FO on the edge of maps change

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Rissien
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Joined: 2008-11-07 22:40

Re: FB edge of maps change.

Post by Rissien »

To prevent fobs from being placed literally on the map edge, just lower the distance to 15-20 meters. That simple really, existing distance litterally shrinks maps and makes it hardpressed on Insurgency when caches actually are near the map edges.
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Rudd
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Re: FB edge of maps change.

Post by Rudd »

To prevent fobs from being placed literally on the map edge, just lower the distance to 15-20 meters. That simple really, existing distance litterally shrinks maps and makes it hardpressed on Insurgency when caches actually are near the map edges.
for a 1k map I'd say 50m is more reasonable.

On Korengal today we built a FB near our main so we could build HMGs on the other side of the mountains, which was a little odd ....but also kind fun
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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: FB edge of maps change.

Post by illidur »

A for effort. but somtimes little exploits should just be overlooked. in this case the maps are small as it is and i'd rather be able to use the full playing area. maybe on larger maps it wouldn't matter.
CodeRedFox
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Re: FB edge of maps change.

Post by CodeRedFox »

If it stops the repeat post over and over....which Jesus you still posting about how everything didnt come out perfect, we are already talking about the change and looking at the code. We do play and we do see the issues. Relax...its not the last version.

I WANT IT FASTER AND CHEAPER.......WHY DOES THIS LOOK LIKE ****?
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=]H[=COEMAN
Posts: 268
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Re: FB edge of maps change.

Post by =]H[=COEMAN »

First off, I love you guys and I am damn proud of what you guys do for all of us players :) , but, who ever came up with 200 meters must of been smoking crack at the time.

I think 50 meters is very reasonable for all map sizes.
Rudd
Retired PR Developer
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Re: FO on the edge of maps change

Post by Rudd »

I think 50 meters is very reasonable for all map sizes.
on a 4k map 50meters is nothing, 200m reflects the distance you can deploy defences, and is perfectly reasonable for a 4k map, 120-150m would suffice for a 2k map, and a 50m would work fine on a 1k
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Sir.Grossi
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Re: FO on the edge of maps change

Post by Sir.Grossi »

[R-CON]Rudd wrote:on a 4k map 50meters is nothing, 200m reflects the distance you can deploy defences, and is perfectly reasonable for a 4k map, 120-150m would suffice for a 2k map, and a 50m would work fine on a 1k
Not on Barracuda!!

The Objective for the US is to set up a BeachHead, unfortunately
most of the beaches (75%) are within 100-150 metres from the edge of the map.

Yes I know that the Southern half does not make that much tactical sense, but it does give you an option if the North is covered in AA and TOW emplacements.

I tend to imagine (as I am weird) that the map edges as some sort of natural barrier.
So placing a FB is like either being at a cliff edge or sea or valley or forbidden forest :)

The argument about using the map edge as an additional defence would be similar
in the xamples given above. However, it works both ways. It also makes it harder to get away from FB that is being cornered.

Oh well, I do hope it changes back in the next release.


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Celestial1
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Re: FO on the edge of maps change

Post by Celestial1 »

Sir.Grossi wrote:Not on Barracuda!!

The Objective for the US is to set up a BeachHead, unfortunately
most of the beaches (75%) are within 100-150 metres from the edge of the map.
The assault landing is North-South, so that makes sense.

You can still assault from behind as well, without an FO, but you now have to primarily focus on landing on the north side and establishing a fortification, as it should be, tbh.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: FB edge of maps change.

Post by dtacs »

[R-DEV]CodeRedFox wrote:we are already talking about the change and looking at the code.
Thats good to know, thanks for telling us.
Rudd
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Re: FO on the edge of maps change

Post by Rudd »

Sir.Grossi wrote:Not on Barracuda!!
I actually quite like that the US have to get a FB up a little way inland, the choppers get alot more work for transport.
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BabylonCome
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Re: FB edge of maps change.

Post by BabylonCome »

[R-DEV]CodeRedFox wrote:If it stops the repeat post over and over....which Jesus you still posting about how everything didnt come out perfect, we are already talking about the change and looking at the code. We do play and we do see the issues. Relax...its not the last version.

I WANT IT FASTER AND CHEAPER.......WHY DOES THIS LOOK LIKE ****?
That's why you should always beta test........

I used to be part of the beta testing but this appears to now be given to just a handful of people and maybe these things get missed with only a handful - such as the lag issues on some maps....
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l|Bubba|l
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Re: FO on the edge of maps change

Post by l|Bubba|l »

Example of a 1km map.
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dtacs
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Re: FO on the edge of maps change

Post by dtacs »

snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: FB edge of maps change.

Post by snooggums »

darkside12 wrote:So, I'm guessing you where getting your *** kick on tacticalgamers server also.
Yes, there is no reason for a flag to exist that cannot have a firebase and defenses placed in it. As we can see Devs are aware and will address, hopefully Fool's Road gets a smaller edge limit for Dylym than other maps due to it's layout.
Rudd
Retired PR Developer
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Re: FO on the edge of maps change

Post by Rudd »

thats a good representation thank you Bubba, 50m looks fine to me, 100m for 2k, 150-200 for 4k
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Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: FO on the edge of maps change

Post by Oddsodz »

I Still think it needs to go altogether. But that will never happen. If I wish it. DEV don't give it.
Jigsaw
Posts: 4498
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Re: FB edge of maps change.

Post by Jigsaw »

BabylonCome wrote:That's why you should always beta test........

I used to be part of the beta testing but this appears to now be given to just a handful of people and maybe these things get missed with only a handful - such as the lag issues on some maps....
*Facepalm*

Please read the damn thread. This was beta tested, was found to be working fine and we moved on to the next thing. Beta testers do not test gameplay, we look for bugs and glitches. Simple.

You should perhaps look into that if you are gonna be testing PR:A2.
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BabylonCome
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Re: FO on the edge of maps change

Post by BabylonCome »

That's funny, cos we look for bugs and test gameplay.....


Maybe YOU should look into that.......
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: FO on the edge of maps change

Post by snooggums »

BabylonCome wrote:That's funny, cos we look for bugs and test gameplay.....


Maybe YOU should look into that.......
PR is still a beta, therefore the release to the public is the test for game play.

@Bubba, any chance you could do the same thing with Fool's Road (2k map) with the same distances?
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: FO on the edge of maps change

Post by Sgt. Mahi »

Instead of getting insulted just because some community members point out that there might be some holes in the beta testing methods you could take it up for consideration??

Maybe a wider range of different kind of testers wouldn't be such a bad idea if the amount of things that need to be tested are so great? From what I could tell from an earlier post in this thread there are only 16 testers? Why so few? Is it a trust issue? Are the PR team afraid of leaks?

My opinion on the original matter: Set the distance limit to MAX 50 meters. Everything above that is just a waste of a fun playground.
Last edited by Sgt. Mahi on 2010-04-12 21:04, edited 2 times in total.
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