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Rallies in 1.0? (change log)

Posted: 2013-04-11 04:08
by Anderson29
from change log on google drive page 12
PYTHON: Implemented rallypoint changes as discussed on the DEV meeting, closes #xxx. No timeout, takes xSL+xSM to place, x enemy very close to destroy (xx, xx, xx, depending on map size). When it's overrun, you can't set a new one for x minutes, when it's not overrun, you can set it x minute later. This is not up for discussion, we'll see how it plays out. Needs testing. (bloodydeed) 18160
seriously? with 100 player servers.....just when i thought yall were heading in the right direction.
i hope this change log is incorrect..or i am misunderstanding... and i wonder why this hasnt been spoken about more in the public forums?

and "not for discussion"????? WTF.
the only reason DBmod was such a hit was because of the 1 cache at a time, not the rally system. your moving in the wrong direction. your suppose to be removing fobs next, if it even came to that. i know i am not the only one who feels this way. hell as a trans pilot i already spend to much time on the tarmac twittling my thumbs....back to run'n and gun'n & rally hunting i guess

i really hope for the best for the mod and as long as i have been around here with this mod (2005), .98 is the best version by far.
Brainlaag wrote:6, rallies are a feature of the past. With all the new game changes, bigger maps and very functional and easy to build FOBs, rallies do not fulfill their role as intended anymore. I can live very well without them. The old PR gameplay doesn't fit into the new gamemechanics anymore and as such, also the rally points should be removed.
couldnt of said it any better.

what are your thoughts from those of you that were here back in the permanent rally days?

shit i am going to go to sleep...and hope this is a bad dream.

Re: Rallies in 1.0 seriously? (change log)

Posted: 2013-04-11 04:15
by Conman51
Anderson29 wrote: the only reason DBmod was such a hit was because of the 1 cache at a time, not the rally system.
Ummm no. It was honestly one of the best thing i liked for AAS from the DB mod

Keep rallies.

Re: Rallies in 1.0 seriously? (change log)

Posted: 2013-04-11 04:22
by ComradeHX
Permanent rallies are problematic when big map is not filled with players.

100+ players will fill up the map a lot better.

Re: Rallies in 1.0 seriously? (change log)

Posted: 2013-04-11 04:32
by zombie-yellow
As a transport chopper pilot, I personally hate rallies. And hate when there's too much FOBs, because I'm useful for the first 10 minutes of the game, and I do nothing for the rest of it.

Re: Rallies in 1.0 seriously? (change log)

Posted: 2013-04-11 04:37
by IINoddyII
Heart goes out to all the chopper pilots... Pleease don't call yourselves useless - because what will 95% of the server population have to complain about... There should be a support group for you :P

Will wait and play with the changes before passing judgment personally.

Re: Rallies in 1.0 seriously? (change log)

Posted: 2013-04-11 04:47
by Rhino
Its officially, the forum alert level is back up to to OMG! Everyone prepare yourself!: https://www.realitymod.com/forum/f10-pr ... level.html

Re: Rallies in 1.0 seriously? (change log)

Posted: 2013-04-11 04:50
by zombie-yellow
lol Rhino :p

Re: Rallies in 1.0 seriously? (change log)

Posted: 2013-04-11 05:25
by Sgt. Mahi
We've been in OMG for quite a while now :)

Re: Rallies in 1.0 seriously? (change log)

Posted: 2013-04-11 05:28
by Rhino
Sgt. Mahi wrote:We've been in OMG for quite a while now :)
Ye, since this last encrypted change log was released although really should have gone down to LOL in-between but no one changed it :p


Also guys not only haven't you played it with the new changes, but you haven't even decrypted most of the critical info behind the change nor considering the other changes in the mod. Just wait until you try it before you pass judgement ;)

Re: Rallies in 1.0 seriously? (change log)

Posted: 2013-04-11 05:33
by zombie-yellow
Well, my comment was towards the actual release, 0.981 :p Because, actually, transport choppers in Muttrah/Kashan and other maps don't do anything for half the game. Can't say for 1.0, haven't played it lol

Re: Rallies in 1.0? (change log)

Posted: 2013-04-11 05:54
by doop-de-doo
I'm not a big supporter of rallies, but (as the DEVs have experimented with putting restrictions on rallies throughout the last patches) if they feel like it's time to go back to the old system, that's their choice.

