Re: PR "Resumes"
Posted: 2009-03-31 11:08
OUT FOX EM wrote:Well the reality of this idea is, if this "feature" were implemented, I just simply wouldn't play PR. There's a lot of other people who wouldn't play it either, especially most of the new people.
If your reaction to that statement was something along the lines of "Good, get lost" then that's the type of attitude that will destroy a community, not build one.
I'm glad to see that the developers also don't like this idea.
You predicted a response and had a counter-response about destruction of the community, that didn't sound friendly to me.OUT FOX EM wrote: At the end of the day, I'm glad you're not developing the game, that way everyone gets a fair shot.![]()
Go back a year or two and look at some of the locked suggestion threads and count how times people said " if you don't do X, I won't play and neither will all my friends and your mod will implode ".
That sort of comment followed every new version that made the game more difficult than vanilla BF and yet the community continues to grow.
The game as it stands rewards those who read the manual, and this would only extend that concept.
You could still play without all these bells and whistles, but you would not be as effective, the only difference is that here it would be a little more codified.
I don't think I have been clear in posts because, as others have mentioned, this is not to keep new players from getting kits.
I think you could easily qualify to carry most infantry weapons with the basic skills you may have learned in another game and so you would not feel any limitations for basic play.
But it is highly unlikely that you will get in a helo or a jet and fly effectively, if it all, with 0 hours in type.
I drove the LAV around Abadan for 2 weeks before I figured out there were HEAT rounds.
I'm sure many people have other such experiences.
Hell, it was Sunday night that I clicked something as CO and was able to see all the blue dots as kit icons.
But I guessed I missed that function in the manual and I have been playing CO for more than a few minutes. Would it have made a difference ?
I don't know and since there is NEVER any competition for the CO slot at this point it doesn't matter.
The point is to ensure a bare minimum of competence, not to make elite squads or punish new players.
I would be happy to see this system applied to pilots only as I do not think the learning curve in armor is as steep and I really just don't care much about snipers either way.
I disagree that you can "know" the good players and "know" what they are good at, there are too many people for that.
I think actually knowing, at a glance, that any given pilot is qualified to not only take off, but to land, would be a boon for everyone, more so new players who haven't had time to learn the 500-600 regular players names yet.
Admins are still required for smooth game play but so is the community spirit of welcoming and encouraging new players.
I have gone through several phases of that, from willing to explain every detail to simply typing RTFM ( .5/.6 ) when the amount of question became overwhelming, to the current state where I don't jump to explain things but I am willing to answer as many questions as you have until the squad hits contact.
I know for a fact that I am not alone in this behavior and that is the community organizing that needs to be in place to support any certification system.
In closing, I would just like to say that some vague hierarchy of skills in not elitist and does not discriminate against new players.
If you don't know how to fly PR helicopters, then you won't, simple as that.
But you will waste 5 or more tickets and who knows how many lives learning that and that doesn't seem fair to the other players, regardless of whether they are retired DEVs who have been playing since .001 or players that downloaded the game minutes ago.
But after re-reading this post for spelling errors ( what happened to spelll check ?), I have come to the conclusion that while I like this idea, it will never work.
The reason it won't work is simply the workload required to make it even exist.
There would have to be a whole group of people dedicated to running this, pretty much 24/7, for it to catch on.
It is one thing to expect a DEV to work endless hours, for no pay, to create something for other people to enjoy, it is a whole other thing to expect me to do that :0
But seriously, if ABR collapsed I can't see something like this surviving even if there was more public support for it, which seems lacking anyway.