Alpha Release - Feedback Thread

General discussion of the Project Reality WWII modification.
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Rhino
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Re: Alpha Release - Feedback Thread

Post by Rhino »

Ye, may have just have been the crashing issue and possibly it only being usable some of the time.
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StevePl4y5
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Re: Alpha Release - Feedback Thread

Post by StevePl4y5 »

Why don't you just replace the ladder with a little stairway made out of sandbags or wood?
Rhino
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Re: Alpha Release - Feedback Thread

Post by Rhino »

StevePl4y5 wrote:Why don't you just replace the ladder with a little stairway made out of sandbags or wood?
But that is just so much effort man! :p

Ye that could be done, although I don't see it coming back for full PR since it offered too much protection, although this was mainly an issue when back in the day you had the knife the radio inside the firebase/bunker to destroy it rather than plant C4 on it, but still somewhat relevant.

I'm not totally sure why PR:WW2 opted for it over the normal firebase, if there is a good reason then ye, could look at making some little steps out of sandbags for it.
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Roque_THE_GAMER
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Re: Alpha Release - Feedback Thread

Post by Roque_THE_GAMER »

i liked the new fob, we can use as a bunker protection and the US on the beach this come handle wile they don't get spawn camped and can go behind the fob and trow smoke to move forward, me as a commander i bild 2 fobs on the 2 extreme sides of the beach and the team push they hard on the 2 sides.
[align=center]Sorry i cant into English...
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Ratface
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Re: Alpha Release - Feedback Thread

Post by Ratface »

I'll take a look into updating that to stair steps instead or something after I finish up some other things, thanks for the heads up :)

I'm not home at the moment to search myself but as a preemptive thing, does anyone have a good tutorial for exporting bundle meshes? I am familiar with statices meshes, but that's the next thing On my list to learn how to export. Thanks ahead of time :)
Ts4EVER
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Re: Alpha Release - Feedback Thread

Post by Ts4EVER »

IMO the beach is too wide, leads to low soldier density (especially for WW2 era) and Americans trying cute tactics like hugging the map edge etc.
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Rabbit
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Re: Alpha Release - Feedback Thread

Post by Rabbit »

Beach is very small in the alt layer. I also change the location of the beach flags so the Americans can not just skirt along the sea wall in cover and cap them all. Hopefully this will reduce skirting.
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AfSoccer "I just don't see the natural talent."
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Mineral
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Re: Alpha Release - Feedback Thread

Post by Mineral »

Ratface wrote:I'll take a look into updating that to stair steps instead or something after I finish up some other things, thanks for the heads up :)

I'm not home at the moment to search myself but as a preemptive thing, does anyone have a good tutorial for exporting bundle meshes? I am familiar with statices meshes, but that's the next thing On my list to learn how to export. Thanks ahead of time :)
Just import a bunch of bundlemeshes that we have( a jeep, a tank, a helicopter, a boat, a weapon, a stationary weapon,...) and you'll see the difference with a staticmesh right away. To give you some link that sort off have to do with this:
3ds/gmax Model Hierarchy Collection (56k Warning) - BF2 Community Tutorials - Official BF Editor Forums
Ts4EVER wrote:IMO the beach is too wide, leads to low soldier density (especially for WW2 era) and Americans trying cute tactics like hugging the map edge etc.
This is how PR works I'm afraid. Large open maps with room for the team to move in. This indeed leads to possible spread out troops but it's what PR is really about so would be weird to limit that even more then it already is on for example the alt layer.
Last edited by Mineral on 2014-12-30 21:30, edited 1 time in total.
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Arc_Shielder
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Re: Alpha Release - Feedback Thread

Post by Arc_Shielder »

Ts4EVER wrote:IMO the beach is too wide, leads to low soldier density (especially for WW2 era) and Americans trying cute tactics like hugging the map edge etc.
There are 3 options for server admins to pick from. The Alt layer being the smallest. I'm not sure if you're referring to that one still, but this is how we're used to in PR. And you might be presenting the first and only complaint when it comes to width. Actually, I even remember that some PR players thought that the ALT version was too small and presented no options in a full server. The beach it's not the only thing that the map has to offer. It was only one part of the battle. The fact that the germans are well stretched it allows less of a slaughterfest/role playing and more gameplay.
Last edited by Arc_Shielder on 2014-12-30 21:35, edited 3 times in total.
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iSmall
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Re: Alpha Release - Feedback Thread

Post by iSmall »

Also, i still think M1 needs little buff in damage, because Kar98 > M1 now alot, maybe put M1 damage so when it kits player it mades him go directly to black'n' white (10 % hp left i think)
Frontliner
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Re: Alpha Release - Feedback Thread

Post by Frontliner »

Ts4EVER wrote:IMO the beach is too wide, leads to low soldier density (especially for WW2 era) and Americans trying cute tactics like hugging the map edge etc.
It's called a "flank". You don't go where you get shot from all sides. And while this isn't an accurate presentation of the D-Day beach landings in a plethora of aspects, it's 10x more fun to play than the equivalent in FH2. Well, unless you're a masochist and like to "play" target for the opposition.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Ts4EVER
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Re: Alpha Release - Feedback Thread

Post by Ts4EVER »

Then why do an Omaha Beach map at all? As it stands, it feels less like "Invasion of Normandy" and more like 1 Company started the attack 1 day early by mistake. I think you are mistaking the strategic with the tactical aspect of a war. In PR you play in squads. Squads have no say in where they land on the beach, they have to make the best of the situation once they land. IMO the game should not be about where to land, let the level designer decide that, it should be about how to get off the beach.
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Mineral
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Re: Alpha Release - Feedback Thread

Post by Mineral »

It's indeed a level designers choice. But also a gameplay design. As now we include another aspect of gameplay. Additional beach defenses to stop the boats, higher viewdistance to see them coming, the boats themselves,.... . Brings a lot of new aspects to it.

