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Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-19 18:00
by Nakata
Twice the number of tickets will come back the last play style..
The new system is realistic but the rounds end too fast.
So i think is better +50% of tickets...

30min match will be 45 min...
1hour will be 1:30...

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-19 19:33
by Hotrod525
cyberzomby wrote:

Like I said in the CTD thread its a shame you guys had a such a big release with so many bugs :(

I just hate that kind of attitude. There is no way the dev can fix those issue without having a FULL scale release. There is no way they can fix everything only with beta testing. Its impossible. Is the same as civilian that said that kit is good for operation, and then you got the military who over use it in all direction, that said no, you have to fix this, this, this and this... Its normal.

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-19 20:30
by HeXeY
[R-DEV]dbzao wrote:The code tells me the Stormer can be one manned, so you should check again.
I seem to have misunderstood, thought all the other AAVs had one seat, and therefore was one manned, not that you could one man them even though they had two seats, don't use them too often ^^,
So yeah, uhm... I'm just gonna leave now :roll:

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 00:53
by Furst
incredible, ive been testing and playing intensive with many mates for hours now and i really gotta say, this is almost perfect! with the hotfix now this game really tries to push it to the maximum!

exhausting and super intensive rounds with a fantastic amount of possibilities and features!

ive got to admit that doubling the ticket amount did not work that good on some maps, but on the most. my impression for the first day of testing it.

some insurgency maps, depending on the difficulcy for the coalition troops, may receive a smaller amount of tickets. otherwise it may be truly impossible (except by timeout) for the insurgents to win a round. examples for this are Basrah and Karbala.

Lashkar, Kokan or Korengal are still pretty rough for the coalition troops, and therefore the ticket amount may quite fit!

AAS maps (usually) got the "option" of making the enemy bleeding out, so there i dont see any exceeding problems with the ticket amounts, except that some public players may tend to waste assets since the cost may not be that recognizable. but this is also depending on server administration and many other criteria!

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 01:02
by Trooper909
Good changes I guess and very fast for what little iv seen rounds were very short.

Didnt see anything about the strange lag that everyone is getting tho.

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 01:15
by Furst
BloodAce wrote: Yes i know the problem with right ticket number is more complicated because it also depends on players, their game style and many other factors
full acknowledgement!

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 01:58
by Absolute Killer
thanks a lot devs, great job with the quick response to some of these fixes!

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 02:06
by Spec
do players really like to spent 2-3 hours on 1 map?
I like to have the option to. I can leave earlier - on a full server, my slot will be filled within minutes. Only the commander and other high priority players would need to stay for the whole round - though even that does not have to be the case. If the commander gives one of the squad leaders a briefing about his plan, that squad leader should be able to take over, basically be "promoted". His most experienced squad member would then lead his squad, and a new one can join as a grunt.

In a perfect world, that is.

Anyway, as for rounds I prefer longer rounds over shorter ones. Two hours is my favorite round time, I'd say. That's about one 'gaming session' for me.

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 02:10
by theflidgeface
Thank you for twice the tickets now rounds can be more epic :)
I knew you guys would release a hotfix sooner or later

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 02:24
by Shovel
wow! you guys are faster than EA/DICE with MoH and its online problems

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 04:02
by lromero
Idk if you should've doubled it but a 25% increase on tickets would've been good. Cause players were eventually gonna realize they can't get downed too often or they would lose the round quickly. Which would mean they would be more carefull when getting shot at making it more realistic. The players would've been forced to adapt or lose every round to the team who doesn't rush and plans attacks better and who knows when to retreat. This would also make firefight distances and lenght increase bc players would want to engage at longer ranges rather than move in 100 meters from the enemy to engage in a quick firefight that could lose them 12 tickets. Combat in PR could change if you keep it the way it was. Why do pubs in PR work together?, bc they know that they can't survive alone. The same concept would apply to this change.

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 04:03
by Zach1923
'[R-DEV wrote:dbzao;1471005']
[*] Added AAVP7 as kit request location for USMC.
[*] Added Puma IFV as kit request location for German Forces.
[*] Added Namer APC as kit request location for IDF.
[*] Added MTLB as kit request location for MEC and Russia (but not the AA or AT variants).
What does as kit request location mean? You can request a kit from the APC when outside of it?

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 04:50
by Nebsif
meh.. played a Dragon Fly round yesterday that lasted around 2.5 hrs.. felt like I wasted my day on it. =(
Like other dudes said.. every map needs its own ticket increase.. 100% increase on some maps can lead to impossible to win and very very frustrating rounds.

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 08:10
by HeXeY
Zach1923 wrote:What does as kit request location mean? You can request a kit from the APC when outside of it?
Yes ;)

7chars -.-

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 11:13
by Booyak
The longer rounds are great, had a good time on kokan yesterday the match lasted for like 2:30 hours (I guess). It was fun, much better than before the hotfix.

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 14:38
by burghUK
in my own opinion id like to see the ticket number halved again for insurgency. Yesterday on the TG server for example we play fallujah for 1 hour 45 mins and it got overwhelmingly dull and the admin changed to the next map.

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 15:23
by LITOralis.nMd
Doubling tickets converts Iron Eagle from a map with great potential toa great map realizing it's intricacies.

And big thanks for for fixing the Hamas and Insurgent Dragunov sniper rifle kit issue, I was having withdrawals shakes.

Doubling tickets on Kokan is going to be epic... the world needs a 24/7 Kokan server alongside the 24/7 Muttrah.

The turn around time for this patch is fantastic... you put the Creative Assembly/Sega dev teams to shame.

Cheers, Big Ups!

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 15:34
by goguapsy
^As spec said. It really depends on the player (I saw people saying the exact opposite of you, BloodAce, as they wanted longer rounds to use strategies better).

Re: Project Reality v0.957b Hotfix released to server admins

Posted: 2010-10-20 15:41
by gazzthompson