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Re: What's happening to the community?
Posted: 2011-02-19 20:50
by Rudd
trusim, alot of the **** you just posted in to a thread thats meant to be about how the community has changed, cannot be done.
Re: What's happening to the community?
Posted: 2011-02-19 22:42
by CelticSon
> Intelligence system completely removed from INS.
this is a point to think about because its obsolete due to teamswitch. people mostly dont get teamswitched intentionally but it happens often. i think most caches are being located because of this annoying aspect. it sadly destroys the meaning of the intelligence system completely.
Re: What's happening to the community?
Posted: 2011-02-20 01:39
by Truism
CallousDisregard wrote:Have you made any real effort to make those things happen ?
Or is it just that we are supposed to be impressed with a laundry list ?
If I were you I would demand a full refund.
I got my refund in full. And you'd be surprised at what I did try to do.
Most of those changes are simple gameplay changes that require little work to implement. The vast majority of that definitely can be done with
relatively little effort. For design reasons, they won't be adopted, but those suggestions are only World According to Truism anyway.
trusim, alot of the **** you just posted in to a thread thats meant to be about how the community has changed, cannot be done.
Most of it can be done, some can't. More importantly though, you have to understand that the community is a reflection of what sort of game it is and how it's marketed. Is it any surprise that from .4-.6 when the game was brutally unforgiving and still going places you'd expect of a reality mod that it attracted a different crowd to what it started to from .7-.9x when the design philosophy (not saying the application, but the philosophy) shifted towards "redefining" realism?
It's not my game, and like others, I voted with my feet (on average they're winning the popular vote, so maybe I'm just a sulking whiner). While I'd always be the first to show my appreciation for the amazing work the DEVS and CONS have done over the years, I'm not the sort to hold back on criticisms of flaws because other things were done very well.
Re: What's happening to the community?
Posted: 2011-02-20 01:55
by gaurd502
If your suppressed you loose your so sprint? So if I'm running a street and some guy takes a shot that lands near my foot I would start walking? How is that realistic? Some of the other thing like fog I thought was a engine thing or because computers couldn't handle it.
When I joined in .5 it seemed harder, but when I think about it I remember re spawning and getting up by medic a lot more. I would like to see a little less deviation, but honesty it seems fine to me.
About the community thing, I have defiantly seen a change since 75. It seems like there are a lot more idiots who come on the try to screw things up and then leave the server. But lately( In the past week or so) I have been seeing a lot of good games.
Re: What's happening to the community?
Posted: 2011-02-20 08:31
by Truism
Let's put it another way, you're in a fighting position and it takes fire. At the moment, the best option is always to break cover and leg it - it's impossible to neutralise a position or pin people, only to suppress them. Very different to real life.
Additionally it will increase the importance of moving properly and realistically from cover to cover as well as having overwatch. Since at the moment uncovered moves are not only viable, but the norm as a result of running away when shot in the open being too easy. This is partially caused by deviation being too high, partially caused by sprint being too available in a game with hitreg as bad as BF2.
The best two changes since 0.6 have been suppression and the LMG buff, but being shot at still isn't as big a drama as it should be and uncovered moves are still viable. I don't think I've seen anyone stuck to a piece of cover by fire in my time playing PR.
On the point about fog, fog is mostly an issue because maps are too big with too much in them. Space is poorly utilised in the game at present and big maps generally tend to promote bad and unrealistic gameplay because force density is so incredibly low. Putting 60 people on 2x2km maps doesn't work, some of the 4x4 works, but only because there's practically a regiment of tanks per side on the map with air support. Expecting any kind of realistic combined maneuvre with infantry in support of tanks and so on is completely unreasonable when there's so much ground to cover and so few forces to do it with. More limited, tighter and realistic objectives would promote more realistic tactics, as well as making tactical decision making more important (more wrong answers to tactical situations; principles and considerations specific to situation become more important) - finally more limited scoping would allow the fog to be lifted.
