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Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-04 16:53
by Rhino
PricelineNegotiator wrote:How many people have left the dev team after the 1.0 release? Are those devs now working on PR 2.0?
We have around 25 active devs working on PR:BF2 at the mo I would say quickly counting up, but we also have a lot of R-CONs and community modders/factions doing stuff too so we still have a strong team.

As for how many devs have retired or gone inactive (and will probably come back) after PR v1.0, hard to say but its probably around 10 or so devs at a guess. Most of those thou have retried or gone inactive due to r/l reasons or they have become bunt out.

Not that many devs have left PR:BF2 for PR2 since v1.0's release. A few have but its hard to keep track on who is working on PR2 as the PR2 team doesn't interact with the PR:BF2 team and keeping up with individual devs on what they are doing after they have left isn't something I'm perpetually good at :p

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-05 18:56
by SIDEKILL3R
Are you still thinking/working on ways to slow down game play a bit more or are you satisfied with that part and is focus on other things? Just Curious

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 09:54
by Prevtzer
So, the updater was made to solve all these issues. Because it's completely automated, there shouldn't be too many issues with pushing out updates frequently, there's no user interaction required (apart from obviously launching the game). Because we can release updates whenever, developers also don't get pissed off when they make feature X, but it's not pushed to the public until months (years) later, and as a result they are more active and features get done quicker. So, our plan with v1.0, is push bug fixes almost immediately, and push features (or small groups of features) basically whenever they're done and tested. The end result should be everyone being happy, both the public and developers alike.
This is a quote from the PR Highlights section about the 1.0 Launcher. Why is this not being done as it was said? Sounds like you're not doing the exact thing that the launcher has been made for - pushing out bug fixes as soon as they happen.

I'm talking about the 1 shot bug, which has been in-game for several months now. It's almost game breaking with most INF engagements being luck based now, whoever shoots the enemy in his arms or legs wins. It makes playing unconventional factions a pain in the ***, and no fun. People dislike playing as no-scope INS or Militia as it is, but this makes it so much worse.

So far we've only heard the: "We're making new content." explanation (if you call it that). Active players, that are keeping this mod alive, don't want new content right now, we'd like the bugs to be fixed. People have been complaining about this from day 1, also the INS mortars bug, flare bug and infinite ammo bug. Please fix this issues first and then go work on new content if you want to, but right now nobody cares about it.

1. Fix 2. Add - that's common sense.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 10:36
by Rhino
Prevtzer wrote:This is a quote from the PR Highlights section about the 1.0 Launcher. Why is this not being done as it was said? Sounds like you're not doing the exact thing that the launcher has been made for - pushing out bug fixes as soon as they happen.

I'm talking about the 1 shot bug, which has been in-game for several months now. It's almost game breaking with most INF engagements being luck based now, whoever shoots the enemy in his arms or legs wins. It makes playing unconventional factions a pain in the ***, and no fun. People dislike playing as no-scope INS or Militia as it is, but this makes it so much worse.

So far we've only heard the: "We're making new content." explanation (if you call it that). Active players, that are keeping this mod alive, don't want new content right now, we'd like the bugs to be fixed. People have been complaining about this from day 1, also the INS mortars bug, flare bug and infinite ammo bug. Please fix this issues first and then go work on new content if you want to, but right now nobody cares about it.

1. Fix 2. Add - that's common sense.
As was said on the last page, any many other places around this forum....

[quote=""'[R-DEV"]Rhino;1987814']
Brainlaag" wrote:
B.Pronk(NL);1987808 wrote:When can we expect a update to solve the one-shot kill bug? Because it has been quite a while since the last update, and this bug seems to be almost game breaking but yet there has followed no reactions on when it will be solved. Does this have anything to due with the updater or are the guys who make the updates already occupied with other things?

Pronk.
Ancient man is the one that preps all the updates to be uploaded to the launcher. He's currently busy afaik.
That, bandwidth issues and we also don't want to release another version with another thing seriously broken in it either, which when we find an issue, like the new laser system not working properly it means building another build and then getting that all tested again.

We are working on it guys, please just be patient.[/QUOTE]

When that Highlight was posted, the above issues weren't foreseen, which isn't just "new content" but also small gameplay tweak and bug fixes causing "The Hydra Effect" where you fix one bug, just to create two more....

