Project Reality v0.874D Open Gameplay Beta : Part 3
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
I like the changes but one temporary rp is a bit harsh. I'd prefer to see two or three rp shots or better yet one rp and the ability to always plant an rp next to a truck or apc. I think this would encourage mech teamplay, give value to the often abandoned trucks and give you a choice between a noisy but steady frontline or a stealthy foot approach where ROE are vital.
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
If i'm honest I think all this changing of the game mechanics is becoming a bit much. PR won MOTY for how it was. My advice would be don't fix something that isn't broken get more content in the game & maybe coders can take a little break ![Wink ;)](./images/smilies/icon_e_wink.gif)
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
Protector wrote:If i'm honest I think all this changing of the game mechanics is becoming a bit much. PR won MOTY for how it was. My advice would be don't fix something that isn't broken get more content in the game & maybe coders can take a little break![]()
Very VERY GOOD advice that.
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
It's a fair point except for one thing. The numbers 0.874. Not 1.0, but 0.874 (a,b,c,or d).Oddsodz wrote:Very VERY GOOD advice that.
This is a game under development and has been for a little while.Ever changing but still the same.A bit like real war where the rules change over time due to circumstances,like the A bomb for instance.Or the bow and arrow.Or IEDs for that matter.
One day we'll get 0.9 and then later we'll get 1.0 if we're good little soldiers and build enough FoBs.In the meantime,when you hear the whistle, just pop your head over the top and run toward the enemy for a bit.
Anyway,them Generals are always fiddling about.........
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
Agreed that its always a WIP which is why they are beta testing it but I just think the guys are looking into it a little too much, maybe feeling because they havent changed this area massively recently they feel they need to now? I still think the new factions and weapons/vehicles will keep the community happy without having to change stuff like this.
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
That is also a fair point.Protector wrote:Agreed that its always a WIP which is why they are beta testing it but I just think the guys are looking into it a little too much, maybe feeling because they havent changed this area massively recently they feel they need to now? I still think the new factions and weapons/vehicles will keep the community happy without having to change stuff like this.
Good job we've got a forum to discuss it in.
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
Personally I think that this change must be brought with other major changes, if brought alone, it will damage the game.
Examples are :
- Scoped MGs seriously made long range fighting a joke, make them spawnable, but not scoped, I know it is realistic, but if you cant even pop your head out from 500m to try and sharpshoot the guy with your rifle, it will be much bigger pain with this new rally mecanic. It should have no scope, so he can still lay fire upon us, but not as acurate as poping us off at that exact sec we pop our head out. So we can actually sharpshoot the MG out, and say "MG down and smoke is up, move!".
- More vehicles, I cant stress this enough, we have tons of flight assets in maps like Muttrah.. where we should have some more water moving vehicles, yes ... boats! Boats are very good vehicles when you need semi-fast deployment and every nub with half hour flight time is trying to fly us in under AA cover. As with other maps, make the troop carriers (inf trucks) spawn more often, or even make them explode after 2 minutes of not beeing used, we still have tons of ppl that drive in them alone and abandon them in retarded locations.
- Give us deployable sandbacks, I cant remember where I saw this, i think it was on BF42 (as a mod), that can be placed just like foxholes, but in more quantity, and that can be destroyed by vehicles by driving fast into them, they really made the diference in some locations for setting up temporaly defences.
- Muttrah city only (muttrah is a very special example, I cant remember any other map where this is stressed so much) -> take out MEC missile AAs or lower their damage, but also take out cobra and attack huye, I know this may sound a bit odd, but, APCs and MGs are good enough at keeping transport choppers from going in hot zones, while it makes it possible (without bug using, will consider going out of map and back in a bug) to land ppl on the ground. Placing a AA in the far West area of the docks (the ship) and one in the castle area is enough to keep the whole American team looking at each other in the carrier. I know it is partly the fault of infantry, APCs and ultimately attack choppers, but on public servers you just dont have enough coordination to keep every single MEC from effectively building in said areas. And since MEC APCs will stay at range shooting down boats and HATs shooting down our APCs, it is always a very tight situation (game turning actually).
- EJOD Desert -> take out the MEC tank, since i dont really see it as beeing a balance point for that map, normal APCs can take out strykers without any problems anyways, the tank unbalances it alot if you happen to have a good crew in it. Give mec and us some more transport trucks.
- Some Russian maps have way too many heavy vehicles without proper ticket bleeding. This makes it so that infantry not only has a very hard time going in to battle, but also makes it beeing ignored a bit. With every single nub going for vehicles such as tanks and APCs, without providing transport to infantry or cover for that matter and simply going "duck hunting". The flag bleeding problem further stresses out this point, because, even if you manage to defend a flag for 30minutes, while fighting off enemy infantry, tanks, apcs, artilery, etc, you still dont cause enough damage on the opposing team, thus making the round last forever (with every single infantry having to walk a ton lot thus making ppl leave an otherwise good map, and no fobs arent really helpful due to the sheer mass of enemy vehicles walking around and trucks beeing unable to deploy crates on hard to reach terrain where a fob would make the diference).
