General first impression on 1.3.5!

Post your feedback on the current Project Reality release (including SinglePlayer).
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: General first impression on 1.3.5!

Post by Rabbit »

Danger_6 wrote: IMO the DEVS are alienating the veterans more and more and coddling the newbs unnecessarily. I find that the last few patches are sacrificing quality for quantity. New issues are being created and old ones are persisting.
I agree! If you were not playing PR as long as me (first release) GET THE HELL OUT! We didn't have manual back in my day!
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AfSoccer "I just don't see the natural talent."
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3ti65
Posts: 242
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Re: General first impression on 1.3.5!

Post by 3ti65 »

The manual back then was given orally from grandfathers to their grandchildren.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: General first impression on 1.3.5!

Post by matty1053 »

You can barely notice the flippen deviation bar....

Infantry combat in CQB seems VERY BALANCED now for some reason.




But the APC turning is bad. At least tone down the acceleration.
DETROIT TIGERS
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[GER]Birnd
Posts: 63
Joined: 2012-07-07 07:25

Re: General first impression on 1.3.5!

Post by [GER]Birnd »

Deviation Bar is a big plus, limited traverse speed adds depth to vehicle warfare, the new Maps bring in some much needed fresh air.

I dont get why so many comlain about overshooting, am i superhuman for getting it under control after 5 mins playing?

Just the crashes are annoying, needs some polish.
My ingame name is [WGP]ARC*[GER]Birnd
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: General first impression on 1.3.5!

Post by Arc_Shielder »

If the argument is based on the level of uncertainty as far as estimating the deviation goes, even for experienced players, then it still doesn't retract the point that if there was a possibility to have weapon sway...the devs would. So if players behave in-game to a similar degree of having weapon sway effectiveness then it's mission accomplished.

This is a personal opinion but I've always thought that skills in this game were based on strategy, the ability to coordinate efforts, spatial awareness and use timing correctly on all levels and not just shooting. To complain so effusively about new players having the ability now to time their weapons just as good as vets then it doesn't seem to paint a good picture about the latter. If something just as universal and small as this is a threat to skills of some of the vets then I think these same ones are self-diminishing the real skills they've gathered through years of experience. This seems very silly as a comparison, especially when it's an universal thing. It's not even a feature, it's simply universal in this reality.
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[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Re: General first impression on 1.3.5!

Post by [F|H]Zackyx »

rPoXoTauJIo wrote:Then it's working exactly as supposed. Game should flow regardless of player shooting skills but rather depend on their tactical thinking which is not being achieved in one day.
If its a serious claim then i think you are playing the wrong game, you should maybe consider playing RTS like Wargame: Airland Battle where the aiming is done by AI for you.

PS:

I agree with Stompa (thx for putting in words what a lot of "us" think).

If i understand correctly admins wants to lower the Skill Cap to attract more players, but i think this kind of "marketing" only works for a short period of time. Whats make an "old" game attractive its the fact i was HARD this why retro gaming is at all time high (mario/pacman/street fighter).

For example simulator mode in Warthunder countless new players were complaining about who hard it was to get into the mode and that the devs should make it noob frendly but hey always refused they even introduced a harder "mode" with no HUD. Now the number of players playing this mode is at an all time high.

The fact that you have to spend countless hours trying to master a skill set going trough frustration/anger and then when finally master this skill makes it more rewarding.
The harder the conflict, the more glorious the triumph. What we obtain too cheap, we esteem too lightly; it is dearness only that gives everything its value. I love the man that can smile in trouble, that can gather strength from distress and grow. Thomas Paine
For example skills such as cooking, singing, painting, playing an instrument are highly valued by society because the effort required to achieve mastery in those fields are extremely high. And this why fast food, electronic music and auto-tune are poorly viewed and judge by connoisseur.

Basically you just autotuned PR, and for the connoisseur its a pretty bad choice.
Last edited by [F|H]Zackyx on 2015-11-03 02:00, edited 3 times in total.
Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: General first impression on 1.3.5!

Post by Cavazos »

I like the deviation indicator.

This allows me to get a more precise feel of how deviation is handled.. I don't have to spend hours practicing deviation in my off time and writing approximations on accuracy and waiting periods.

And when you're shooting at someone, the last thing you're looking at is the deviation indicator.
Chefmoto1 wrote:I've been through 9 years of changes to PR and was pretty satisfied with all of them. This is the only update I actually haven't been happy with.
I don't think years really matter.
Danger_6 wrote:You didn't reply to my point about DEVs alienating the veteran players. This is the biggest issue IMO.
I've been here awhile and I like the changes.

