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Value of life

Posted: 2013-06-14 15:18
by ChallengerCC
Value of life:

Hi there,

this guy in the video made a good explanation of the problem: Fear of "dieing" and value of life.

Danger german language! ;)
http://www.youtube.com/watch?feature=pl ... go#t=1231s


I am afraid that the version 1.0 will increase the action factor and the fear to die will be lower and for that teamwork, tactics and formation will be more obsolet in PR. Even for now the value of life and the fear of "dieing" is so low that the gameplay is to "fast" and for that its hard to establish tactics and formations.

So i hope the devs get this in mind if they change the gameplay.
The new rally point system for example, is for me a critical point i dont support this upcoming change at all.
Because the spawn availabilitys are way to high then. And the fear of dieing is so low that you have a gameplay like every other action shooter: Dieing, spawning and rushing all the time.
Even for now its to low and the gameplay to fast. Since the increasing speed of running and the weapon centration was increased (0.95 or so).

(warning sounds arrogant)
I know from what i am talking here (SL and Clanleader for more than 2 years, playing every week PR and playing PR since 0.25), its only the decision of the devs in which direction they want to go.

Action or Tactic and i am proud to say: I am for tactic!
ChallengerCC

Re: Value of life

Posted: 2013-06-14 15:45
by carmikaze
Tactic for the win.

+1

Re: Value of life

Posted: 2013-06-14 15:57
by Spook
Totally agree with that. All the awesome stuff getting announced for 1.0, making me all crazy...but at the same time things like infinite rally points, deviation and shorter vehicle spawn times seem to make all the effort that was put into 1.0 wasted. Because what do you need new factions, maps, assets und fancy effects for if the gameplay is bad.

Ok got to say that deviation looks ok in the Beta Videos, seems like you increased recoil on the guns and the deviation itself was not changed that much at all. My biggest fear are those RPs though. Right now FOBs are already way too important and too easy to build. AAS is not about fighting the objective but about finding the enemy support FOB. And with those infinite rallypoints it will get much much worse. Since it was never officially announced and since the encoded changelog just contains all the beta and not final changes, I am still hoping that those entries in the changelog were really just a temporary change and got removed again after excessive testing.

Re: Value of life

Posted: 2013-06-14 16:00
by rodrigoma
yep, we are definitely at OMG level, good news :-P

Re: Value of life

Posted: 2013-06-14 16:41
by ghostfool84
I support the intention of the thread and think that ingame life should be worth something, but its hard to force that without having the people wait for respawn. Sometimes you really have wait long since you can respawn out of different reasons if you want to rallye up with your squad and not spawn in the middle of nowhere alone or in Mainbase if no Transport is available. And waiting like 15minutes to respawn isnt the right way either....

Re: Value of life

Posted: 2013-06-14 16:50
by ChallengerCC
[R-CON]rodrigoma wrote:yep, we are definitely at OMG level, good news :-P
Yes you are right: We are already in the OMG version 0.973, gameplay is way faster then 0.95

I only wanted to point out that the devs should consider this, in my opinion most important core feature of PR.
The visual stuff, assets and other features i love them and you guys do a realy awesome job, but the dont care.
Because its not so gameplay changing. And gameplay is the game by for me 70%.
And in the last versions it was going from my perspective totally in the wrong direction.



Deviation(decreasing weapon accuracy while shooting) != Centration(increasing weapon accuracy after running)

Re: Value of life

Posted: 2013-06-14 16:51
by Rudd
There are far too many new variables to consider on how the system will play out with certainty.

If it's too fast paced and people are respawning and dying constantly, then RPs etc can be reverted.

However, even just playing COOP I personally feel more timid. The new sounds and effects just scream 'GET DOWN' at you, and bots aren't as clever as humans by far.
and the deviation itself was not changed that much at all
if you believe this then you have made a random and erroneous assumption, it's completely different from the ground up and better represents reality and the differences between weapons.

CQB in particular is greatly improved, and rifles seem to behave correctly for their RL optimal max distances; i.e. CQB isn't affected too badly by randomness of deviation and long range combat is not point and click lazer accuracy; the same variables as 098 are taken into account but in different ways that are tailored to different weapon groups much more effectively.

Re: Value of life

Posted: 2013-06-14 17:03
by K4on
We really appreciate your care about PR, guys.

As Rudd said, keep in mind that we don't just change the rallypoints as the only feature.
It is part of an overall gameplay change, which wasn't just dediced while on the rush by the DEVs.

As this is feedback of a version which haven't even been released yet, this thread is closed.