low player count and Conquest/AAS

General discussion of the Project Reality: BF2 modification.
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{GD}geogob
Posts: 74
Joined: 2005-11-04 16:50

low player count and Conquest/AAS

Post by {GD}geogob »

At the times I usually play, this game is pretty much dead. Worse than that other game I partly left because it was dying.

So turns out that most of the time we get at most 6 players... well I got to say, that game, with so few players and the kind of objectives it has must be one of the worst ever. Don't get me wrong here... with a full server, with 3 or 4 squads organised, commander on duty and so on, this game is a lot of fun (well with PRMM, of course). But with the numbers of players I get in PR, its just... not what the gametype was intended for.

So I have no clue what gamemodes the dev team has in his cookbook, but I wonder how, on a game of that scale, this could be improved. To start with uncapables, well defended based and fewer flags. Perhaps another capture/defend mechanism.

Also, AAS is nice when you have actually enough player to set up and organise a good defense and offense. But not with 3 players per team. But thats not that much an issue with AAS, rather with the gamemode itself.

So, what could be done to improve games with less players? Could another capture mechanism help? Changed range (sometimes it's a big large)? Add more requirements to capture a base?
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Disclaimer: As he was educated in the "Infiltration school of modding", be aware that this user is a realism freak. He cannot be held responsible for any emotional damage this might generate, although he apologizes for it in advance.
{GD}geogob
Posts: 74
Joined: 2005-11-04 16:50

Post by {GD}geogob »

Well the fact that the servers are empty is not the problem I wanted to point out :P

But fyi, I usually play between 2300 and 0130 EST.
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Disclaimer: As he was educated in the "Infiltration school of modding", be aware that this user is a realism freak. He cannot be held responsible for any emotional damage this might generate, although he apologizes for it in advance.
dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

{GD}geogob wrote:Also, AAS is nice when you have actually enough player to set up and organise a good defense and offense. But not with 3 players per team. But thats not that much an issue with AAS, rather with the gamemode itself.
Eh? Its not like Conquest is good with 3 players per team either. Try playing 64 player Wake and you'll realize that, lol. AAS is far better for fewer players.

The problem at the moment is that incompatability with the current BF2 version though. Plus an unattractive mod appearance. People actually have to PLAY the mod to find out if its good or not. Not easy to advertise... Need to have more fancypants models, basicly.

Sidenote: Although scaling features would be nice though. Scale capture times/radius/etc per player (for example 3 players on one team should mean a pretty quick capture) and it might improve a bit. It'll only work for AAS though, for conquest that little trick would be a travesty, lol.
Last edited by dawdler on 2005-11-25 08:25, edited 1 time in total.
{GD}geogob
Posts: 74
Joined: 2005-11-04 16:50

Post by {GD}geogob »

Eh? Its not like Conquest is good with 3 players per team either. Try playing 64 player Wake and you'll realize that, lol. AAS is far better for fewer players.
I mean that AAS is as bad as Conquest with so few players (perhaps a little better but not much). That is because AAS is based on conquest to start with. It inherits most of its flaws.
Image
Disclaimer: As he was educated in the "Infiltration school of modding", be aware that this user is a realism freak. He cannot be held responsible for any emotional damage this might generate, although he apologizes for it in advance.
Rg
Posts: 181
Joined: 2005-06-17 22:35

Post by Rg »

{GD}geogob wrote:At the times I usually play, this game is pretty much dead. Worse than that other game I partly left because it was dying.

So turns out that most of the time we get at most 6 players... well I got to say, that game, with so few players and the kind of objectives it has must be one of the worst ever. Don't get me wrong here... with a full server, with 3 or 4 squads organised, commander on duty and so on, this game is a lot of fun (well with PRMM, of course). But with the numbers of players I get in PR, its just... not what the gametype was intended for.

So I have no clue what gamemodes the dev team has in his cookbook, but I wonder how, on a game of that scale, this could be improved. To start with uncapables, well defended based and fewer flags. Perhaps another capture/defend mechanism.

Also, AAS is nice when you have actually enough player to set up and organise a good defense and offense. But not with 3 players per team. But thats not that much an issue with AAS, rather with the gamemode itself.

So, what could be done to improve games with less players? Could another capture mechanism help? Changed range (sometimes it's a big large)? Add more requirements to capture a base?
Yesterday was empty, because it's a holiday weekend. I'm hoping servers will be back to normal in a day or so.

