Shiiiiiet, i answered "tomorrow" to everyone who's asked me[R-DEV]Rhino wrote:Anyone giving you a date, isn't part of the PR team, and is BSing you.
Ask the [DEV]s a (?) - Part 2
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Re: Ask the [DEV]s a (?) - Part 2
assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Re: Ask the [DEV]s a (?) - Part 2
I still have faith in my calculation[R-DEV]Rhino wrote:Anyone giving you a date, isn't part of the PR team, and is BSing you.
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Re: Ask the [DEV]s a (?) - Part 2
Is it possible to add a anti cheat software to PR? Is it too expensive or no freeware/open-source software available?
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Re: Ask the [DEV]s a (?) - Part 2
I'll quote a post of mine from another forum section that is pretty much an answer to your question as well
We don't have the resources to develop our own anti cheat detection or don't have the funds to add existing ones. And no free solution is available that could suit our game. And even if we did have a in-house or other solution we would need developers working it on it often as it would need constant updating to fight the development of the cheats. Again development resources we don't have. I don't know of any mod that does. I think hacking/cheating is a definite issue in PR like in every game but not as big in some other games. Our good community and the cheater hunters are to thank for that. Combined with hardware-bans (unlike cd-key/game account bans 90% of games out there use) once you are banned, you have to go through much more trouble then in other games. Which helps with keeping them away.
That said we continue to make sure that we do the best we can to our abilities, but developing anti-cheat would be a waste as it would never suffice.
We don't have the resources to develop our own anti cheat detection or don't have the funds to add existing ones. And no free solution is available that could suit our game. And even if we did have a in-house or other solution we would need developers working it on it often as it would need constant updating to fight the development of the cheats. Again development resources we don't have. I don't know of any mod that does. I think hacking/cheating is a definite issue in PR like in every game but not as big in some other games. Our good community and the cheater hunters are to thank for that. Combined with hardware-bans (unlike cd-key/game account bans 90% of games out there use) once you are banned, you have to go through much more trouble then in other games. Which helps with keeping them away.
That said we continue to make sure that we do the best we can to our abilities, but developing anti-cheat would be a waste as it would never suffice.
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Re: Ask the [DEV]s a (?) - Part 2
I'll quote a post partialy of mine from another forum section that is pretty much an answer to your question as well
We don't have the resources to develop our own anti cheat detection or don't have the funds to add existing ones. And no free solution is available that could suit our game. And even if we did have a in-house or other solution we would need developers working it on it often as it would need constant updating to fight the development of the cheats. Again development resources we don't have. I don't know of any mod that does. I think hacking/cheating is a definite issue in PR like in every game but not as big in some other games. Our good community and the cheater hunters are to thank for that. Combined with hardware-bans (unlike cd-key/game account bans 90% of games out there use) once you are banned, you have to go through much more trouble then in other games. Which helps with keeping them away.
That said we continue to make sure that we do the best we can to our abilities, but developing anti-cheat would be a waste as it would never suffice.
We don't have the resources to develop our own anti cheat detection or don't have the funds to add existing ones. And no free solution is available that could suit our game. And even if we did have a in-house or other solution we would need developers working it on it often as it would need constant updating to fight the development of the cheats. Again development resources we don't have. I don't know of any mod that does. I think hacking/cheating is a definite issue in PR like in every game but not as big in some other games. Our good community and the cheater hunters are to thank for that. Combined with hardware-bans (unlike cd-key/game account bans 90% of games out there use) once you are banned, you have to go through much more trouble then in other games. Which helps with keeping them away.
That said we continue to make sure that we do the best we can to our abilities, but developing anti-cheat would be a waste as it would never suffice.
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Re: Ask the [DEV]s a (?) - Part 2
we've seen a lot of Map changes and many many bug fix's and other cool stuff like new Tank models...etc
now im not going to talk about the issues in jets and heli's...
but i was wondering what changes been made to Aircraft's and Helis for 1.4 !?
any info of what been changed/Fixed regarding jet's and Heli(im talking about Attack choppers)....
Regards.
now im not going to talk about the issues in jets and heli's...
but i was wondering what changes been made to Aircraft's and Helis for 1.4 !?
any info of what been changed/Fixed regarding jet's and Heli(im talking about Attack choppers)....
Regards.
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Re: Ask the [DEV]s a (?) - Part 2
Will you ever make INS made back to the way it was pre 1.0?
Right now it's really damn hard for insurgents. I know the metrics say it's almost 50/50 but it doesn't feel like that. On any INS map I play whether blufor or opfor the insurgents lose a majority of the time. From personal observation I see the blufor winning about 60% of the time.
Also will Insurgents, ARF, Etc ever abandon the pickup kit system? It promotes lone-wolfing.
Right now it's really damn hard for insurgents. I know the metrics say it's almost 50/50 but it doesn't feel like that. On any INS map I play whether blufor or opfor the insurgents lose a majority of the time. From personal observation I see the blufor winning about 60% of the time.
