Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
Posted: 2009-12-04 04:51
I'm going to try to be as sincere here as possible to both the supports of the new changes and the DEVs. Long read too, but worth it IMO.
I'm being honest here, but I personally think the whole taking away of RPs is going to push the game back in a major way. Essentially, you are making PR into Counterstrike or Call of Duty, except on a larger scale.
Think about it, one of the major reasons why Battlefield 2 was so revolutionary was because of the SL spawnpoint. Now, that was gamey as we all know and at totally unrealistic in a gameplay sense. If you only play squadleader like me, it forced you to try to hang back and be a personal spawn point too. The next evolution was the APC spawns. I predicted that would be a big failure because it put too much emphasis on "team based" spawning over "squad based spawning." Simply put, you can't really trust people you cannot physically talk to in your squad since you don't know if they speak a foreign language are uncompetent (you can tell this one by first talking to them IMO).
Next, was the RP system. I loved this concept from the beginning. I was a little skeptical about taking away the SL spawn point (I think?), but if I did believe that, I admit I was wrong. This IMO, was the greatest gameplay change to PR.
-First, it essentially raised the amount of players from 29-30 to 36 since every SL could now take part in the fight without having to worry about being the squad's personal spawnpoint (I was so relieved by this). It also increased the spawn's cohesion since I, as a SL, could lead from the front essentially (not literally, but by my squad's side).
-Next, it made "regrouping" possible. It's almost hard to jack this one up with RPs since if squad members die, they are bound to spawn back in a similar timeframe to each other to move out together. There are problems with this system that I will talk about later.
-Last, it made flanking possible. IMO, RPs essentially mimic "flanking" is you can actually get around or behind enemy lines. RPs also created frontlines in a way without actually being "frontlines" ala WW1.
Now, with the RP changes which have essentially eliminated the RP, this happens.
1. Being a SL regresses back to BF2 since you have to stay back and be the squad's "personal spawnpoint." The fact that you have to rechage it means you (SL) are even more valuable again and your team will get pissed if you die. And if you die, you are pretty much back in the rear and have to regroup with them, meaning they are blind without you, especially if a FOB is far away or you are behind enemy lines.
2. Regrouping is dead. What's the reason to wait for your squad now? Not only will you have to wait for them, but you will have to walk ages too. Take into consideration that a lot of the people who don't wait for everyone to spawn at RPs (there are many FYI) will basically get worse, except everyone has a reason to do it now. The optomist who think this new system will force "waiting to regroup" are dilusional because if people aren't willing to wait at RPs (closer to the fight) to respawn and go in, in numbers, whats the reason to wait far back at an FOB? You can still be killed the same in PR and in very stupid ways, i.e. (falling, random guy spots you, poking your head to use cover fire but lag gets you shot, helo pilot, vehicle running you over, random tank, LMGs which everyone has, etc.) That much hasn't changed and never will because of the BF2 engine's gameyness.
3. The Return of Rambo. I'm going to be honest. With this change, I could see myself going Rambo more now that there will probably be FOBs to spawn at. Being "rambo" hasn't changed since the beginning of PR. I've been playing since 0.2-0.3 and I am just as effective as a rambo player as before. If you know what to do, you can get a lot of kills by going rambo. The reason why I choose to play in squads though is because I know they will always be by my side. What happens when they start to figure out that 6 man squads were a thing of the past and realize that many players are so split up, that being rambo maybe a good idea? Honestly, whats the point of squads now that the RP has been nerfed or close to elimination? There will always be rambos, but making this game more based on "teams" to respawn is a recipe for disaster just like the APCs were. At least with RPs you had an alternative to FOBs and if you knew your SL was imcompetent, you could join another and problem solved. You can't join another team, so what do you do to fix this problem?
4. Insurgency. What is going to happen is that the Insurgents will essentially have the RP system we have now since they have many more spawn points and the coalition will not (beta version). That means that the coalition will not only have to defend all 4 FOBs, but they will have to destroy 10 caches heavily guarded by 1/2 to 1/3 of the insurgent team who can get there and defend it twice as fast as they can destroy it. We all know insurgency is spammy, so what will the US do now that they are essentially going into a meatgrinder where the enemy still spawns on the caches and have impossible numbers to defeat with less forces (plenty of forces will be defending the FOBs+main)? I really want an honest answer to this too?