I have more, but, I am tired of writing, and since this will make little to no diference, I cant be arsed more.
Examples are :
- Scoped MGs seriously made long range fighting a joke, make them spawnable, but not scoped, I know it is realistic, but if you cant even pop your head out from 500m to try and sharpshoot the guy with your rifle, it will be much bigger pain with this new rally mecanic. It should have no scope, so he can still lay fire upon us, but not as acurate as poping us off at that exact sec we pop our head out. So we can actually sharpshoot the MG out, and say "MG down and smoke is up, move!".
- More vehicles, I cant stress this enough, we have tons of flight assets in maps like Muttrah.. where we should have some more water moving vehicles, yes ... boats! Boats are very good vehicles when you need semi-fast deployment and every nub with half hour flight time is trying to fly us in under AA cover. As with other maps, make the troop carriers (inf trucks) spawn more often, or even make them explode after 2 minutes of not beeing used, we still have tons of ppl that drive in them alone and abandon them in retarded locations.
- Give us deployable sandbacks, I cant remember where I saw this, i think it was on BF42 (as a mod), that can be placed just like foxholes, but in more quantity, and that can be destroyed by vehicles by driving fast into them, they really made the diference in some locations for setting up temporaly defences.
- Muttrah city only (muttrah is a very special example, I cant remember any other map where this is stressed so much) -> take out MEC missile AAs or lower their damage, but also take out cobra and attack huye, I know this may sound a bit odd, but, APCs and MGs are good enough at keeping transport choppers from going in hot zones, while it makes it possible (without bug using, will consider going out of map and back in a bug) to land ppl on the ground. Placing a AA in the far West area of the docks (the ship) and one in the castle area is enough to keep the whole American team looking at each other in the carrier. I know it is partly the fault of infantry, APCs and ultimately attack choppers, but on public servers you just dont have enough coordination to keep every single MEC from effectively building in said areas. And since MEC APCs will stay at range shooting down boats and HATs shooting down our APCs, it is always a very tight situation (game turning actually).
- EJOD Desert -> take out the MEC tank, since i dont really see it as beeing a balance point for that map, normal APCs can take out strykers without any problems anyways, the tank unbalances it alot if you happen to have a good crew in it. Give mec and us some more transport trucks.
- Some Russian maps have way too many heavy vehicles without proper ticket bleeding. This makes it so that infantry not only has a very hard time going in to battle, but also makes it beeing ignored a bit. With every single nub going for vehicles such as tanks and APCs, without providing transport to infantry or cover for that matter and simply going "duck hunting". The flag bleeding problem further stresses out this point, because, even if you manage to defend a flag for 30minutes, while fighting off enemy infantry, tanks, apcs, artilery, etc, you still dont cause enough damage on the opposing team, thus making the round last forever (with every single infantry having to walk a ton lot thus making ppl leave an otherwise good map, and no fobs arent really helpful due to the sheer mass of enemy vehicles walking around and trucks beeing unable to deploy crates on hard to reach terrain where a fob would make the diference).
I have more, but, I am tired of writing, and since this will make little to no diference, I cant be arsed more.
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
Forgot to add that, that all the stuff I mentioned were to give the players some "slack", so that we can still make mistakes, while not letting the team lose over just one mistake.
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
Weakening AA and De-Scoping the MGs are bad Idea, purely because it retracts from the realism.
To compensate for the Nubs who love to crash / lose choppers unnecessarily, maybe on maps which are very chopper-centric make sure there are other forms of transport available in case it does happen, IE Barracuda / Muttrah.
Increasing the amount of transport would only increase the number of tickets you lose when everyone runs off in their own truck.
If any map needs to be adjusted it is Korengal Valley. Getting a good FOB up in the opening minutes is nigh on impossible, made impossible because there is almost no where to do it anyway.
The Amount of insurgent spawns would have to be reduced or limited to only the main spawn and caches, or the period of time they are available drastically reduced.
Other than that, I believe the current beta version, for what the Devs are trying to achieve, is basically spot on.
To compensate for the Nubs who love to crash / lose choppers unnecessarily, maybe on maps which are very chopper-centric make sure there are other forms of transport available in case it does happen, IE Barracuda / Muttrah.
Increasing the amount of transport would only increase the number of tickets you lose when everyone runs off in their own truck.
If any map needs to be adjusted it is Korengal Valley. Getting a good FOB up in the opening minutes is nigh on impossible, made impossible because there is almost no where to do it anyway.