OMFGz is official!

Re: Rallies in 1.0? (change log)

Posted: 2013-04-11 07:12
by Jolly
No! No way! Rhino, u are not telling the truth! :)


Removing FOBs and Rallies will slow the GAME down.

I am not trying to give a suggestion, but u must expecting some different GAME modes.
That might feed the needs of some certain players like u. :)

Rally on DB mod worked fine in our server. coz random ppl playing PR sometimes full retarded, and Rally helped good players to get organized. 8)

Re: Rallies in 1.0? (change log)

Posted: 2013-04-11 08:35
by Web_cole
The rallies in DB mod were bad and didn't work. As soon as I had access to a semi-permanent squad rally I found myself giving up when I didn't need to. DB mod rallies were degrading to the level of gameplay and not an improvement in my eyes.

Re: Rallies in 1.0? (change log)

Posted: 2013-04-11 09:59
by Heavy Death
We will wait and see, if its ****, its **** and we either can stop playing or they change it again...

Re: Rallies in 1.0? (change log)

Posted: 2013-04-11 10:30
by DDS
Interesting discussion. Come to think of it the last two times I have led a squad I've only set 1 rally. I remember in the past patches rally's were important part of keeping the squad together. I would average placing 2 or three per game. Don't know why that is.. better logistics, FOBdom and or coordination??

I don't think it would hurt to slant more towards FOB's/Logistics and perhaps less with rally's (sl + 2sm ?). Probably been considered.

And I agree with Anderson29's comment with the choppers. Seems role of transporting has diminished somewhat waiting a lot more on the tarmac. But for me that is mostly by choice double checking as I despise being called in for transport and seeing a tank sitting there very happy to see me :tired:

Re: Rallies in 1.0? (change log)

Posted: 2013-04-11 10:57
by Mineral
I remember bloodydeeds changes to rallypoints when PRTA was doing some 100P testing. The playerbase at the time was very divided amongst the ones who liked it and the ones who didn't. I remember a round of shija valley were the rallypoints were constantly used and no fobs were build. the logistical part of the game was dead. But I think we just didn't test it enough. When 1.0 includes the rallypoint changes and every server tests it then you can get some proper feedback of it. And probably after a few days people will find a way to maximize the game with using both rallies and the PR logistical system. Let's hope so ;) If not the PR team will always find a way to make it better as soon as possible. But indeed, stop complaining if you only have half the story in the first place and haven't played the new way yet.

And I'm pretty sure db mod has not much to do with the current setup, but I could be wrong.

Re: Rallies in 1.0? (change log)

Posted: 2013-04-11 11:00
by ChallengerCC
I only hope the devs know what important screw they are changing. Its not like adding a new Tank or so.
I pointed out multiple times here in the forum about the value of life.

This change can influence the hole gameplay and i will not play a tacticless action shooter,
even how complex it is, when its not used because of the fast play stile of the game.

And to implement/test it on 1.0 release is not the (i dont wanted to say stupid) best way in my opinion.
(If you want to test it on 32x32 (war/public like situation) i can support you by this (server, players and feedback))

For me is in this case the theorie a fact and nothing needs to be tested.
But when its intended to increase the action. Is this realy sad.

The action factor in the game is high enought when not a notch to high.

I dont want to become arrogant, but i know (even when i am not a dev) from what i am talking here about.
Sometimes i feel, in the inverting circuit it is not so.

Re: Rallies in 1.0? (change log)

Posted: 2013-04-11 11:17
by Spook
Well there will be an open beta 1.0 test before the release. When it comes to that I think they will realize that this was probably one of their worse decisions for 1.0

Not gonna hate or list a huge amount of arguments.....yet. Devs still have enough testing time to change their mind.

Re: Rallies in 1.0? (change log)

Posted: 2013-04-11 11:29
by Rudd
and "not for discussion"????? WTF.
that's a message to the rest of the team, not the community, we had already conducted private and extensive discussions.

Every day there is a team wide update with the changelog messages that were committed that day, remember to read some of these in that context as they'll sometimes include messages to the team rather than the public.

Re: Rallies in 1.0? (change log)

Posted: 2013-04-11 11:55
by brezmans
In all honesty, I'm not crazy about this change to rally points. It diminishes the logistics part of the game and makes everything feel more game-y, more vanilla bf2, more rush and not plan.