I will tell you the reason why RPs were so successful. They made squads full proof since any idiot could click on it and realize where to spawn or if they clicked on another squad's RP, they get jetisined to our RP. Now those same idiots or newplayers will not know what RP to click on and will likely spawn wherever. What is worse is that if you have no mic (yes, they still exist) and want to know where to spawn, your SL can't even see your typing since you can't see dead player's in squadchat. And to put the topping on the cake, whats the point of staying with a squad if your SL has to "recharge" the RP? Really, what is the incentive to guard him and help him recharge the RP when most players could die, come in, and find the squad before the SL ever recharges. Why wait for a recharge that may never come? I really want someone to answer this one for me.
Some of you maybe saying, "well, I've tried the new system and its worked fine when I've tried it." That maybe somewhat true, but that is primarily based on the server you play in. When I played the last beta, I played in a pretty decent server, so the experience wasn't "that bad", but it wasn't as good as gameplay now. The servers even trying these betas are all in the top 5 servers out now and reinforce teamwork or have a stable playerbase of players that know each other and are competent or veterans. I HATE Tactical Gamer with a passion (partly because they are way too strict and I was perma banned because I didn't agree with that), but even I will admit that they are one of the top 3 servers in PR right now. They reinforce teamwork and a lot of the veterans, forum goers, and friends play there. Compare TG to a server that doesn't even know the Beta exist or read the forums and see how much their gameplay is different from TGs or Tactics and Teamwork or Chicago H/HOG. Now how do you think that gameplay will be with these changes with no admins or people to reinforce it? TERRIBLE.
Like I said, I've been playing since 0.2-0.3 and I've had the same amount of stellar teamwork as I had back then. One of the reasons is (and I am not trying to be cocky) because I try to be a good squadleader and force my squad to use teamwork and stick together, or as much as possible. PR SLs are part of the reason why PR is so good compared to BF2 Vanilla SLs who stay back and don't lead. Not trying to be a brownnoser here, but Fuzzhead has been able to have his squads do crazy things ingame for almost every patch. The second reason is the servers and their admins, as in the case of TG. Back in 0.3 My point is, the teamwork potential ingame is already there and doesn't need to be "FORCED." I played on GloryHoundz with 40 players and I was almost GURANTEED to find a player I played with before and I knew was competent. I was also GURANTEED to have good admins. What happens when neither of these happens in the case of the other 97% of PR servers that are not TG, Tactics and Teamwork, Texas Teamplayers, or Chicago H/HOG?
My suggestion, if the RPs really are going to be changed, are that they have a set time on them or coordination timer so that when everyone in a squad dies, or at least 3 members, they spawn back at the sametime. Keep the RPs the same as they are now in the non-beta, but just improve on this aspect. Three players would be good since that would simulate a fireteam, but 6 at the sametime would be fine too. This would also make RP placement more important since someone is bound to see them spawn in such large numbers. That way, squads would be forced to move out together and it keeps the RP system alive and essentially, the squad system. Besides that, I believe the key to teambased play in PR is Mumble. Don't try to make PR into something it is not (Armed Assault) because the engine wasn't built for that and the players who play it aren't here for that (they would be playing ArmA). And ArmA is probably the most overrated, but subpar game ever. I am confident that PR probably has more players than it too lol. BTW, BOTs don't mind dying. Real players do, so PR will NEVER be ArmA, no matter how drastic you make changes. The system we have now isn't really broke and as another player said, it won MOTD because of that. Just improve on what we have now and fix the maps (another major part in good or bad gameplay). There are no needs for this drastic changes. IMO, experiment with bigger maps and less urban maps (or at least realistic and big urban maps) so that we won't always have to do with spaminess.
Man, that was long. Hope someone reads it lol.
