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Few things that are really ANNOYING.

Posted: 2006-05-30 00:05
by Joester
Okay, after playing on and off for a bit, this post will state why some people really get angry at this game. I know you are going for realism and such but there is a lacking in some parts of the mod... The only major things that really annoy me and everyone that I've introduced to the mod so far consist of...

1. Insta-Proning - You all know about it, no need to explain. Already being taken care of.

2. The Medic - Okay right now the medic is... sorta crappy. It's REALLY annoying to try to heal people when most of the time they dont know what they are doing or if they die out in the open it is next to nearly IMPOSSIBLE to help them. :35_rip:

A good idea would be to be able to *if you can acutally code this in EA's hilarious engine* grab and drag or carry your wounded team mates, also if picked up have the wounded timer stop (so if it goes to 10 seconds, and hes picked up, it stalls there) until they are done being dragged orunless the medic or carrier gets shot... :hissyfit:

That way the medic can acutally help out then rather run around like a chicken with its head cut off looking for something to do other then heal someone and get shot in the process, also having their revival get killed aswell. If this was added in, then forget number 4, it would acutally balence itself out in large games, but if its under 32 players, ten seconds should be the limit.

3. The support class's MG: make it acutally have a spread, thats it, this line of death is really annoying from any angle. :hissyfit:

4. The Death Timer: Okay, I know that adding a second makes you try and be more wary of your surroundings, but it really pisses everyone off that when they spawn after dying ten times *thats 41 seconds* to get killed INSTANTLY to wait now 42 seconds... thats over a minute wasted that could be used to help out the team but cant because of getting shot while spawning.

How about a little feature where if you get shot while spawning *in a time frame of say 2 seconds* You should just have the timer SHUT OFF and you respawn at another point of your choice instantly. Why the hell should I be punished for getting shot in the back after waiting for ten years looking up at the sky. :cussing:

Also, the timer it shouldn't go past 10 seconds, because in a small game of like 8 on 8, if you die over twenty times, and everyone else has on your team, then you instantly lose because the other team just has to run over and cap all the flags. Easy. Stupid. FRUSTRATING. :26_suicid

5. Do not allow the commander to be disabled. This also hurts the medic because they need to get their defibs charged at a supply crate, but none can be dropped due to a lack of commander... or is that a server side setting? Either way, its nearly impossible to be a good medic with the major lack of supplies. This also hurts the spec ops and engineers as well because they cant get their tools back unless they die. Blah. :( :40_swig:

6. Jumping over objects is... a pain in the ***. Jump, dont go over, lose all stamina. Try again, can't. Get shot. Anger insues. :d uh: Make the jump alot higher or add in a way to just hop over stuff like cod2 where you just hit the use key and hop over the obsticle *It can also use stamina as well*

These are the most annoying things about the mod that I can think of, but everything else is great. Hopefully some of these ideas can be added in because I love this mod, it feels like OFP, which is awesome. Keep up the good work guys. :thumbsup:

P.S. Please don't say that the death timer thing is acutally a good thing after ten seconds. It's REALLY degrading to anyone who plays and it makes them want to just quit and say screw it, especially those who want just a quick game. *supersized ten incase people are acutally blind.*

Posted: 2006-05-30 00:44
by Rhino
Joester wrote:1. Insta-Proning - You all know about it, no need to explain. Already being taken care of.
Trying to fix this, its not easy to do.
Joester wrote:2. The Medic - Okay right now the medic is... sorta crappy. It's REALLY annoying to try to heal people when most of the time they dont know what they are doing or if they die out in the open it is next to nearly IMPOSSIBLE to help them. :35_rip:

A good idea would be to be able to *if you can acutally code this in EA's hilarious engine* grab and drag or carry your wounded team mates, also if picked up have the wounded timer stop (so if it goes to 10 seconds, and hes picked up, it stalls there) until they are done being dragged orunless the medic or carrier gets shot... :hissyfit:

That way the medic can acutally help out then rather run around like a chicken with its head cut off looking for something to do other then heal someone and get shot in the process, also having their revival get killed aswell. If this was added in, then forget number 4, it would acutally balence itself out in large games, but if its under 32 players, ten seconds should be the limit.
not possibal to get a player to be "draged" while is dead. Best way to do it is use a smoke nade, then try and revive them ;)
Joester wrote:3. The support class's MG: make it acutally have a spread, thats it, this line of death is really annoying from any angle. :hissyfit:
LMGs are that accruate in R/L. We are hopeing to limmit this kit in the future.
Joester wrote:4. The Death Timer: Okay, I know that adding a second makes you try and be more wary of your surroundings, but it really pisses everyone off that when they spawn after dying ten times *thats 41 seconds* to get killed INSTANTLY to wait now 42 seconds... thats over a minute wasted that could be used to help out the team but cant because of getting shot while spawning.