With that said, it's only been a day. Rather you've been playing 10 years or 10 days, I think you need a week of playing at least to get a decent feel of all the changes before you vehemently argue about things.
Last edited by Cavazos on 2015-11-03 02:46, edited 9 times in total.
Armchairman_Mao
Posts: 55
Joined: 2015-07-14 03:32

Re: General first impression on 1.3.5!

Post by Armchairman_Mao »

Rabbit wrote:I agree! If you were not playing PR as long as me (first release) GET THE HELL OUT! We didn't have manual back in my day!
Didn't have much of "deviation" back in the day either. ;-)
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3ti65
Posts: 242
Joined: 2011-02-10 15:11

Re: General first impression on 1.3.5!

Post by 3ti65 »

Zacky has a valid point there.

Edit: For those people that like to drive with carrying wheels; one option i could think of is to have the brackets only on local / coop servers so people can use it to get used to it.
Last edited by 3ti65 on 2015-11-03 04:07, edited 1 time in total.
mat552
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Joined: 2007-05-18 23:05

Re: General first impression on 1.3.5!

Post by mat552 »

3ti65 wrote:The manual back then was given orally from grandfathers to their grandchildren.
Back in the day you didn't need a manual because PR was a minimod that understood the limitations BF2 imposed on it.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
KaB
Retired PR Developer
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Re: General first impression on 1.3.5!

Post by KaB »

'[F|H wrote:Zackyx;2103645']If its a serious claim then i think you are playing the wrong game, you should maybe consider playing RTS like Wargame: Airland Battle where the aiming is done by AI for you.
You obviously still need to aim on your own. The indicator isnt some kind of aimbot at all.

And I think if you're the kind of person who puts his personal skills as a shooter on the front and plays PR only to get the best k/d at the end of the round without paying attention to what the team is doing at all, you're definitely the one playing the wrong game here.
camo
PR:BF2 Developer
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Re: General first impression on 1.3.5!

Post by camo »

'[F|H wrote:Zackyx;2103645']If i understand correctly admins wants to lower the Skill Cap to attract more players, but i think this kind of "marketing" only works for a short period of time. Whats make an "old" game attractive its the fact i was HARD this why retro gaming is at all time high (mario/pacman/street fighter).
Admins had literally no say in it, despite what the FCV manager description might lead you to believe :mrgreen:
And no, the change wasn't done to "boost numbers". Did you see any marketing of this update anywhere besides within pr circles?
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uberlamer
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Re: General first impression on 1.3.5!

Post by uberlamer »

[R-DEV]KaB wrote:And I think if you're the kind of person who puts his personal skills as a shooter on the front and plays PR only to get the best k/d at the end of the round without paying attention to what the team is doing at all, you're definitely the one playing the wrong game here.
Brace yourselves, another lost person spotted!
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Last edited by uberlamer on 2015-11-03 10:19, edited 1 time in total.
The cancer is real
Nate.
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Re: General first impression on 1.3.5!

Post by Nate. »

There's still a lot of skill involved, for example knowing at which distances you can fire earlier without deviation making your bullets go crazy. Also, as Kab has said time and time again, it is not 100% accurate, it is giving rough feedback to your current state of deviation.
When I played the last two days I used it a couple of times and then figured my AR was accurate enough way before the brackets went together (for example).
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Geronimo
Posts: 274
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Re: General first impression on 1.3.5!

Post by Geronimo »

Because everyone asked for yet another opinion: :wink:

I dislike the halfhearted implementation of it. I constantly catch myself looking at the bottom of the screen for those two dots. I can't unsee them.
So I suggest to either implement it fully like in this video (not mine)or at least giving every client the option to disable it.

I also like 3tis approach to only enable it in coop or by rcon. That way, new players can learn the deviation mechanics without altering the "main" game. I guess giving newbies an indicator to learn the deviation was the reason to implement it in the first place right?
Last edited by Geronimo on 2015-11-03 10:24, edited 1 time in total.
STompa
Posts: 278
Joined: 2014-12-17 10:54

Re: General first impression on 1.3.5!

Post by STompa »

[quote=""'[TP"]Cavazos;2103673']I like the deviation indicator.

And when you're shooting at someone, the last thing you're looking at is the deviation indicator.