This ain't a map that starts on the beach, it's start before that. And rabbit decided with the PRWW2 to to include the beach landing itself and give that choice to the player. As you explain correct it's a choice of design and the team made it. Too bad you don't like it but I'm sure we can live with it :D Most seem to enjoy it.

Mod it the way you enjoy it the most and do a event on that or something. Maybe rabbit can figure out a skirmish layer like that. But I doubt it's what PR players want. Taking away that choice of landing is not what most want.

You made a normandy map the way you want it and probably most FH2 players want it, and we did it our way. Everyone wins :)
Last edited by Mineral on 2014-12-31 15:14, edited 2 times in total.
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Arc_Shielder
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Re: Alpha Release - Feedback Thread

Post by Arc_Shielder »

Ts4EVER wrote:Then why do an Omaha Beach map at all? As it stands, it feels less like "Invasion of Normandy" and more like 1 Company started the attack 1 day early by mistake. I think you are mistaking the strategic with the tactical aspect of a war. In PR you play in squads. Squads have no say in where they land on the beach, they have to make the best of the situation once they land. IMO the game should not be about where to land, let the level designer decide that, it should be about how to get off the beach.
When gameplay, immersion and fun overpasses perception of space (and to a certain extent, narrow minded accuracy) then it's not an issue.
Like I said, so far you're the only one I have read in hundreds that complains about this. The only aspect the team ever discussed was the ALT version because some PR players deem it too narrow.

You also seem to misinterpret that PR doesn't dictate what the level designers should or not do unless it breaks gameplay or it lacks detail. Rabbit designed this map as he wanted and we fully trust him on his creations. If he wants feedback, we'll provide him.

It's clearly noticeable that FH2 blood runs in you and that's why you feel it's wrong. But on this side we're used to settings in grand scale and that are tactically viable. Otherwise we would be all playing FH2.
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sweedensniiperr
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Re: Alpha Release - Feedback Thread

Post by sweedensniiperr »

Ok I'd be the one to say it. I kind of agree with TS4ever. But I do have some suggestions in map design that I think would make this map more enjoyable. By limiting or making it difficult certain areas from US to get up from the beach. I can give you an example if you give me a few minutes.
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Ts4EVER
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Re: Alpha Release - Feedback Thread

Post by Ts4EVER »

I have nothing against open maps, I just don't think it is the best choice for portraying a massive, WW2-era beach assault.
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Nightingale
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Re: Alpha Release - Feedback Thread

Post by Nightingale »

Frontliner wrote:It's called a "flank". You don't go where you get shot from all sides. And while this isn't an accurate presentation of the D-Day beach landings in a plethora of aspects, it's 10x more fun to play than the equivalent in FH2. Well, unless you're a masochist and like to "play" target for the opposition.
I feel like the Germans in 1944 would probably not have left large stretches of the beach undefended like that. Edge hugging is a distinctly unimmersive and gamey behaviour and I think it's not at all unreasonable to try to curb this from happening. All of the map should be considered for manouvering, not just the edges.

Suggestion for the mappers: Maybe add some discarded/destroyed LCVPs on the beach to give it more of "meatgrinder atmosphere"? The map does seem a little too quiet and peaceful sometimes.
Rabbit
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Re: Alpha Release - Feedback Thread

Post by Rabbit »

Like I said, the flanks are getting beefed up. The house at 73 has been changed to an enterable 3 story one for gameplay reasons. The bunkers FOV has been expanded so they can see farther downward. Bunkers all now have pickup MG42/34 kits and Assistant gunner kits (ammo and binos). The 42 kits spawn on the 70 and 73 and the 34 kits spawn at 71. Flags have been pulled back to the water to help prevent skirting and flanking around and back to the other beaches.

Also if you really want to as germans you can use that exploit against them, you can mark your mortars for the edges and waste them right off the bat. I might also increase the number of players needed to cap each beach flag to 12 players. And MAYBE Give some pick up heavy AT kits to the flanks to help make up for the lack of emplaced guns.
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AfSoccer "I just don't see the natural talent."
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Ratface
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Re: Alpha Release - Feedback Thread

Post by Ratface »

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But seriously, I think you guys will enjoy the changes Rabbit has been talking about, these changes alone he's talked about will help you out a lot defending the edges, trust me ;)
Arc_Shielder
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Re: Alpha Release - Feedback Thread

Post by Arc_Shielder »

Ts4EVER wrote:I have nothing against open maps, I just don't think it is the best choice for portraying a massive, WW2-era beach assault.
What would be the point of giving the players LCVPs and a Sherman only to drive straight forward?

The only way any player can make the best to get out of the beach is to run in zig zag and hope that the next cover will do it. In a very limited room to do so, he's just target practice against a more concentrated mass of defenders. It can become quite frustrating to know that one is channeled to do the same thing over and over until by a combination of several variables he gets out of the beach.

While I understand that wouldn't of been too far from reality back then, I find it more pleasing that we're giving control to players where they want to assault (even formulating a plan of action = FOB, Arty). It forces them to communicate and assault as a blob, which in a way it turns out to be more realistic and immersive since there is team synchrony involved. If we made it the way you wanted to, then by comparison it's very likely that comms would be almost redundant and squads scattered with each individual doing their own thing. Hence why Mineral and I emphasized the PR style.
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