The Amount of insurgent spawns would have to be reduced or limited to only the main spawn and caches, or the period of time they are available drastically reduced.
Other than that, I believe the current beta version, for what the Devs are trying to achieve, is basically spot on.
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
Just one question..
Since you cant have a rally point within a 100m range from the enemy. Couldnt they use this as a way to find out if there is an enemy near by?
Not to much of a big deal, just wondering.
Awesome changes btw.
Off topic - Has the PR team announced a possible date for 0.9?
Since you cant have a rally point within a 100m range from the enemy. Couldnt they use this as a way to find out if there is an enemy near by?
Not to much of a big deal, just wondering.
Awesome changes btw.
Off topic - Has the PR team announced a possible date for 0.9?
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
I have one suggestion, make AA countermeasures, more effective. Its just a downer when u drop all your flares on the way back only to have a last chance missle come through all the flares and kill you. Especially for the planes, in reality, those places dont just shoot on flare out at a time, it shoots them out like it has flare diareea
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
Have not tried it that much yet but hopefully this will encourage more fireteams and better tactics, squad wise. I have seen to many squadleaders constantly running in the front of the squad with 5 members slacking behind. Maybe not on the more serious servers but its quite common that the sq leader is the first getting killed. Unfortunately,
More fireteams and more teamwork in the future and I thrust the Dev's, so whatever they will do 0.9 will be epic.![Very Happy :-D](./images/smilies/icon_e_biggrin.gif)
More fireteams and more teamwork in the future and I thrust the Dev's, so whatever they will do 0.9 will be epic.
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
You have to rearm the Rally Point off a Firebase, so you would only be able to do it once, therefore negating the possible positive effect of doing it?JSteger wrote:Just one question..
Since you cant have a rally point within a 100m range from the enemy. Couldnt they use this as a way to find out if there is an enemy near by?
Not to much of a big deal, just wondering.
Awesome changes btw.
Off topic - Has the PR team announced a possible date for 0.9?
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Gossy*AUS* - Australian Universal Soldiers *AUS*
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
Hi all.
I see that the idea is really great for a well organized team. I know that this is what we all want and like to play in that way. But..... how many times are you playing with all members of the squad following orders??? Worst, all team???? I play a lot and can't see this too often.
In my comunity we used to play a lot to PR, now.... only 3 of us continue to play. Why? Because they think so many changes made it so slow. With this I want to let you know that making things "too real" sometimes makes its unplayable (not my case).
A good way to know if the changes are prefered is creating 2 idem servers, one with the change the other without it. After a month, see which one has more players. Keep that one. It is important to use the same server name and same maps for both.
Something like:
Tactics & Teamwork - 0.87
Tactics & Teamwork - 0.87 Beta
I see that the idea is really great for a well organized team. I know that this is what we all want and like to play in that way. But..... how many times are you playing with all members of the squad following orders??? Worst, all team???? I play a lot and can't see this too often.
In my comunity we used to play a lot to PR, now.... only 3 of us continue to play. Why? Because they think so many changes made it so slow. With this I want to let you know that making things "too real" sometimes makes its unplayable (not my case).
A good way to know if the changes are prefered is creating 2 idem servers, one with the change the other without it. After a month, see which one has more players. Keep that one. It is important to use the same server name and same maps for both.
Something like:
Tactics & Teamwork - 0.87
Tactics & Teamwork - 0.87 Beta
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
these updates tire me. i'll just let you guys test it for me and wait for 0.9.
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
I think blachhawk has a point:
I'm not saying teamwork and working as a team is bad, its just from my experiences playing on TG with the open beta revisions, everyone ALWAYS works together
I almost feel you need a broader test group even past the 5-6 or so servers, and to test it on servers that aren't as strict on forcing teamwork, or with less active admins ( Public play, newer players etc. )
I'm not saying teamwork and working as a team is bad, its just from my experiences playing on TG with the open beta revisions, everyone ALWAYS works together
I almost feel you need a broader test group even past the 5-6 or so servers, and to test it on servers that aren't as strict on forcing teamwork, or with less active admins ( Public play, newer players etc. )
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
I kwon the felling, i to has hated then how the changed AR kits to scoped.Le_Chuck wrote:Personally i dont like that new RP-system. I know, it was annoying, that some squads did their own useless thing and travel at places, where they shouldnt be. You tried to get rid of that by limiting the rally survival time, but people exploited it again for already mentioned reasons. By forcing the SL to reload its rally to set a new one, you make the rally almost useless, because you cant simply set one if needed. In my opinion, you should be consequent and take the rally away in general or stick with the normal system (non beta) or at least the C beta version without reload.
The temporary RP-system shurely has its advantages, because if you get the SL and the medic + 3 grunts, you can be almost shure, that you have eleminated the nme squad. Squad cohesion was sometimes much better. But that can be handled by a good SL too.
