Page 5 of 10

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-07 13:08
by arjan
You have some verry good points soldier, but i wont mix me in the conversation.
Though what you say makes alot of sense to me.

People have the ideal gameing environment in their minds without actualy thinking how it will play out.
And how great it will be to have teamwork Etc, but you wont get that with the average pubber.
Its a fact you cant deny.

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-07 13:21
by deadlie1
I would Definitely agree that this is going to change the game. I would also like to point out that the maps are not designed for this broad sweeping change. I have been banned from the LEET server because I ran over an admin-who had a hat kit. I am forced to play with several and I mean several new players on servers whose admin are children.
Please take away the FLINGING option! You know what server i am talking about. There are alot of people who appreciate the game; and there are those who just want to ruin it. If the server is not up to standards than this will be a bad move for people not in large clans. I would also point out that the servers where this is being tested on have a reputation for the talent to be largely biased.

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-07 13:35
by TheLean
deadlie1 wrote:I would Definitely agree that this is going to change the game. I would also like to point out that the maps are not designed for this broad sweeping change. I have been banned from the LEET server because I ran over an admin-who had a hat kit. I am forced to play with several and I mean several new players on servers whose admin are children.
Please take away the FLINGING option! You know what server i am talking about. There are alot of people who appreciate the game; and there are those who just want to ruin it. If the server is not up to standards than this will be a bad move for people not in large clans. I would also point out that the servers where this is being tested on have a reputation for the talent to be largely biased.
You accidentaly drove over an admin with a HAT kit? Cant. stop. laughing.... :D Dont worry though we have all been there and everyone can make a mistake.

Of course the maps has to be adjusted, but its mostly about reducing spawn time to transports and reducing overall tickets, except if its insurgency in which case caches should be reduced. I do hope the DEVS have time to change the maps before 0.9 if rallypoints will be removed.

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-07 15:58
by Sgt. Mahi
Personally I've only been playing on the TG server since the test versions launched because the whole team effort means so much now. Now I am willing to sacrifice my ping to go up to 110 :-) . I love the new changes but I find that "noob servers" are totally unplayable now, which is kind of sad in a way (but good in many other ways).

Also I do agree with the insurgency maps are a problem with the new FB/RP system. I very rarely see a game where the allied forces get more than 3-4 caches now. But then again it forces the whole team to focus on one cache at the time since you need to place a FB close to the cache location and make sure it's defended while the rest of the team search for the cache nearby.
Cassius wrote:What I do like about the rallies, the help to simulate that a sizeable force is involved. If you have an engagement you do not clear a position killing 2-5 guys either, but hopefully as player rely on firebases more, they will simulate that part.
This is true. That's the way I always imagined what the RPs represented.

Also: People who claim that this is a whining post need to get a grib. I see alot of strong arguments in the post and the people that answers back with: "Stop whining. The new RP version rulez!" should just keep their mouth shut.

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-07 22:37
by Ccharge
tell you the thruth. I bet that if they impliment this is 0.9 that eventually players will change to meet the new standard. what do you think happened with all the other dramatic changes in pr's past? Really i was against the whole idea of no rps when this beta first came out. Sure i got pissed sometimes when playing the beta but after awhile i got used to it. Now i find it hard not to play on servers that don't have atleast some teamwork like the scale of tgs.

I said it before and i'll say it again. If the devs didn't change something when some people said no then nothing would ever get changed in PR.

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-08 13:41
by 00SoldierofFortune00
Spaz wrote:I think it will ruin PR as much as the minimap removal did and when they removed the SL spawn.
The mini-map was never totally removed though, it was still there. And as for the SL spawn, it was replaced with RPs, so players were able to adjust to something else. With the removal/heavy nerfing of RPs, players have nothing new to adjust to since nothing new is there (FOBs already exist), so that means their behavior will likely get worse as in camping, lone wolving, etc.

Ccharge wrote:tell you the thruth. I bet that if they impliment this is 0.9 that eventually players will change to meet the new standard. what do you think happened with all the other dramatic changes in pr's past? Really i was against the whole idea of no rps when this beta first came out. Sure i got pissed sometimes when playing the beta but after awhile i got used to it. Now i find it hard not to play on servers that don't have atleast some teamwork like the scale of tgs.

