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

Posted: 2010-10-20 15:54
by karambaitos
gazzthompson wrote:https://www.realitymod.com/forum/f257-v ... g-now.html

The community wants long rounds.
if you want short rounds go play COD or w/e PR is not as fun with short rounds

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

Posted: 2010-10-20 15:55
by nater
gazzthompson wrote:https://www.realitymod.com/forum/f257-v ... g-now.html

The community wants long rounds.
Agreed, long rounds are not a new thing in PR, and short rounds are just too damned short. (Pre patch I mean.)

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

Posted: 2010-10-20 16:00
by Psyko
doesnt matter what you do guys, there will always be a bunch of people crying over trivial issues that are really their own problems. game time will be awesome. the skirmish rounds were longer than the AAS rounds, and the teamwork was woefull because of tards not taking things seriously.

Good work Jaymz and Db on negociating some very difficult bugs to find.

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

Posted: 2010-10-20 16:12
by SnipeHunt
I enjoy the rounds being shorter. Any match stretched out wayyy to long before.

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

Posted: 2010-10-20 17:27
by AppLeNaToR
The good thing on PR beeing "disconnected" from todays Statsworeship is that you can even leave during one of those long rounds if you have other things to do.

I really like the long matches and that you can leave anytime without the feeling of "losing" something.

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

Posted: 2010-10-20 17:34
by EnermaX
800 Tickets on Iron Eagle? Man, this heavy. There you really need the 4 hours...

EDIT: But WAY better than before, keep going DEVs ;)

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

Posted: 2010-10-20 17:47
by iAllex
Thank you for the fast Hotfix PR Team :) ... We wuv you ! :33_love: .

About the ticket aspect... now, it's like the old sistem, only a bit faster. If in the previous version you had 300 tickets on a map, with the new version you have 600 on the same map. In the previous update, if you died, you would of lost 1 ticket(out of 300), now you loose 2 tickets(out of 600) , basically it's the same thing(with the new ticket bleeding sistem). The difference is, that now, a player can loose more than that fixed number of 2 tickets if he goes into wounded state multiple times. Sooo... a rounds time in 0.957b is a bit faster than 0.917 but longer than 0.95.

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

Posted: 2010-10-20 18:20
by samthegreat4
iAllex wrote:Thank you for the fast Hotfix PR Team :) ... We wuv you ! :33_love: .

About the ticket aspect... now, it's like the old sistem, only a bit faster. If in the previous version you had 300 tickets on a map, with the new version you have 600 on the same map. In the previous update, if you died, you would of lost 1 ticket(out of 300), now you loose 2 tickets(out of 600) , basically it's the same thing(with the new ticket bleeding sistem). The difference is, that now, a player can loose more than that fixed number of 2 tickets if he goes into wounded state multiple times. Sooo... a rounds time in 0.957b is a bit faster than 0.917 but longer than 0.95.
Hell yeah, logical thinking is your best friend! :)

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

Posted: 2010-10-20 18:51
by DeadSmile187
samthegreat4 wrote:Hell yeah, logical thinking is your best friend! :)
Are you sure about that? :D

Good Work on the Serverside patch can play now for hours again xD

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

Posted: 2010-10-20 18:55
by pfhatoa
iAllex wrote:Thank you for the fast Hotfix PR Team :) ... We wuv you ! :33_love: .

About the ticket aspect... now, it's like the old sistem, only a bit faster. If in the previous version you had 300 tickets on a map, with the new version you have 600 on the same map. In the previous update, if you died, you would of lost 1 ticket(out of 300), now you loose 2 tickets(out of 600) , basically it's the same thing(with the new ticket bleeding sistem). The difference is, that now, a player can loose more than that fixed number of 2 tickets if he goes into wounded state multiple times. Sooo... a rounds time in 0.957b is a bit faster than 0.917 but longer than 0.95.
You haven't accounted for tickets lost because of vehicles destroyed though.

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

Posted: 2010-10-20 20:06
by lromero
I'm fine w/the change I just think you shouldve let the ticket system go on a little longer until people adjusted thaeir playstyle to the new system. The Rounds would stop ending so quickly eventually bc people would be more careful.

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

Posted: 2010-10-20 21:47
by Tartantyco
I think I can say quite comfortably that the Blufor tickets in Insurgency mode are a little excessive with the latest increase.

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

Posted: 2010-10-21 00:47
by joaocanada
What about that dumb BOT owned air units on co-op?

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

Posted: 2010-10-21 04:19
by Scheintot887
Asad Khal and all Insurgency IRAQ MAPS <- (Fallujah, Karbala, Al Basrah etc.) need a little bit less tickets.
Maybe 450 or 500? But not 400. Its to less.
Because the Bluefor dont lose this rounds, to many tickets with good equiement. Thermal, zoom, better weapons etc..
Think about it.

But with 650 Tickets on Taliban Maps and AAS Maps... GREAT WORK! Long rounds, better situations and a lot of fun! The Community want long rounds, dont forget it! ;) (but not to long - 5 hours :P )

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

Posted: 2010-10-21 08:00
by Booyak
Scheintot887 wrote:Asad Khal and all Insurgency IRAQ MAPS <- (Fallujah, Karbala, Al Basrah etc.) need a little bit less tickets.
Maybe 450 or 500? But not 400. Its to less.
Because the Bluefor dont lose this rounds, to many tickets with good equiement. Thermal, zoom, better weapons etc..
Think about it.
Ive seen insurgents winning on those maps. Keep the tickets the way they are now.