Weren't you in the CSM server a few nights ago? There were only like 8 people on the server (4on4) and you were a sniper. Why would you be a sniper with such few people? Your team needed man power, not a sniper.

There should be a class limit with snipers (as well as other changes to that like I pointed out in my older thread). 1 sniper per 8 people on a team (not exactly that number, but you get the idea). A sniper isn't allowed with less then 8 people on a side. So if you have 15 people on one side, you can only have 1 sniper, but once you have a 16th guy, 2 snipers will be allowed.

Also, for such a small number of people on a server (less than 16), TKOH is probably the best game mode. If there are only 8 on a server. 4 attack, while the other 4 defend the center flag. AAS will have those 8 guys running at eachother to try to capture eachothers flags.
{GD}geogob
Posts: 74
Joined: 2005-11-04 16:50

Post by {GD}geogob »

Rg wrote:Weren't you in the CSM server a few nights ago? There were only like 8 people on the server (4on4) and you were a sniper. Why would you be a sniper with such few people? Your team needed man power, not a sniper.
Well I agree with you on that. I stupidly spawn as a sniper at the begining, but turned out to be somewhat helpfull. Quite a few times I prevented capture of our main base, and constantly spotted enemy movement, reporting them to the team. More then once I protected our APC/tank from hidden AT or I spotted enemy trying to move around the flanks towards our flag.

But Yes, that wasn't good choice to start with and, for that reason, once I died, I did not respawn as a sniper. I could have helped more in another position. Well, I would rather say I could have helped differently...


But thanks for the lecture ;-)
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Disclaimer: As he was educated in the "Infiltration school of modding", be aware that this user is a realism freak. He cannot be held responsible for any emotional damage this might generate, although he apologizes for it in advance.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Post by CodeRedFox »

My solution is just to jump in a sever and wait...
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"apcs, like dogs can't look up" - Dr2B Rudd
{GD}geogob
Posts: 74
Joined: 2005-11-04 16:50

Post by {GD}geogob »

I've did that for months, playing Infiltration, and this is one of the only few reason I moved on to another games (although I haven't really moved on). And any reason to drive me away from that game and its community must be damn good.

In short, no thank you ;)
But when I see you on, I'll hop in. Makes interesting games.
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Disclaimer: As he was educated in the "Infiltration school of modding", be aware that this user is a realism freak. He cannot be held responsible for any emotional damage this might generate, although he apologizes for it in advance.
Gunfighter34ID
Posts: 54
Joined: 2005-11-28 18:01

Post by Gunfighter34ID »

Hopefully when this fix comes out around the weekend things will pick up. I guess people just need to put the word out everywhere they can. I've advertised it on the Insurgency forums even though I haven't really played it enough myself to know if it's any good or not, but it can't hurt for people to know about it and give it a try. Get out there and drum up some interest. ;)
DEDMON5811
Posts: 867
Joined: 2005-11-20 06:45

Post by DEDMON5811 »

I will be back on as soon as the fix is released. I play every day when its working.
hoak
Posts: 141
Joined: 2005-06-23 06:40

Post by hoak »

BF2 and the PRM are young; one of the best things you can do when you can't find an active server might be to do a little PR for the mod to raise awareness. There are a boob-zillion game fourms and venues that you can (gracefully and graciously) leave a little info about the BF2 PRM on.

I think PRM is a shoe-in for the many disappointed Clancy Fans that are hovering over the wreckage that Ubi has made of the "Franchise" -- once PRM gets a bit more realism focused game-design and a scosh more attention, I suspect many of them will become very interested.

Literally competing with commercial game's billion dollar marketing campaigns for Fan notice is never an easy chore for Mods -- a friendly community that makes even a small but sustained effort can go a long ways to helping to build steady 24/7 games....

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E7-JS
Posts: 25
Joined: 2005-11-27 17:55

Post by E7-JS »

Well I know of 4 people just waiting for the 1.2 patch I am happy just to wait.
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"We'll come in low, out of the rising sun, and about a mile out,
we'll put on the music"
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

myself and my whole lanning group is waiting for the patch to be compatible with 1.12.

before 1.12 we played on a regular basis!

ive introduced prmm to alot of vanilla bf2 players, and with a few exceptions they all liked it better than vanilla and are now craving it over vanilla!
hoak
Posts: 141
Joined: 2005-06-23 06:40

Post by hoak »

Maybe someone could make some nice PRM buttons, logos and banners people could use in thier signatures when they post on other fourms that link to the mod site here -- as sort of passive guerrilla marketing...

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