Finally, yes, the game had major realism issues during and prior to .6, but the feeling was that the intention was to tighten everything up and make it more realistic. Post 0.7 it's been more about trying to introduce unrealistic things to promote a style of gameplay, which coincidently isn't realistic. Bearing in mind I only played 0.5 at the end of the version (tempted in by the same promotional video as everyone else), but the fundamental concept of the game was very different at that point. If anything PR seems to be a portfolio game to float a studio off at the moment, so it's trying to court mass market appeal.
Again, I could be very wrong on everything. World According to Truism stuff again.
Re: What's happening to the community?
Posted: 2011-02-20 17:09
by Shots1721
Truism wrote:Deviation from shifting point of aim removed.
Max deviation drastically reduced on all ARs, pistols, SMGs etc (greater variation between weapons here too - weapons with foregrips should have less for example).
Some kind of code implemented to stop jack-in-the-boxing with LMGs (which is a bigger problem than dolphin diving has been for a long time).
Support weapons retain large deviation penalties when not deployed correctly.
Point of aim penalties reduced on support weapons.
Mouse slowing increased on deployed LMGs, sniper rifles and deployed DMRs.
Recoil deviation reduced on LMGs proportionate to their weight and caliber.
Coax weapons deviation removed.
Ground vehicles now accelerate more slowly. Max speeds increased to compensate.
All fighting vehicles no longer respawn when destroyed. Transport and logistics vehicles do.
Damage radius on grenades increased again.
Suppression reworked so that larger caliber weapons suppress a wider area.
Suppression time increased.
Suppression is now cumulative. Shots falling in the range will add time to the effect. (hardcoded, could possibly be coded around).
Suppression triggers a camerabone animation to simulate flinching (hardcoded afaik, this is spitballing).
Suppression now drains sprint bar (final wishlist one that's hardcoded).
Medics now spawn with substantially more epipens.
Epipen animation much longer before firing.
Revives no longer revive the person, instead they stop you losing a ticket for the death and having your spawn time increase.
Spawn time increase for unrevived deaths from 2 second penalty to 5 second penalty.
Base spawn time 30 seconds for defending factions, 20 for attacking factions.
Most maps generally much smaller.
Fewer assets per map.
Fog all but removed.
Concept of map changed to a command map.
Symbols are replaced by NATO task graphics in accordance with publically accessible US FMs.
Enemy spotted symbols removed except for FoBs and a single generic enemy symbol.
No unit positions including your own are shown on map.
Maps replaced with topo maps in accordance with the ones someone made a while ago for a suggestion thread.
AAS scrapped as the staple game mode.
New game modes: Attack and Defence, Counter-Attack, Meeting Engagement.
AAD pits a defending team that can't recap points but has strong situational advantages.
CA is like the old CA, differs from AAD in that defenders get less of an advantage until the counterattack ticker drops and can start recapping.
ME is like current AAS.
Randomised spawns default ofc.
Intelligence system completely removed from INS.
Objective is now only 2 caches that are present all map, spawn parameters tightened for them.
Insurgents get spawns all over the city that can be destroyed (hopefully the Al Basrah bug won't rear it's head).
Huge nerf to the Sapper class.
ROE buff to the Civilian class.
Collaborator kept as a seperate class to civilians, gets a pistol.
***
If I wracked my brain really hard I'm sure I could think of more, these are just the ones that came to me. But yes, I put a lot of thought into where PR could stand to improve and how to do it over the years.
If any of the points don't make sense I'd be happy to explain the intended gameplay effect.
Ill add to that;
Restriction of kits further in terms on rifle ammunition for example MEC vs USMC
USMC are using M16a3/4 and M4, MEC are using G3...M16 and M4 use NATO 5.56mm Rounds and G3 uses 7.76m (unsure of make). You shouldnt be able to pick up their ammuntion kit to re-arm your weapon with different ammo types. Same with using friendly ammo bag on nme LAT. If its a LAW you SHOULDN'T be able to re arm wtihout having to pull back to an APC, Land Rover or Operations Base instead of a 'ammo bag'.
Also this is a 'Common Military' formed game, we don't usually train using the nme's weapon in case of emergency, you should only be able to switch if you are seriously low on ammo. But the Kalashnikov i guess is different, i have seen NATO forces in combat having to use the insurgent's weaponry for CQB or Breaching, so i guess that can be allowed.