Also will Insurgents, ARF, Etc ever abandon the pickup kit system? It promotes lone-wolfing.
If you want Spawnable RPGs and SVDs for Insurgent team
Sign Here ______________________
Sign Here ______________________
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Re: Ask the [DEV]s a (?) - Part 2
Jets in works.solidfire93 wrote: any info of what been changed/Fixed regarding jet's
assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Re: Ask the [DEV]s a (?) - Part 2
I don't think the issue is the game is inherently hard for the insurgent team, but rather the insurgent teams players don't seem to care. The SL's rarely build hideouts (even when they're free), people don't actually defend caches, but rather just run towards whatever enemy was most recently marked on the map..obpmgmua wrote:Will you ever make INS made back to the way it was pre 1.0?
Right now it's really damn hard for insurgents. I know the metrics say it's almost 50/50 but it doesn't feel like that. On any INS map I play whether blufor or opfor the insurgents lose a majority of the time. From personal observation I see the blufor winning about 60% of the time.
Also will Insurgents, ARF, Etc ever abandon the pickup kit system? It promotes lone-wolfing.
Insurgents get more than enough tools to defeat blufor on most of the maps. It's usually just wasted.
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Re: Ask the [DEV]s a (?) - Part 2
Good Evening,
Hard for the Insurgents? Really? When I was a regular player with a full CIVI squad, it was blufor guys always whining and complaining about insurgency being broken, too hard, and that their scopes were useless against unarmed civilians. Read the guide linked below. I will agree with Yak-r, no hideouts equals failure, some random hideouts equals COD noobs, but strategic not on cache hideouts equals a helluva round.
Still love my top score of blufor with -4800+ points.
Hard for the Insurgents? Really? When I was a regular player with a full CIVI squad, it was blufor guys always whining and complaining about insurgency being broken, too hard, and that their scopes were useless against unarmed civilians. Read the guide linked below. I will agree with Yak-r, no hideouts equals failure, some random hideouts equals COD noobs, but strategic not on cache hideouts equals a helluva round.
Still love my top score of blufor with -4800+ points.
-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
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Re: Ask the [DEV]s a (?) - Part 2
Since I am gone the Hideout industry has collapsed. You can simply help your INS team win by just building 5 good hideouts and maintaining them. And of course use the deployments that come with them.
We are staying up!
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Re: Ask the [DEV]s a (?) - Part 2
See that too is a problem. Because Insurgents only viable tactic becomes civi meat shields.RAWSwampFox wrote:Good Evening,
Hard for the Insurgents? Really? When I was a regular player with a full CIVI squad, it was blufor guys always whining and complaining about insurgency being broken, too hard, and that their scopes were useless against unarmed civilians. Read the guide linked below. I will agree with Yak-r, no hideouts equals failure, some random hideouts equals COD noobs, but strategic not on cache hideouts equals a helluva round.
Still love my top score of blufor with -4800+ points.
If you want Spawnable RPGs and SVDs for Insurgent team
Sign Here ______________________
Sign Here ______________________
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Re: Ask the [DEV]s a (?) - Part 2
how close we are to 1.4... are we going to get it late 2016 ?
also are we going to get/see any changes to Heli physics (both attack and trans) ?
regards
also are we going to get/see any changes to Heli physics (both attack and trans) ?
regards
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Re: Ask the [DEV]s a (?) - Part 2
We're pretty close i'd say, release date has been posted in this thread.solidfire93 wrote:how close we are to 1.4... are we going to get it late 2016 ?
I have a plans for that, no promises throughsolidfire93 wrote:also are we going to get/see any changes to Heli physics (both attack and trans) ?
assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Re: Ask the [DEV]s a (?) - Part 2
What are the requirements of a map making it into PR? Why are some maps rejected and some accepted? Why is it that some are removed and some added, and some REintroduced?
Why did the dev-team decide to work on Falklands? Why not WW2? Or why not focusing on improving regular PR? Or am I missing it, is Falklands just a sidenote?
Why did the dev-team decide to work on Falklands? Why not WW2? Or why not focusing on improving regular PR? Or am I missing it, is Falklands just a sidenote?
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Re: Ask the [DEV]s a (?) - Part 2
Noone told that we're not working on all thosesweedensniiperr wrote:Why did the dev-team decide to work on Falklands? Why not WW2? Or why not focusing on improving regular PR? Or am I missing it, is Falklands just a sidenote?
assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Re: Ask the [DEV]s a (?) - Part 2
https://www.realitymod.com/forum/f354-c ... lines.htmlsweedensniiperr wrote:What are the requirements of a map making it into PR? Why are some maps rejected and some accepted? Why is it that some are removed and some added, and some REintroduced?
https://www.realitymod.com/forum/f354-c ... w-map.html
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Re: Ask the [DEV]s a (?) - Part 2
What do you think of Bluedrake42's project makeing a custom launcher to provide regular updates, new contents (map, faction, weapon) and host community events? Is this going to divide or unite the PR community?
https://youtu.be/Out1KZlctuQ
https://youtu.be/Out1KZlctuQ