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

Posted: 2010-10-22 21:51
by Lange
Have to disagree with the ticket changes being doubled for all maps. Some rounds have some length issues now, for example was playing on on a server last like(can't remember name) and as the US on Fallujah we was at and hour and 30 minutes and STILL had 300 + tickets, I left after that as it was seriously dragging we only had 3 caches at that timeframe. Basically this tells me that unless Bluefor get caches fast the round can drag for well past a hour and past 2 hours and becomes stale. Plus now way harder for insurgents now as the bluefor has so many tickets and can just waste them aggressively and still not be penalized much so insurgency just goes on, with insurgents having to fight bluefor attacking caches for long periods of time with now seemingly unlimited resources. I personally liked the release concept of bluefor having less tickets and having to be more careful with death as it was much more realistic and made it so the bluefor team had to be either more tactical and conservative or they would loose quick. Now its just bluefor can basically sacrifice as much as they want and not worry about tickets with so many. Also can't forget they get 30 tickets now for caches with further adds to this.

Insurgency really needs a adjustment, I do agree with with 325 the 30-45 minute rounds were too quick and you couldn't even really get into them but now its too extreme in my opinion. I'd say maybe give the bluefor 100 more tickets which would slightly increase round time(upwards of a hour) and still encourage bluefor to be cautious of assets and life but not make it impossible like it was before. I'd say about 400-450 would be sufficent, giving the bluefor a fair amount to work with but making it so they do have to conserve losses. Plus rounds would not be as extreme as now. Basically insurgency is still hard for bluefor as a new concept, and they have to strategize and be careful of loss and death more than previous releases, but rounds wont be over so quick and have a little more breathing room

AAS doesn't seem so bad but as some points out can last upwards of 2 hours depending, so i'd maybe lower tickets as well, just a bit, but honestly haven't noticed as extreme problems as insurgency.

Really its a map by map basis and someone else quoted here so ill look at it that way:

Iraq ins maps: 425-450 tickets (425 for like Karbala, 450 for the difficult terrain maps like Kokan, Korengal, i'd say even Fallujah plus +30 back).

AAS, maps, Heavy asset maps low from 800 to 600's or 700's. Maps like Muttrah, Dragon Fly in the 500,s. Shorter AAS maps that had 200 tickets last release like Asad Khal, i'd go for in low 400's.

I donot know for sure this would fix things but I think would make the new changes with -1 wounded and promoting more careful gameplay would be more reasonably balanced with more tickets but not too many as basically with 650 now its making that change useless as its the same as before but COMPLETELY compensating for the 2 tickets for death now. So its mainly a happy medium, that makes rounds a bit longer but you still can't go about dying and loosing tickets carelessly. If there is a topic when the feedback forums are reopened I will post there as well.
Tartantyco wrote:I think I can say quite comfortably that the Blufor tickets in Insurgency mode are a little excessive with the latest increase.
Agreed
iAllex wrote:Thank you for the fast Hotfix PR Team :) ... We wuv you ! :33_love: .

About the ticket aspect... now, it's like the old sistem, only a bit faster. If in the previous version you had 300 tickets on a map, with the new version you have 600 on the same map. In the previous update, if you died, you would of lost 1 ticket(out of 300), now you loose 2 tickets(out of 600) , basically it's the same thing(with the new ticket bleeding sistem). The difference is, that now, a player can loose more than that fixed number of 2 tickets if he goes into wounded state multiple times. Sooo... a rounds time in 0.957b is a bit faster than 0.917 but longer than 0.95.

True as restated.
BloodAce wrote:The huge amount of tickets doesn't make rounds better and more tactical. Yes they are longer but do players really like to spent 2-3 hours on 1 map? I don't think so.

The amount of tickets should be only a little bigger then it was originally just to be able to play an hour or 1,5 hours of balanced and tough battle and if you couldn't take all enemy flags by that time because you run out of tickets then well try better next time :)

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 which decides how long the game can be played not just tickets but IMO twice as many is way too many.

Just my 2 cents.
Good point blood. That's how I also feel in my post.

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

Posted: 2010-10-23 02:13
by Nakata
As i said double the tuckets is too much...

50% more will be ok

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

Posted: 2010-10-23 14:05
by qs-racer
I finish a winning round on Fallujah as US with 599 tickets, i thinks it's a little too much :)

I dont like the new ticket system, the idea is good, but need some adjustement. I wait admin open a thread for that ;)

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

Posted: 2010-10-24 17:19
by Potilas
Iraqis are screwed what becomes chance to win the round. I would say coalition wins about 9 of 10 matches against iraqis. Taleban vs coalition the win ratio is 50/50. The question is not about the tickets, its more about team assets. Taleban does not have to fight against MBT and they get much less IFV/APC to fight with. Take away MBT and half of IFV/APC:s from Iraq maps. I sure you the balance will be there. Dropping ticket count makes round end too early, pls dont do that.