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0.874b

Posted: 2009-11-03 06:21
by RHYS4190
Forgive me if this is borsch it 40'c here in my room and it unbearably hot.

First off i think removing the rallies is the most ambition’s thing PR has done yet , And it slightly worrying. I under stand what the aim with removing the rally point. to create more teamwork, and you want to encourage people to use supply trucks and ferry people instead of just abandoning them.
But we have been here before, PR has already tried to stop that by making it that they cost a large amount of ticket's and what happen was people just did it any way so it failed.

It really come down to the fact no one want's to spend there free time Driving around ferrying people . and i just don't see any way to force people to do that not in a game.

Undoubled some one will say they are happy to do that. But can you vouch for every one else.

I think This is a step to far in the wrong direction, Dev's if you want to create more teamwork, Then up grade the commander role, make it more appealing for people, and you will solve all these team work problems.


When i tested the game on big d on barracuda/ i found that with out the rallies/ teamwork complexly fell apart, People where complexly unable to organise and focus on objectives,

If some one like to add this this please do i got to get out of this room im starting to cook

Re: 0.874b

Posted: 2009-11-03 06:30
by Warpig-
*edit* Nevermind, just saw the Open beta thread. That'll learn me to actually read things lol

I don't know how removing the rallies would work either. I guess it's something I'd have to play myself before I could dismiss it

Re: 0.874b

Posted: 2009-11-03 06:34
by Kirra
Building FOBs with only one supply crate is not one of the new features i cheer for...

Re: 0.874b

Posted: 2009-11-03 06:39
by 503

Re: 0.874b

Posted: 2009-11-03 06:43
by ChiefRyza
Maybe make a judgment about it when there is more than 10 people on the server? It's all server-side patching, so expect to see streamlined changes as feedback is received, without having to download new patches. I love the idea and I can't wait to see it's effect on a full server tonight when I get home.

Also, I think the 4 hour timer attributed a bit. Hopefully it will be brought back down to 2 tonight.

Re: 0.874b

Posted: 2009-11-03 06:46
by Warpig-
Yeah exactly, there's only 15 people atm dude..

I'm eager to see as well

Re: 0.874b

Posted: 2009-11-03 06:49
by Jaymz
RHYS4190 wrote: First off i think removing the rallies is the most ambition’s thing PR has done yet , And it slightly worrying. I under stand what the aim with removing the rally point. to create more teamwork, and you want to encourage people to use supply trucks and ferry people instead of just abandoning them.
But we have been here before, PR has already tried to stop that by making it that they cost a large amount of ticket's and what happen was people just did it any way so it failed.

It really come down to the fact no one want's to spend there free time Driving around ferrying people . and i just don't see any way to force people to do that not in a game.
Improving the importance of transport to reflect real life is only one of the factors here. I think your worries will be alleviated if you consider that since we all turned to RP's without SL spawning, we're probably going to turn to FO's without RP spawning.

To add to that, here are the forward outpost facts (as they are now, believe it or not)
  • Your team can deploy up to four Forward Outposts
  • These can be deployed anywhere
  • Every map over 1km in size, gives each team more supply crate loaded vehicles than you would ever need to deploy all available forward outposts
  • Deploying them is simple and just as easy to learn as deploying a Rally Point
  • If your team deploys all Forward Outposts, anybody from any squad will have a total of five spawning options (main base and four FO's anywhere on the map).
Currently, it is extremely rare to see all FO's deployed by a team. Even at the end of a full 32v32 round where one team is dominating the whole map, they still have no need in 3-4 FO's because they can just use their RP's.

Now factor in that for this beta, we've made FO placement easier and made one more available.
RHYS4190 wrote: When i tested the game on big d on barracuda/ i found that with out the rallies/ teamwork complexly fell apart, People where complexly unable to organise and focus on objectives,
The server was updated less than 1/4 of a day ago, mate. Give it more time.
Kirra wrote:Building FOBs with only one supply crate is not one of the new features i cheer for...
The reasoning is that this will make it easier to initially set up your new forward spawn points. If you want to fortify them in any way, you still need 2. It's only the FO itself that will require 1.

Re: 0.874b

Posted: 2009-11-03 06:55
by ChiefRyza
I and some other people will put up a detailed feedback report after some serious gaming tonight :-P

All foreigners are also welcome, as bahlye said in another thread the ping kick has been removed on GSA Server 2 so jump in and have a play around. Just remember our rules are a little less lenient towards swearing/abuse and global spam :-)

Re: 0.874b

Posted: 2009-11-03 06:58
by Warpig-
I'll say, although the swearing rule only applies to text ;)

Re: 0.874b

Posted: 2009-11-03 07:20
by RHYS4190
Usually the smaller server’s are a lot more organised then full ones, and yet despite this we where still having massive problems organising. So what hope do you have that your going to be able do that with a full one.

But hay we will test this out But don't expect too much

Re: 0.874b

Posted: 2009-11-03 08:00
by galeknight1
Well imo this is a great step towards more reality, the squad members will actually have to depend on the SL to give them orders, keep them on track, and they will have to rely on the medic too. We won't have people cosntantly spawning in that makes you feel like your playing COD4 singleplayer as well...

Re: 0.874b

Posted: 2009-11-03 08:03
by Cavazos
RHYS4190 wrote:Usually the smaller server’s are a lot more organised then full ones, and yet despite this we where still having massive problems organising. So what hope do you have that your going to be able do that with a full one.

But hay we will test this out But don't expect too much
Your having massive problems "organising" because your too dependent on your rally point. You need to be able to operate without one rather it is in-game or not.

Re: 0.874b

Posted: 2009-11-03 08:09
by maarit
interesting.
but destroying the outpost with knife is not good.
maybe the outpost have to first "cap" and then destroy that.

Re: 0.874b

Posted: 2009-11-03 08:16
by galeknight1
maarit wrote:interesting.
but destroying the outpost with knife is not good.
maybe the outpost have to first "cap" and then destroy that.
I just realized that, I think the only flaw you might come across with this beta is that they're too easily destructible... they should be made stronger, or if this idea goes through, redone. (as they will have far more importance, and I think the sandbag radio thing will kill the immersion a bit)

Re: 0.874b

Posted: 2009-11-03 08:58
by Kirra
[R-DEV]Jaymz wrote: The reasoning is that this will make it easier to initially set up your new forward spawn points. If you want to fortify them in any way, you still need 2. It's only the FO itself that will require 1.
Well, i guess it's okay since you will not the able to make a rallypoint right after getting dropped off with a chopper. But im still not thrilled about the removal of rally points. But then again, i was opposing the removal of the SL spawn and minimap.

This will be interesting for sure.

Re: 0.874b

Posted: 2009-11-03 10:08
by cyberzomby
Very interested in how this plays out and will try it tonight :) Expect initial feedback than ;)

Re: 0.874b

Posted: 2009-11-03 10:13
by epoch
Guys the feedback forums are here.

Cheers.

Re: 0.874b

Posted: 2009-11-03 10:16
by Gaz
Please keep the feedback, measured over decent time ingame, to the one area :) As epoch has said, please use the:

Official Playtest feedback forums