other squads the opportunity to attempt to revive you.

If you dont have the patience to sit through long respawn timers, this is probably not the mod for you. If you don't have the motivation to try and avoid repeated situations where you are getting into 60s respawn timers, this is not the mod for you. I am not judging whether that's good ro bad .. just saying that the mod is going to work a certain way and not everybody will like that (and we don't want everybody to like it).

The only change we are making is that capturing CPs can reduce your personal attrition penalties for all squadded players on the team, but will never affect your mandown timer. This is not intended to lower respawn times, rather it is intended to avoid long rounds causing them to get up to the 1m cap, which can make long rounds get really tedious when you do die.

We'd like to set PR up to work with 60 to 120 minute round lengths, so this change should help with that.

And to answer your original question... the policy change around server side modding is that administrators who run a publicly accessible server that have made any configuration edits beyond those we support will be considered in violation of our server admin agreement we will be putting together.
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causticbeat
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Post by causticbeat »

system wrote:Haha, I'm usually running a 12-1 score with my Cobra anyway... 10-15+ mins without crashing is usually what I do. :lol:


honestly, a cobra on basrah shouldnt be crashing at all. Unless the enemy has lucky RPG shots or skilled AA users(and there are maybe 4 of those total) you have no excuses.

In my time cobra piloting, Id say atleast 80% of my crashes are due to lag and connection errors
Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Post by Rico11b »

First thanks DEVs for the cool mod you have worked so hard on. Please tell me, are you making any progress in figuring out this hitbox issue. I don't mean to be a pest; it's just that I notice it more now that I'm aware of its existence. It doesn't affect my play so much cause I adjust for it now, but it would be nice not to have to adjust. EA/DICE probably won't ever address that or any other issues, so you guys now seem to be our only hope to fix it. No pressure there huh? Lol. They might even deny that there is a problem with hitboxes. If for some reason you can't resolve anything else in v0.6 I'd like to see the issue with the hitboxes fixed. I know some will say that there isn't an issue with this, but I've seen many posts besides mine about it. Again I'm sorry to be a pest :) Please don't flame :) I'm not demanding, just respectfully requesting... Thank you again for your efforts to bring us a really cool mod.

R
Rick_the_new_guy
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Post by Rick_the_new_guy »

'[R-DEV wrote:eggman']I think we will lose some player population with v0.6, but we feel that ultimately that will be for the better long term health of the mod.

Agreed.

I really dislike how respawn timers are always focused on in the forums.

You have time to check the map and see what the rest of the team is doing.

You can double check your SMs kit layout and make sure players are sticking with the program.

The fact of the matter is, one is not dorment for these seconds. Yes, seconds, not min.

The time goes by fast for me. Of course I try to die less than 10 times myself and the same goes for the squad.

___

Two big things are

1. People are having 25 plus deaths/ map. Good Lord.
That is every 3.6 min, if the round goes 90 mins. To me the Assault squad for the Platoon should not even have these amounts of death.

SQUADS ARE SUPPOSED TO WORK TOGETHER!!!!!!!!!!!!!!!

When a squad is on the move, having everyone moving at one time will get the entire squad wiped out in an ambush.

People are running way too much once the action starts. Bleed only happens when your team has one flag left, these people are waisting team tickets (assests) like no other.

At least have a fire- team watching the bulk of the squad.

2. People have no idea what is going on. These are the growing pains found in .5. Young people hate to read. I guess they do too much of that in school and are tried of it.

The guide is well made and a lot of detail was put into it. I wish people would read it.

Thanks for the rant.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
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Rick_the_new_guy
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Post by Rick_the_new_guy »

One thing I find interesting is how the devs have figured out how to take tickets away from a team when they blank up.

Example, when the Corp kills a civilan IRL in Iraq, they hurt their repuation. They get negative reps if you will. This hurts the entire mission.

In .6 the jarhead who kills a Civilian at Al Bas will do the same thing.

Does the devs have plans on further useing this set-up for other things.

I was thinking it would be cool if when a SL got zapped the team would lose 5 tickets. Well trained N.C.O.s are worth a lot.

With the C.O., they could count as 10 tickets.

Would make life interesting for the CO with this set-up. Hehe.

I believe making the tickets to be seen as assests and not just a body to spawn into is a good idea.