BTW, I know "destroy" is probably a harsh word, but I honestly believe it will be a major step backwards for PR.
I'm being honest here, but I personally think the whole taking away of RPs is going to push the game back in a major way. Essentially, you are making PR into Counterstrike or Call of Duty, except on a larger scale.
Think about it, one of the major reasons why Battlefield 2 was so revolutionary was because of the SL spawnpoint. Now, that was gamey as we all know and at totally unrealistic in a gameplay sense. If you only play squadleader like me, it forced you to try to hang back and be a personal spawn point too. The next evolution was the APC spawns. I predicted that would be a big failure because it put too much emphasis on "team based" spawning over "squad based spawning." Simply put, you can't really trust people you cannot physically talk to in your squad since you don't know if they speak a foreign language are uncompetent (you can tell this one by first talking to them IMO).
Next, was the RP system. I loved this concept from the beginning. I was a little skeptical about taking away the SL spawn point (I think?), but if I did believe that, I admit I was wrong. This IMO, was the greatest gameplay change to PR.
-First, it essentially raised the amount of players from 29-30 to 36 since every SL could now take part in the fight without having to worry about being the squad's personal spawnpoint (I was so relieved by this). It also increased the spawn's cohesion since I, as a SL, could lead from the front essentially (not literally, but by my squad's side).
-Next, it made "regrouping" possible. It's almost hard to jack this one up with RPs since if squad members die, they are bound to spawn back in a similar timeframe to each other to move out together. There are problems with this system that I will talk about later.
-Last, it made flanking possible. IMO, RPs essentially mimic "flanking" is you can actually get around or behind enemy lines. RPs also created frontlines in a way without actually being "frontlines" ala WW1.
Now, with the RP changes which have essentially eliminated the RP, this happens.
1. Being a SL regresses back to BF2 since you have to stay back and be the squad's "personal spawnpoint." The fact that you have to rechage it means you (SL) are even more valuable again and your team will get pissed if you die. And if you die, you are pretty much back in the rear and have to regroup with them, meaning they are blind without you, especially if a FOB is far away or you are behind enemy lines.
2. Regrouping is dead. What's the reason to wait for your squad now? Not only will you have to wait for them, but you will have to walk ages too. Take into consideration that a lot of the people who don't wait for everyone to spawn at RPs (there are many FYI) will basically get worse, except everyone has a reason to do it now. The optomist who think this new system will force "waiting to regroup" are dilusional because if people aren't willing to wait at RPs (closer to the fight) to respawn and go in, in numbers, whats the reason to wait far back at an FOB? You can still be killed the same in PR and in very stupid ways, i.e. (falling, random guy spots you, poking your head to use cover fire but lag gets you shot, helo pilot, vehicle running you over, random tank, LMGs which everyone has, etc.) That much hasn't changed and never will because of the BF2 engine's gameyness.
3. The Return of Rambo. I'm going to be honest. With this change, I could see myself going Rambo more now that there will probably be FOBs to spawn at. Being "rambo" hasn't changed since the beginning of PR. I've been playing since 0.2-0.3 and I am just as effective as a rambo player as before. If you know what to do, you can get a lot of kills by going rambo. The reason why I choose to play in squads though is because I know they will always be by my side. What happens when they start to figure out that 6 man squads were a thing of the past and realize that many players are so split up, that being rambo maybe a good idea? Honestly, whats the point of squads now that the RP has been nerfed or close to elimination? There will always be rambos, but making this game more based on "teams" to respawn is a recipe for disaster just like the APCs were. At least with RPs you had an alternative to FOBs and if you knew your SL was imcompetent, you could join another and problem solved. You can't join another team, so what do you do to fix this problem?
4. Insurgency. What is going to happen is that the Insurgents will essentially have the RP system we have now since they have many more spawn points and the coalition will not (beta version). That means that the coalition will not only have to defend all 4 FOBs, but they will have to destroy 10 caches heavily guarded by 1/2 to 1/3 of the insurgent team who can get there and defend it twice as fast as they can destroy it. We all know insurgency is spammy, so what will the US do now that they are essentially going into a meatgrinder where the enemy still spawns on the caches and have impossible numbers to defeat with less forces (plenty of forces will be defending the FOBs+main)? I really want an honest answer to this too?