Re: What's happening to the community?
Posted: 2011-02-20 17:12
by Shots1721
gaurd502 wrote:If your suppressed you loose your so sprint? So if I'm running a street and some guy takes a shot that lands near my foot I would start walking? How is that realistic? Some of the other thing like fog I thought was a engine thing or because computers couldn't handle it.
When I joined in .5 it seemed harder, but when I think about it I remember re spawning and getting up by medic a lot more. I would like to see a little less deviation, but honesty it seems fine to me.
About the community thing, I have defiantly seen a change since 75. It seems like there are a lot more idiots who come on the try to screw things up and then leave the server. But lately( In the past week or so) I have been seeing a lot of good games.
Have you ever been in a firefight before?
Re: What's happening to the community?
Posted: 2011-02-20 17:19
by Shots1721
Truism wrote:Let's put it another way, you're in a fighting position and it takes fire. At the moment, the best option is always to break cover and leg it - it's impossible to neutralise a position or pin people, only to suppress them. Very different to real life.
Additionally it will increase the importance of moving properly and realistically from cover to cover as well as having overwatch. Since at the moment uncovered moves are not only viable, but the norm as a result of running away when shot in the open being too easy. This is partially caused by deviation being too high, partially caused by sprint being too available in a game with hitreg as bad as BF2.
The best two changes since 0.6 have been suppression and the LMG buff, but being shot at still isn't as big a drama as it should be and uncovered moves are still viable. I don't think I've seen anyone stuck to a piece of cover by fire in my time playing PR.
On the point about fog, fog is mostly an issue because maps are too big with too much in them. Space is poorly utilised in the game at present and big maps generally tend to promote bad and unrealistic gameplay because force density is so incredibly low. Putting 60 people on 2x2km maps doesn't work, some of the 4x4 works, but only because there's practically a regiment of tanks per side on the map with air support. Expecting any kind of realistic combined maneuvre with infantry in support of tanks and so on is completely unreasonable when there's so much ground to cover and so few forces to do it with. More limited, tighter and realistic objectives would promote more realistic tactics, as well as making tactical decision making more important (more wrong answers to tactical situations; principles and considerations specific to situation become more important) - finally more limited scoping would allow the fog to be lifted.
Finally, yes, the game had major realism issues during and prior to .6, but the feeling was that the intention was to tighten everything up and make it more realistic. Post 0.7 it's been more about trying to introduce unrealistic things to promote a style of gameplay, which coincidently isn't realistic. Bearing in mind I only played 0.5 at the end of the version (tempted in by the same promotional video as everyone else), but the fundamental concept of the game was very different at that point. If anything PR seems to be a portfolio game to float a studio off at the moment, so it's trying to court mass market appeal.
Again, I could be very wrong on everything. World According to Truism stuff again.
Truism stuff is sounding Tru, many of the games concepts has shifted in order to bring a friendly introduction to the new community that is joining...But....doing this in a deployment server means the veterans and miltary buffs cant knuckle down and play because there a few new guys standing next to the gas station like a bunch of visiting tourists...the 'realism' should change between training and deployment and have ex-military and the ex-military dev's get the biggest say into what goes down in deployment and get their idea's down.
Re: What's happening to the community?
Posted: 2011-02-21 06:07
by Truism
T-t-t-triple post.
The only thing I'd say is that ongoing attempts to encourage non-military players to use realistic tactics by introducing unrealistic things will fail indefinitely. Real tactics are a product of real life capabilities. Tactics are inherently emergent so unrealistic tools will produce unrealistic uses for them.
This is something I don't think I fully understood when I was posting about these things three years ago. Back then it frustrated me that individual soldiers didn't work properly, and I could see how it would shape a metagame, but didn't fully understand how that would relate to tactics because I had no tactical grounding. I probably made some terrible suggestions back then because of a flawed understanding of how capability shapes tactical possibility.
Re: What's happening to the community?
Posted: 2011-02-21 08:00
by Bringerof_D
Truism wrote:T-t-t-triple post.