I said it before and i'll say it again. If the devs didn't change something when some people said no then nothing would ever get changed in PR.
All I see happening is people switching over to extreme camping now and probably just defense over any little offensive measures since it will be so dangerous to die now. Yes, players have changed in the past to meet changing gameplay, but when those gameplay changes happened, it was usually replaced by another means to do the samething, except less gamey or more realistic.

Ex. As I have been saying before, the SL respawn was replaced with RPs. Less spammy, more realistic, more teamwork oriented. Now that RPs are trying to be eliminated, there is nothing to replace them with. We already have FOBs ingame, so we are essentially regressing in gameplay, so people really have nothing new to adapt to since nothing new is being implimented to take its place.

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-08 13:50
by Rudd
ust to since nothing new is there (FOBs already exist), so
except for how FOBs have been empowered with larger numbers, better defences and smaller radii for other FBs.

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-08 13:59
by 00SoldierofFortune00
Dr2B Rudd wrote:except for how FOBs have been empowered with larger numbers, better defences and smaller radii for other FBs.
RPs had changes made to them just like that too, but did it really change the way people used RPs? No

Those changes don't change much though and it makes them huge targets now. First off, you can hear a logistic truck coming from a mile away, so hiding or strategically playing a FOB anywhere is pointless, let alone getting all the defenses up in time. Second, with everyone spawning on FOBs, it makes them even more of a big target and I see them being camped heavily in the future. At least with RPs, once they were overrun, you could spawn back at an FOB as a secondary spawn point, which they are used as ingame now. With FOBs, you may not even have a chance to set up another FOB before yours gets overrun or if it does, you may have to spawn all the way across the map. Kashan Desert is a prime example along with Barracuda where the defenders can get there faster than the attackers and know exactly where they are at anytime.

Plus, everyone on the team spawning in at one spawnpoint at a time screams "Come Kill Me!" to the enemy. Add to the fact that now you will need a significant amount of the team to defend FOBs at a time that there will be little help with attacking a control point. That means the defenders will destroy the attackers everytime if they have an FOB on the flag since they have to go nowhere and will only be up against essentially 1 squad at a time.

And that equals stalemate games.

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-08 14:12
by Rudd
RPs had changes made to them just like that too, but did it really change the way people used RPs? No
I've seen much wide and more innovative use of FBs in the beta, especially as people realise they can put MGs very far away

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-08 15:27
by Durandal
I'm a bit worried about the no RP thing... but I think like most PR patches, the biggest change will be how the maps will play out. I can see the RP change killing certain maps, but making other maps MUCH more popular. Remember how 0.8 killed Al Basrah? Or was it 0.7... can't remember.

Anyways, I have faith in the devs and the community. If something gets mussed up, chances are the rest of the stuff that didn't get jacked up will be a helluva lot better. And if something gets TOO mussed up... they'll fix it sooner or later.

P.S. And those 'server elitists' of you out there... I've been on your servers. And there's just as much stupid **** that goes on in your glorified servers than there is on the "noob" servers. Biggest difference is that people are a lot more serious and high strung about it.

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-08 16:04
by Wolfguard
If they take away the RPs or downgrading them, I'm afraid it will deteriorate the game and the squad leader role to much, and very likely ruin the game for many players.

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-09 09:17
by Nick_Gunar
The biggest issue for players with the beta is that it is even slower than before. They can't think of establishing a good strategy (FOB, HMG, troops position) that take sooooo many time.

I am like the player who advances carefuly but surely grid after grid, securing the complete zone before going on. I think PR is a slow pace game (I enjoyed many 2 hour maps where all things are possible, changing tides, attacking from many positions,....).

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-09 09:48
by Jonathan_Archer_nx01
So RP is is useless now? Can we spawn on flags instead?

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-09 09:56
by CodeRedFox
You know a little poking around will give you that answer :roll:

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-09 13:26
by bullet112
I think the main problem with the new intended rp system is that unless there is an overhaul of the FOB system it won't work on any server other than those already running the beta and in any other game mode than AAS. I place at least one FOB, usually two at the begining of most rounds, as people such as Jevski will testify, but with the new system it may prove fruitless and here's why:

First of all, most people who have played pr for a while know every nook and cranny, every single hiding place on all the current maps for FOB's, so now you can't strategically hide one. It has to to be fully defended at all time with full defences (ie maxmium HMG's, maximum foxholes and wire). How many players are really going to defend the FOB's all round?

