FFG wrote:The intention was not to be hostile for the sake of being hostile. The intention was to figure out your stance on the balance of realism.
Our stance on the balance of realism in 1.4.8 is in the post Cougar made, many times, in three pages of text worked on respectfully by a lot of people. I'll try and restate it:
Adding a detail of realism only matters if it creates realistic gameplay. Making players act realistically is what PR excels at. So, a change to the game that makes players act more unrealistically than before is bad for PR.
Many others who did not work on that long post have voiced this same position:
LimitJK wrote:
PR is a game in which tactical gameplay and communications give an actual advantage in PvP combat, even though the base to it isnt an exact mirror of RL values.
In comparison a game which tries to be as true to life as possible, Arma3, with complex and true to life ballistics fails to deliver actual combined arms gameplay in PvP outside of safespace event environment, and almost only works in Coop (in PvP everyone runs around with MMGs or ARs at least).
=>a round of PR with adjusted (damage-,weapon behavior-, etc) models plays out MORE realistically than the average Arma3 PvP round with its egnines true to life ballistic models etc.
And he's just the most recent player to say it. It's the reason we tried and rolled back the deviation changes of the past, and the one shot kill headshot, and the sprint changes. Adding some detail of realism only matters if it creates realistic gameplay.
FFG wrote:Before this update, There was no reason at all to take any 7.62 rifle over a 5.56 rifle.
[quote=""Zwilling"]Other than personal preference, there were not many reasons to take them (7.62) before. Generally 5.56 had double the ammo, lower recoil, lower settle time, and a higher fire rate. Somewhat higher damage was the only advantage, but was too small to be worth it[/quote]
https://www.realitymod.com/forum/blogs/63228/b452-infantry-weapon-damage-changes.html
Again,
that the handling and damage vaulues of these weapons did not reflect reality exactly is not important. What is important is that players move, fire, and communicate realistically when a squad with a bunch of standard 7.62 rifles went up against a squad of standard 5.56 rifles. They did before the patch. Do they after the patch? We think they do not. And we gave very explicit evidence derived from the hard numbers Zwilling provided.
Changing the values of damage or handling of each weapon might need some small change, but the 1.4.8 changes are too drastic, and they are based on false assumptions of which sort of realism is important.
[quote="FFG""]If you settle with fine, Then SQUAD is fine. Settling for fine, makes gameplay stale and boring. [/quote]
If you are worried about PR being stale and boring, add new maps, add new content. Drastically changing the gameplay and balance that has taken years to refine, and that has made this mod one of the most successful mods of all time, is not how you fix some imagined future where gameplay is stale or boring.
FFG wrote:The devs have talked about the new branch system they use, It allows them to push patches more regularly. This isn't the days of 1.1 1.2 where it takes entire years for patches to come out.
How many people had a say in this change to infantry weapons damage? Maybe this is a question best asked to Zwilling.
FFG wrote:Solutions, Pointing out issues is half of it. You need a solid solution or the same thing will happen again. Look at 1.3.5 turrets.
For there to be a solution, there needs to be a problem first. What was the problem before? As far as we are concerned this patch created problems, and we offered very specific solutions to those problems in our long post.
FFG wrote:I could show you a million burnt bridges, it happens. Expecting everyone to be happy and love playing with one another is foolish.
FFG wrote:I can't tell you what Zwillings thinking, As I am not him. He might be a bit of a weird ****, But I'm sure he and the other devs will figure something out.
Are we burning bridges in a community with only a few hundred active players at any given time, or figuring something out?
We hope we all can. This game has been part of all our lives for a very long time.