How about a little feature where if you get shot while spawning *in a time frame of say 2 seconds* You should just have the timer SHUT OFF and you respawn at another point of your choice instantly. Why the hell should I be punished for getting shot in the back after waiting for ten years looking up at the sky. :cussing:

Also, the timer it shouldn't go past 10 seconds, because in a small game of like 8 on 8, if you die over twenty times, and everyone else has on your team, then you instantly lose because the other team just has to run over and cap all the flags. Easy. Stupid. FRUSTRATING. :26_suicid
Best thing to do is spawn away from the fire fight if you do not want to get killed on spawn. Yes its frustrating at first but it has it good and bad points to it. You see the bad points strait away but when you play the game for more time you find the good points comming out. Like there is no car bombing ect cos people dont want to wait 40secs after ramming a car into a tank, not that it would do much damage to a tank in PR anyways.
Joester wrote:5. Do not allow the commander to be disabled. This also hurts the medic because they need to get their defibs charged at a supply crate, but none can be dropped due to a lack of commander... or is that a server side setting? Either way, its nearly impossible to be a good medic with the major lack of supplies. This also hurts the spec ops and engineers as well because they cant get their tools back unless they die. Blah. :( :40_swig:
Server option, or you might be on about ppl applie to commander, then they dont get the buttons to drop supplies/arty. This is cos the Squad Leader now has to request them, then the commander accept them ;)
Joester wrote:6. Jumping over objects is... a pain in the ***. Jump, dont go over, lose all stamina. Try again, can't. Get shot. Anger insues. :d uh: Make the jump alot higher or add in a way to just hop over stuff like cod2 where you just hit the use key and hop over the obsticle *It can also use stamina as well*
jump has been increased for next release for gameplay issues ;)


Stick with PR and you will learn to love it ;)

Posted: 2006-05-30 00:50
by Joester
I know about the smokes, but its really crappy when someone dies right by a corner and when you revive them, they instantly get shot again. The smoke just pretty much alerts everyone that there is more people and/or a medic by the wounded. :\

Posted: 2006-05-30 00:52
by Rhino
Joester wrote:I know about the smokes, but its really crappy when someone dies right by a corner and when you revive them, they instantly get shot again. The smoke just pretty much alerts everyone that there is more people and/or a medic by the wounded. :\
ye smoke is a might use. dont use it all the time, only if they know you are there sort of thing ;)

Posted: 2006-05-30 02:06
by trogdor1289
Hey Joester welcome to the community and all some good suggestions, but please cut down on the smileys you really used too many.

Posted: 2006-05-30 03:18
by eggman
Yeah good stuff.

Problem with Medics is the lack fo the helth bar on players... may of them don't know they are being revived at 50% health.

We will probably make it so that revives are at bleed state. We might add some sort of health indicator, not sure what - if anythng - as yet.

egg

Posted: 2006-05-30 03:25
by Eden
For a health indicator how about a small green/yellow/red icon in the corner of the HUD somewhere?

Green above 75% yellow 50-74% red bellow 50% (or when ever you start to bleed)

One thing that does need fixed in a future release the the defibrolators as they do not charge when you put them away.

Posted: 2006-05-30 11:56
by TheVoodoo
the smokegrenade cloudeffekt should stay longer and be far stronger.

Posted: 2006-05-30 13:42
by Malik
@Eden. Instead of 'health indicators' (which don't exist incase you didn't notice) the DEVs kindly added a feature that makes your screen go red everytime you get hit. In real life you know if you've been shot too, and in both cases you should see a medic. You would never continue when you've been wounded in real life, so why do it in PRMM? The defibs were meant to be fixed in a patch but they haven't been. Either way, it's not really a problem if you charge them before you put them away or spare a second or two when you revive. It's no big problem.

@Voodoo. The cloud is being doubled in duration for build 0.31. Research before making suggestions. Real smoke grenades aren't 'far stronger' than the in game ones, and in a game you have graphic limitations. People with low end PCs may be disadvantaged by lots of smoke going on, and it's unfair to deny PRMM to people who's computers pass to play BF2 but can't play PRMM because of the smoke effects.

Posted: 2006-05-30 13:46
by Top_Cat_AxJnAt
i am sure it was proven way back that smokes had very little impact on fps. I am damm sure about that.

Posted: 2006-05-30 14:12
by Malik
That's why there is bleeding in game if your health gets low. If you get hit you know your health is low, the same in real life. You don't have a little percentage telling you what your health is, you go off and see a medic straight away. If you want to know your health, play vBF2.

Posted: 2006-05-30 14:19
by Nick666
'[R-DEV wrote:eggman']
We might add some sort of health indicator, not sure what - if anythng - as yet.

egg
There sould be a health indicator, say something like green -> yellow -> red condition.
It is much more realistic to approximatley know your health condition than absolutley don't have a clue about it like it is just now.