Secondly, what if you build four FOB's? Thats 4 squads out of a possible 9 that have now been taken away from the fight, which can be perticuarly detrimental in insurgency where time, caches and tickets all matter and must be kept aware of at all times.

Thirdly, with the current FOB system FOB's are not that easy to defend against a dedicated attack even if you have a squad defending it. The actual FOB is too exposed, it is unspawnable when enemy come within a certain range. All this means is that your squad defending the FOB, against a dedicated attack (think swarms, which does happen), now has two chances to keep that FOB up for the team. One death and revive and thats your lot.

Forth, given the size of alot of PR maps, 4k, especially on non AAS maps. It would not be prudent or tenable to have two FOB's near enough to each other to mutually support each other. They would be close enough together to be assaulted at the same time, thus negating the mutual support aspect. And two close together to provide any real strategic benefit in the context of the whole map.

The only solution to the above would be to actually make realistically styled FOB's, for instance make hesco's a deployable asset so that you could actually have some proper defences to protect against bomb cars or C4 equiped vehicles, if keeping the proposed RP system.

A better idea might be to have an RP that the squad leader can set when two squad members are nearby, but it has to be shovelled, is small in size, with a maximum of two placed in a 20 minute period. That way a SL would have to think carefully about where to put the RP whilst also requiring squad cohesion, because a SL can't shovel and he needs two there to place it to begin with, and they wouldn't be totally screwed if the nearest FOB went tits up. This would also stop the move and **** out a rally every few minutes policy some SL's have, and would also not prove too much of a hurdle or dislike to the newer players joining the community.

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-09 17:50
by R.J.Travis
I think the beta works great in AAS.

They are going to need to really harshly nerf the insurgents to get this to work.

There is no way this will work in insurgent game mode the bluefour will never win a game EVER.

they will need to re add insurgent ticket bleed out.

Also remove insurgents spawning on caches and making the hide out un glitch able as it is atm i cant count the times insurgents have a FoB you need to fly to to be able to kill it as it sits 30 foot off the ground way out of knifing range.

Also Insurgents would need to lose all hope at ranged combat and close combat witch is stupid "thats the point to attack a cache if you just going to get slotted on your way to and by the cache?

The best way to fix this with out harming both teams would be to.

1) remove bluefour ticket bleed from assets dieing. "there going to be losing tickets way faster know then before because of the insurgents out numbering them 30 to 1 and at mid range to close range."

2) give bluefour 120 more tickets from the get go and add 20+ more tickets for killing a cache. (As its going to be hell to even kill 1 let alone 10"

3) Give insurgents 120% more tickets then the bluefour but not unlimited "this fores Insurgents to think about atking a fob and losing to many tickets in the attempt costing them the round cover the long battle."

or

Give the bluefour tickets added as long as theres a fob up so lets say bluefour gets 10 tickets every 60 sec the fob is up to 20 max from 2 fobs up every 60 sec.

or

drop the number of overall caches to 5 because 10 with this re spawn system and 12 of the bluefour defendig the FoB's. "2 FoB's 1 squad defending them 6x2=12 leaving only 19 - 1 commander = only 18 men to fight 32 insurgents re spawning like hot cakes.

Oh and god forbid 4 fobs thats 4 fobs + 1 commander 6x4=24 32-24=8-1=7 7 bluefour vs 32 insurgents .................

Insurgency mode is majorly faulted

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-09 17:57
by ma21212
honestly i think the update is working well. the only thing i hate is the 3+ member squad limitation for kits i dont see any reasonable reason for it

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-09 18:12
by Brummy
R.J.Travis wrote: There is no way this will work in insurgent game mode the bluefour will never win a game EVER.
Oh really?

Image

Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?

Posted: 2009-12-09 19:07
by [FC]Freddie
I like what the Devs are trying to do, improve an already good system by a series of tweaks to make it better.
The current beta is the best so far, limited RP, more emphasis put on FOB's and the medic class.

It gets better each release, but to answer the post - keep the RP's but in a limited capacity.