Your thoughts on your future plans with tickets being seen as assests, dev?
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
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Wasteland
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Post by Wasteland »

10 tix for COs? On Al-Basrah, people seem to like seeking me out in my little bunker and TKing me when I'm commander. Which is funny, since I'm the admin so I just kick them from the server :D . But anyways, if you made COs worth 10 tix, griefers would have a new way to piss us off.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
eggman
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Post by eggman »

Yeah some interesting ideas :)

We're working on some stuff for the future that would involve heavy assets having a ticket cost associated to them.

SLs and COs are interesting ticket cost items as well :)
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Rick_the_new_guy
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Post by Rick_the_new_guy »

Thank you for the feeback egg.

IMO, the double assault maps are most impressive

E.J.O.D.
Q. River
Ghost Train

I hear things will only get better.

I really have not seen a true single assault maps except Al Falujah region.
Are there plans to make clear and cut single assault map designs where one side is assaulting and the other side does not have the option to counter assault but only defend?
Last edited by Rick_the_new_guy on 2007-03-26 04:58, edited 1 time in total.
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Rick_the_new_guy
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Post by Rick_the_new_guy »

JP*wasteland.soldier wrote:...f you made COs worth 10 tix, griefers would have a new way to piss us off.
No worries mate, the CO in .6 is going to have a kick *** crew to watch his back.

The Quatermaster and the dude with the shovel will watch his back. :-)

JK. I have no idea about this stuff.

The CO is the most important person on the team, taking him down is a huge lose.

Any foolish CO who runs off and gets on a flag orb without his bodyguards is a huge disadvantage to the team when he dies and goes to hell.
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RikiRude
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Post by RikiRude »

causticbeat wrote:honestly, a cobra on basrah shouldnt be crashing at all. Unless the enemy has lucky RPG shots or skilled AA users(and there are maybe 4 of those total) you have no excuses.

In my time cobra piloting, Id say atleast 80% of my crashes are due to lag and connection errors

i beg to differ, if you have me in a tank cobras ought to be dropping like flies!
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causticbeat
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Post by causticbeat »

'[R-DEV wrote:Riki_Rude_BTYC']i beg to differ, if you have me in a tank cobras ought to be dropping like flies!

well lucky for us pilots you can only be one place at a time :P
Squidy
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Joined: 2006-03-30 09:20

Post by Squidy »

I like people who play like the original poster, always a pleasure to take down the sheep with headshots ;)

However it is ultimately more satisfying to play against good opposition who value their lives, fight as squad and are hard to dislodge from positions, or who try to manoeuvre around yours. The timers lend themselves to a more realistic level of team work required for battle that the PR team has striven so hard to create.

How can you use suppressive fire against people who will only respawn in 15 secs when they stick their heads up? After such noobs are dead they know your position and if they had a spawn point near you in just 15 seconds they can get behind you before you’ve had a chance to relocate.

I know the timer debate is old hat now; I just wanted my two cents as it frustrates me to see full servers with short spawn timers.

I’ve been surprised at how hard the Devs have forced higher player skill, knowledge and a reliance on squad work, and even more surprised to see how many players have stepped up to the challenge. 8-)

I personally think there’ll be a fair number of these ‘short spawn’ players who, being forced to play differently in .6 will have their eyes being opened to a far more rewarding experience. Either that or they’ll go back to Monkey Strike. :D

BTW I didn’t mean to offend here. If you’re keen to be in a good squad with the greatest nursey that ever lived then let the RFAD crew know while we’re pubbing, and maybe we can make some room for you in the squad ;)
(Can’t make promises there’ll be room for you right away though!)
DrMcCleod
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Post by DrMcCleod »

Squidy wrote: I personally think there’ll be a fair number of these ‘short spawn’ players who, being forced to play differently in .6 will have their eyes being opened to a far more rewarding experience. Either that or they’ll go back to Monkey Strike. :D
[/I])


Aha! But spawn times are LONGER in Counter/Monkey-Strike. So, the explanation must lie elsewhere.
Wasteland
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Post by Wasteland »

DrMcCleod wrote:Aha! But spawn times are LONGER in Counter/Monkey-Strike. So, the explanation must lie elsewhere.
Sure. If you're the first to die....

@Riki: You won't last long in your tank if there's a decent CO.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
DrMcCleod
Posts: 366
Joined: 2007-01-11 11:26

Post by DrMcCleod »

JP*wasteland.soldier wrote:Sure. If you're the first to die....

Good point, you should always spend the first 30s of each CS round crouching and pretending to tie your shoelaces.
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