I will tell you the reason why RPs were so successful. They made squads full proof since any idiot could click on it and realize where to spawn or if they clicked on another squad's RP, they get jetisined to our RP. Now those same idiots or newplayers will not know what RP to click on and will likely spawn wherever. What is worse is that if you have no mic (yes, they still exist) and want to know where to spawn, your SL can't even see your typing since you can't see dead player's in squadchat. And to put the topping on the cake, whats the point of staying with a squad if your SL has to "recharge" the RP? Really, what is the incentive to guard him and help him recharge the RP when most players could die, come in, and find the squad before the SL ever recharges. Why wait for a recharge that may never come? I really want someone to answer this one for me.
Some of you maybe saying, "well, I've tried the new system and its worked fine when I've tried it." That maybe somewhat true, but that is primarily based on the server you play in. When I played the last beta, I played in a pretty decent server, so the experience wasn't "that bad", but it wasn't as good as gameplay now. The servers even trying these betas are all in the top 5 servers out now and reinforce teamwork or have a stable playerbase of players that know each other and are competent or veterans. I HATE Tactical Gamer with a passion (partly because they are way too strict and I was perma banned because I didn't agree with that), but even I will admit that they are one of the top 3 servers in PR right now. They reinforce teamwork and a lot of the veterans, forum goers, and friends play there. Compare TG to a server that doesn't even know the Beta exist or read the forums and see how much their gameplay is different from TGs or Tactics and Teamwork or Chicago H/HOG. Now how do you think that gameplay will be with these changes with no admins or people to reinforce it? TERRIBLE.
Like I said, I've been playing since 0.2-0.3 and I've had the same amount of stellar teamwork as I had back then. One of the reasons is (and I am not trying to be cocky) because I try to be a good squadleader and force my squad to use teamwork and stick together, or as much as possible. PR SLs are part of the reason why PR is so good compared to BF2 Vanilla SLs who stay back and don't lead. Not trying to be a brownnoser here, but Fuzzhead has been able to have his squads do crazy things ingame for almost every patch. The second reason is the servers and their admins, as in the case of TG. Back in 0.3 My point is, the teamwork potential ingame is already there and doesn't need to be "FORCED." I played on GloryHoundz with 40 players and I was almost GURANTEED to find a player I played with before and I knew was competent. I was also GURANTEED to have good admins. What happens when neither of these happens in the case of the other 97% of PR servers that are not TG, Tactics and Teamwork, Texas Teamplayers, or Chicago H/HOG?
My suggestion, if the RPs really are going to be changed, are that they have a set time on them or coordination timer so that when everyone in a squad dies, or at least 3 members, they spawn back at the sametime. Keep the RPs the same as they are now in the non-beta, but just improve on this aspect. Three players would be good since that would simulate a fireteam, but 6 at the sametime would be fine too. This would also make RP placement more important since someone is bound to see them spawn in such large numbers. That way, squads would be forced to move out together and it keeps the RP system alive and essentially, the squad system. Besides that, I believe the key to teambased play in PR is Mumble. Don't try to make PR into something it is not (Armed Assault) because the engine wasn't built for that and the players who play it aren't here for that (they would be playing ArmA). And ArmA is probably the most overrated, but subpar game ever. I am confident that PR probably has more players than it too lol. BTW, BOTs don't mind dying. Real players do, so PR will NEVER be ArmA, no matter how drastic you make changes. The system we have now isn't really broke and as another player said, it won MOTD because of that. Just improve on what we have now and fix the maps (another major part in good or bad gameplay). There are no needs for this drastic changes. IMO, experiment with bigger maps and less urban maps (or at least realistic and big urban maps) so that we won't always have to do with spaminess.
Man, that was long. Hope someone reads it lol.
BTW, I know "destroy" is probably a harsh word, but I honestly believe it will be a major step backwards for PR.