The only thing I'd say is that ongoing attempts to encourage non-military players to use realistic tactics by introducing unrealistic things will fail indefinitely. Real tactics are a product of real life capabilities. Tactics are inherently emergent so unrealistic tools will produce unrealistic uses for them.
This is something I don't think I fully understood when I was posting about these things three years ago. Back then it frustrated me that individual soldiers didn't work properly, and I could see how it would shape a metagame, but didn't fully understand how that would relate to tactics because I had no tactical grounding. I probably made some terrible suggestions back then because of a flawed understanding of how capability shapes tactical possibility.
however for an environment to breed realistic behavior it must be 100% realistic. a single missing factor will result in players acting unrealistic. And this is the limit of a video game, Thus in order to compensate unrealistic measures must be taken.
this has been brought up time and time again by realism buffs here, and i as one of them understand but disagree to making weapons and everything act 100% realistic. This is simply due to the fact that the game world lacks the ability to make EVERYTHING 100% realistic. We will always be limited by the fact that you do not actually die and that you feel no pain in a video game. even if it was a game where dead players are booted and new players cycle in you feel the pain of running into a wall or getting shot, actual fear of death is not present. It is not as simple as making all physical elements act properly, it also requires psychological factors to be realistic in order for a player to act as though it were real.
Re: What's happening to the community?
Posted: 2011-02-21 08:12
by Truism
It holds that in a competition people will choose courses of action within the bounds of their capabilities that offer the greatest chance of success and the least of failure. Death is negative reinforcement, winning rounds is positive reinforcement, getting kills is positive reinforcement, losing is negative reinforcement. Winning a war is more positive than winning a round of PR, dying is more negative than dying in PR. I'm of the opinion that if the rewards and punishments are proportionate, and you do your best to simulate psychological factors where appropriate (eg. suppression negates combat effectiveness), then the result should still be about the same since the weight or risk/reward is the same balance as real life.
That's a big if though.
Re: What's happening to the community?
Posted: 2011-02-21 08:43
by Ductape
Well I'm brand new to PR and I cant much for how things were, but I can comment on what I see in games currently.
First off, Id like to say that PR is brilliant and Ive never seen anything else like it in the type of gameplay that it produces. The inter-player communication in an average game is quite simply amazing, the best Ive seen in any game, bar none.
That said, Ive often found games to be hit or miss. I usually scan the squads to see what their map grouping looks like as an indication of how a round will play out, and often switch a few times before finding a decent working squad. There are usually at minimum one or two squads working well together and the rest are scattered with little coordination or communication. On the rare occasion, I see a whole team working together.
Yes, there are a fair number of people who think that they're gods gift to the game and run off with X kit and die and that can spoil the game a bit, bit most of them are polite enough to not take transport and just hoof it from a forward base. Over all, Ive found the whole experience to be fantastic and I can find the type of game I'm looking for 90% of the time within the first 2 servers I try.
From my perspective as a newcomer, the community is thriving and creating a great experience ingame. Its also been good pretty good about helping me learn the ropes. Maybe thats because of an effort on my part to learn, and not just taking a sniper kit and running off, or crashing helicopters, but its been good none the less.
Re: What's happening to the community?
Posted: 2011-02-21 15:39
by Bringerof_D
Truism wrote:It holds that in a competition people will choose courses of action within the bounds of their capabilities that offer the greatest chance of success and the least of failure. Death is negative reinforcement, winning rounds is positive reinforcement, getting kills is positive reinforcement, losing is negative reinforcement. Winning a war is more positive than winning a round of PR, dying is more negative than dying in PR. I'm of the opinion that if the rewards and punishments are proportionate, and you do your best to simulate psychological factors where appropriate (eg. suppression negates combat effectiveness), then the result should still be about the same since the weight or risk/reward is the same balance as real life.
That's a big if though.
yes a scaled down version of those factors will work, but as a result the realism of all other factors must also be scaled down. It's like making a cake or something, less of the ingredients would still make a cake just a smaller one, but the amount of ingredients must remain proportional to each other.
Re: What's happening to the community?