The disatvantage is, that on public servers, people already started not to join squads, because they think, that there is no rally anyway. Squadless amount of players will increase.
Dont try to influence peoples behavior that much by game changes. People who dont care about teamplay anyway, will not change their minds just because game mecanism forces them. Imo it will not pay out.
THX for your efforts by keeping this game running for that long though.
so long this ideia is something that is making life Wrost, is something that i deply defend, the best estrategys don't come from the good thing,s but the bad ones.
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
I also prefer the all or nothing approach. Of all the betas, I've like no rallies the best, although it doesn't always work on all maps (the suggestion of reintroducing time limited supply drops for map with diffcult terrain, and expecially where one side has air superiorty, like Korengal was a good one to at least look in to imo).
Otherwise I'd rather just have the old rally system. The other varitaions seem very complicated with little gain that I've seen.
If an MG is firing at your position, you don't pop your head out that the point of them. Don't complain about being killed by MGs if you're like trying to engage in a head on firefight with one.
If your pilots are morons and your SLs dont build FBs you lose.
If you're TOW is poor, you'll have trouble as US on EJOD.
What's the point of playing a team based multiplayer game if you don't want to rely on your team for anything?
Otherwise I'd rather just have the old rally system. The other varitaions seem very complicated with little gain that I've seen.
These are all just points which come down to badly tactics and decision making.SilentWarrior wrote:Personally I think that this change must be brought with other major changes, if brought alone, it will damage the game.
Examples are :
- Scoped MGs seriously made long range fighting a joke, make them spawnable, but not scoped, I know it is realistic, but if you cant even pop your head out from 500m to try and sharpshoot the guy with your rifle, it will be much bigger pain with this new rally mecanic. It should have no scope, so he can still lay fire upon us, but not as acurate as poping us off at that exact sec we pop our head out. So we can actually sharpshoot the MG out, and say "MG down and smoke is up, move!".
- More vehicles, I cant stress this enough, we have tons of flight assets in maps like Muttrah.. where we should have some more water moving vehicles, yes ... boats! Boats are very good vehicles when you need semi-fast deployment and every nub with half hour flight time is trying to fly us in under AA cover. As with other maps, make the troop carriers (inf trucks) spawn more often, or even make them explode after 2 minutes of not beeing used, we still have tons of ppl that drive in them alone and abandon them in retarded locations.
- Muttrah city only (muttrah is a very special example, I cant remember any other map where this is stressed so much) -> take out MEC missile AAs or lower their damage, but also take out cobra and attack huye, I know this may sound a bit odd, but, APCs and MGs are good enough at keeping transport choppers from going in hot zones, while it makes it possible (without bug using, will consider going out of map and back in a bug) to land ppl on the ground. Placing a AA in the far West area of the docks (the ship) and one in the castle area is enough to keep the whole American team looking at each other in the carrier. I know it is partly the fault of infantry, APCs and ultimately attack choppers, but on public servers you just dont have enough coordination to keep every single MEC from effectively building in said areas. And since MEC APCs will stay at range shooting down boats and HATs shooting down our APCs, it is always a very tight situation (game turning actually).
- EJOD Desert -> take out the MEC tank, since i dont really see it as beeing a balance point for that map, normal APCs can take out strykers without any problems anyways, the tank unbalances it alot if you happen to have a good crew in it. Give mec and us some more transport trucks.
If an MG is firing at your position, you don't pop your head out that the point of them. Don't complain about being killed by MGs if you're like trying to engage in a head on firefight with one.
If your pilots are morons and your SLs dont build FBs you lose.
If you're TOW is poor, you'll have trouble as US on EJOD.
What's the point of playing a team based multiplayer game if you don't want to rely on your team for anything?
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
Of the betas... I have to say that the no rally point was the best gameplay I've had.
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Re: Project Reality v0.874D Open Gameplay Beta : Part 3
Also going to vote for the all-or-nothing approach. I see the problem with rallies, and I'd like to see firebases being the center of action a bit more... but on the other hand, I've had a lot of fun with rallies in the past (not exploiting them mind you). A lot of great extended battles to be had.
Plus, my biggest gripe is that in most cases, firebases are entirely useless. Only takes a couple of minutes (sometimes a matter of seconds) and you can't spawn on them anymore because a couple of hostiles ended up wandering nearby.
If you're going to get rid of rallies, you've got to fix the firebase thing. Otherwise, you'll just have some pretty big idle parties going on in the main bases.
Plus, my biggest gripe is that in most cases, firebases are entirely useless. Only takes a couple of minutes (sometimes a matter of seconds) and you can't spawn on them anymore because a couple of hostiles ended up wandering nearby.
If you're going to get rid of rallies, you've got to fix the firebase thing. Otherwise, you'll just have some pretty big idle parties going on in the main bases.