[/quote]
[R-DEV]KaB wrote:You obviously still need to aim on your own. The indicator isnt some kind of aimbot at all.
[quote="Nate.""]Also, as Kab has said time and time again, it is not 100% accurate, it is giving rough feedback to your current state of deviation.
[/quote]

This honestly makes me wonder if you have played the game at all with the indicators. Try playing a Marksman or MG with it in a couple games. With regular rifles of course it doesn't make a difference. But with deployed weapons playing with the indicator is like having a fucking hack. It turns the game into easymode and makes the kits extremely OP. Please just try playing with it. I was staring 24/7 at the indicator and was completely destroying. It completely removes a huge part of the skill factor with long range kits and that is sad imo. Any noob can push these kits to their limits now.

Also KaB you realize you can get many kills and be a good player and still help the team right? It's not two mutually exclusive things, even though some PR players love to think that way to feel better about themselves sucking at the game. "Wow I'm a teamplayer I don't care about kills, thats why I suck". Not that it's relevant to the deviation thing but since you brought it up to talk down to zackyx, I can almost suspect what attitude you have regarding that.

(To Nate: it's definitely accurate enough to completely change the dynamics of deployed kits. You can rely 100% on the indicator and rape everything easily. I think you and even some devs (Rudd?) played against my SVD/RPK on Gronzy the other day. That was the most ridiculous shit I've ever experienced in this game).
Last edited by STompa on 2015-11-03 10:53, edited 7 times in total.
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: General first impression on 1.3.5!

Post by solidfire93 »

i have a question what was the problem exactly with 1.3 ??

i think the update didn't need that changes in tanks and other stuff

same thing looking at the bottom of my screen in order to see i can shoot or not !?
this feature is good for sniper/marksman/AR

whats next minimap for infy ?

please PR Dev's updates from now on should be new maps bug fix new Vehicls and other stuff that related to server stability so can have less crash !

there is nothing wrong with the gameplay and we all are happy while we appreaciat changes but when there is alot of people raging about it that mean something is not right and need to be fixed immediately

hope the hotfix come soon and bring PR community back together !

as far as i see this will split most PR player apart from Veteran players and new players
same issue like DICE with Premuim bullshit ...

anyway leave the gameplay system as it is while when there is a new updates should be fixes and adding like maps,vehicles,...etc

PLEASE FIX any issue that related to the feedback section and there not much of problems now,its just the armour turrets !
camo
PR:BF2 Developer
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Re: General first impression on 1.3.5!

Post by camo »

STompa wrote:This honestly makes me wonder if you have played the game at all with the indicators. Try playing a Marksman or MG with it in a couple games. With regular rifles of course it doesn't make a difference. But with deployed weapons playing with the indicator is like having a fucking hack.
STompa wrote:(To Nate: it's definitely accurate enough to completely change the dynamics of deployed kits. You can rely 100% on the indicator and rape everything easily. I think you and even some devs (Rudd?) played against my SVD/RPK on Gronzy the other day.
So if it was removed from mg, ar and marksman kit would that be ok by your opinion?
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STompa
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Re: General first impression on 1.3.5!

Post by STompa »

[R-CON]camo wrote:So if it was removed from mg, ar and marksman kit would that be ok by your opinion?
Yes that would be completely fine. I'd obviously prefer it completely removed but I think that is good enough, since it doesn't really matter much for the other rifles. But then again having indicators for normal rifles does't really bring anything to the game. It's just annoying, but not a big deal.

edit: Also don't forget sniper. You obviously can't kill as much with a sniper as easily but the indicator just turns the kit into easymode and much more effective. I don't see why you would want that.
Last edited by STompa on 2015-11-03 11:17, edited 1 time in total.
KaB
Retired PR Developer
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Re: General first impression on 1.3.5!

Post by KaB »

STompa wrote:Also KaB you realize you can get many kills and be a good player and still help the team right? It's not two mutually exclusive things, even though some PR players love to think that way to feel better about themselves sucking at the game. "Wow I'm a teamplayer I don't care about kills, thats why I suck". Not that it's relevant to the deviation thing but since you brought it up to talk down to zackyx, I can almost suspect what attitude you have regarding that.
Well if you suck it means you die a lot, then I don't get what kind of teamplay you're good at. Unless you have probably no clue what "teamplay" means.

Good k/d should be a possible result of a good teamplay, but definitely not the main aspect of the game.
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