Posted: 2011-02-21 16:42
by dunem666
'Limeni[BiH wrote:;1552355']Avoid playing on UKWF or =]H[= during the day you'll get really disappointed in PR , NWA is good for gaming during the day but at night play on TG or PRTA and you'll see good teamwork.
can i point out that Lemini was perm banned from both servers for greifing the PR NATO guys. Not really a viable source of info especially regarding our server
Warning was issued.
Re: What's happening to the community?
Posted: 2011-02-22 08:00
by Truism
Bringerof_D wrote:yes a scaled down version of those factors will work, but as a result the realism of all other factors must also be scaled down. It's like making a cake or something, less of the ingredients would still make a cake just a smaller one, but the amount of ingredients must remain proportional to each other.
All factors must be scaled down and remain in scale within each system for this to work. In practical terms it would look really stupid and cause all kinds of glaring inaccuracies (magazine counts and sizes would need to be scaled for example).
Point in fact, the opposite to what you're saying occurs. Units attack objectives far larger than they would in real life and have less accurate and effective weapons to do it with for example. Not only is force density lower, but individual capability is lower as well. Impotent soldiers running around in too much space means people do not move with as much caution as they need to in real life to be effective.
This is one example, another excellent one is that death penalties vs. perceived reward for a kill are out of proportion at the moment in PR because some kills are worth so much more than other kills and some deaths carry no penalty at all. On a basic level this is caused by medics bringing people back to life, but is compounded at a higher level by weapons only being reliable if used unrealistically at close range - this seals kills and also prevents the kill from being deleted by a medic.
To go back to the cake analogy, there is far too much of some ingredients, too little of others to try and a couple not in the recipe at all to try to make up for using substitutes for missing a few ingredients (trained soldiers is one, permenant death another example). Instead of getting a scaled cake, it's sat in the oven and turned into something completely different to the cake recipe that was being followed to begin with - let's call it pizza. It's completely alright though, because the Dev Team is actually Redefining Cake, and people seem to like the taste of their blander, but well presented and balanced cake over the nuance of the real thing.
Re: What's happening to the community?
Posted: 2011-02-23 12:53
by Shots1721
'Limeni[BiH wrote:;1552355']Avoid playing on UKWF or =]H[= during the day you'll get really disappointed in PR , NWA is good for gaming during the day but at night play on TG or PRTA and you'll see good teamwork.
Guys let me clerify this has nothing to do with the server, every server is different and that's that...as for the info concerning a realistic influence to the community is sounding pretty good at the moment.
Yes it sounds likethe engine can;t cope with some of the idea's Truism is pointing out but the influence psycologically towards the players can be done, i'm not a computer wiz, but a few tweaks here and there could make the average player think twice before engagement, flanks, ammunition, targeting, reconnaisance etc.
Keep these points coming in, i say a week or so and i'll give all the suggestions on the suggestion forum too see what they think of this.
Re: What's happening to the community?
Posted: 2011-02-24 10:43
by Truism
Shots1721 wrote:Guys let me clerify this has nothing to do with the server, every server is different and that's that...as for the info concerning a realistic influence to the community is sounding pretty good at the moment.
Yes it sounds likethe engine can;t cope with some of the idea's Truism is pointing out but the influence psycologically towards the players can be done, i'm not a computer wiz, but a few tweaks here and there could make the average player think twice before engagement, flanks, ammunition, targeting, reconnaisance etc.
Keep these points coming in, i say a week or so and i'll give all the suggestions on the suggestion forum too see what they think of this.
Most of it can be done. There's only a few points there that are questionable/hardcoded.
The suggestions forum doesn't really matter though. PR has a direction that it's going in and it's not this one.
Re: What's happening to the community?
Posted: 2011-02-24 17:01
by Wicca
I like cakes

Chocolate is my favourite.
Pr is moving into PR Arma 2, if you want a more indepth and awesome experience go there. But the main thing about PR, will always be Teamwork. Its the core ingredient. All the other stuff is just icing.
Or in a pizza speech, the dough is teamwork, and the filling is just cool sounds and effects.