There should also be a indicator when your are bleeding, say a little blood-drop in the HUD. In real life, I just have to look at myself to see that I have severe bleedings!

Posted: 2006-05-30 14:27
by Malik
Well in game you know if you receive damage, that should be enough to tell you your health is not perfect and you should see a medic immediately. When you're blooding your screen flashes red, that's enough to tell you you're bleeding, but are they going to add a different system to easily differentiate between bleeding and taking hits. The idea is to take away focus from the HUD which they did in the first place, adding stuff they've already taken away seems foolish, it'd seem like we're rebuilding vBF2 which is pointless. I play PRMM to get away from indicators and stuff, why would we go back to that?

Posted: 2006-05-30 15:34
by Nick666
Malik wrote:I play PRMM to get away from indicators and stuff, why would we go back to that?
You have to have some indicators because the game have to give you some information about your avatar.
Some information which in real life would be easily accessible have to shown up by an indicator because you are not part of the action.
One example is your health condition. It is clear that a percent-healthbar is not the best solution for a reality mod. But it is also dumb to have no "feeling" of how badly wounded you are.
You can run, jump and shoot like whatever your health condition is and suddenly you are dead?! That is neither real nor logical.
Even "America's Army" has some indicators like a health indicator or an "accuracy indicator" just because you have to get access to those informations and for me, this game is nearest to battlefield simulation!
Same with bleeding. I hope its because of the early developement state of PRMM but to have the same indicator for a hit and for bleeding is misleading.

It is also way illogical to have a accurate "stamina-meter" but not a rough health indicator! My avatar perfectly knows how many seconds he can run but don't know if he is perfectly fit or near to death?!

Posted: 2006-05-30 15:36
by Malik
When you get shot, your screen flashes red. As I keep saying, that should be enough to say "HEY, YOU'RE WOUNDED!" in which case you'd be thinking "HEY, I BETTER SEE A MEDIC!". No soldier in real life fights when they've just been shot unless the bullet didn't harm them, but in BF2 all bullets hit. Maybe in action movies soldiers take hits and carry on fighting but in real life you'd get it checked out and you should in PRMM. That's what the medic does, he can assess your HP by using his medic bag and find out exactly what your HP is and heal you upto a decent amount. That's the great part about medics.

Posted: 2006-05-30 16:00
by Nick666
Malik wrote:When you get shot, your screen flashes red. As I keep saying, that should be enough to say "HEY, YOU'RE WOUNDED!" in which case you'd be thinking "HEY, I BETTER SEE A MEDIC!".
I can take some hits in PRMM. So for tactical advantage it is often necessary to hold position and NOT to run for the next medic!
To get a feeling for this you need a health indicator.
Malik wrote: No soldier in real life fights when they've just been shot unless the bullet didn't harm them, but in BF2 all bullets hit. Maybe in action movies soldiers take hits and carry on fighting but in real life you'd get it checked out and you should in PRMM. That's what the medic does, he can assess your HP by using his medic bag and find out exactly what your HP is and heal you upto a decent amount. That's the great part about medics.
Well, on the one side you want a realistic game with as less indicators as possible and no fighting after one hit (which isn't the case in PRMM atm because you get no disadvantages from wounds like e.g. less accuracy or mobility) and on the other you accept medics with little bags healing you magically from serious wounds in seconds?
It doesn't fit!
In the f***ing real life you are DEAD when you get a good hit. Near to no one wants a "one shot one kill" game with an account linked to your fingerprint so you can't play the game any more. Why? Because it is frustrating and isn't fun.
Computer game means a good compromise and not too much reality.

Posted: 2006-05-30 16:31
by Lugubrum
"4. The Death Timer: Okay, I know that adding a second makes you try and be more wary of your surroundings, but it really pisses everyone off that when they spawn after dying ten times *thats 41 seconds* to get killed INSTANTLY to wait now 42 seconds... thats over a minute wasted that could be used to help out the team but cant because of getting shot while spawning."

To be honest, the long spawn times in this game make this game less fun and I barely play this game anymore because of this. The only positive thing about the spawn times is that I can go to the toilet between my deaths.

Posted: 2006-05-30 16:48
by Malik
Play vBF2 then.

Posted: 2006-05-30 16:53
by da.SPAWN
Lugubrum wrote:"4. The Death Timer: Okay, I know that adding a second makes you try and be more wary of your surroundings, but it really pisses everyone off that when they spawn after dying ten times *thats 41 seconds* to get killed INSTANTLY to wait now 42 seconds... thats over a minute wasted that could be used to help out the team but cant because of getting shot while spawning."

To be honest, the long spawn times in this game make this game less fun and I barely play this game anymore because of this. The only positive thing about the spawn times is that I can go to the toilet between my deaths.

CAN NOT MORE AGREE THAN THAT, GET RID OF THE DEMOTIVATING DEATH TIMER