As said above we are working on this and all your comments are doing is slowing down the build progress by demotivating the people who can make the builds, me btw not being one of them.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 11:08
by Prevtzer
'[R-DEV wrote:Rhino;1989609']As was said on the last page, any many other places around this forum....



When that Highlight was posted, the above issues weren't foreseen, which isn't just "new content" but also small gameplay tweak and bug fixes causing "The Hydra Effect" where you fix one bug, just to create two more....

As said above we are working on this and all your comments are doing is slowing down the build progress by demotivating the people who can make the builds, me btw not being one of them.
Thanks for the answer. However, I thought the original feature was penetrable bodies, which caused the 1 shot bug. That bug has been fixed, so what else is there to stop the new build from being implemented? It has been months since the bug made it to the game and people complain about it every single round I play. It was also mentioned new content is being built for the next release. Please stop making new content and focus on the fixes. It is very frustrating and a fix like this shouldn't be taking so long.

This is the opinion of a lot of Active PR players.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 11:28
by Rhino
Prevtzer wrote:Thanks for the answer. However, I thought the original feature was penetrable bodies, which caused the 1 shot bug. That bug has been fixed, so what else is there to stop the new build from being implemented? It has been months since the bug made it to the game and people complain about it every single round I play. It was also mentioned new content is being built for the next release. Please stop making new content and focus on the fixes. It is very frustrating and a fix like this shouldn't be taking so long.

This is the opinion of a lot of Active PR players.
I don't know how many times we need to say this, but the people who are working on new content are not the same people working on fixing bugs or the people who make the updates.

New content is being made all the time as artists are not coders and visa versa, with the possible exception to myself but my main focus is new content which isn't part of the next update either if you are thinking "I'm the one to blame", but frankly this is NOT down to any one person, and no one is to blame for it either.

As for bugs that have been made, I mentioned one critical one in my quotes from the last page, that lases stopped working and bombs/missiles where not locking onto them, as well as many other things on top.

But even if we where to ignore these bugs and release it, we still have the issue of bandwidth and also the people who can make the build being busy with r/l stuff etc which takes priority over PR as at the day, PR is just volunteer work we do in our free time.


I'm also getting quite annoyed by your attitude that "we owe you something". Let me make this very clear, we do not owe you anything. We have made this mod in our free time, for no money and you haven't paid for your copy either. You freely downloaded and played this mod which was provided though our free time making it, and you think we are here to do your bidding? You really should think twice before talking to us this way again and if you really want to make a difference, why don't you use your free time to help fix the mod like you insist we use ours for you and maybe the next build might be ready faster....

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 11:49
by Prevtzer
Again, thanks for clearing some stuff up. I don't know why you're getting so defensive about it, I'm just asking some obvious questions. I'm sure that if you imagine yourself playing the mod you're developing and experiencing the 1 shot bug all the time you'd be pretty frustrated about it as well. I'd also like to point out that when 1.0 came out I applied for a tester, I figured that would be the best way for me to help the mod, because I had the time to do it. 8 months later I still have no response, so much about helping.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 11:52
by K4on
Prevtzer wrote:*repeating question*
Image

Asking the same question over and over again doesn't really help to accelerate the progress, it leads more to the opposite.

One guy is driving, and the others can't do much other than waiting. That's similar to what currently happens in the PR team. The patch question gets really annoying TBH, same as the one shot bug for us active PR players while gaming.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 13:09
by Kerryburgerking
In which country does Hades Peak take place?

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 13:34
by Rudd
Kerryburgerking wrote:In which country does Hades Peak take place?
The terrain isn't based on any particular location, so it's a 'generic' Russian speaking region (if such a thing really existed of course). The 64/128 layers are Ru vs Gb at the moment, however the 32 layer is a different setup using the militia; so it could be a wide range of areas.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 14:23
by Kerryburgerking
[R-DEV]Rudd wrote:The terrain isn't based on any particular location, so it's a 'generic' Russian speaking region (if such a thing really existed of course). The 64/128 layers are Ru vs Gb at the moment, however the 32 layer is a different setup using the militia; so it could be a wide range of areas.
Ok, thank you. Will GB get the tornado and EF on this map?

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 15:09
by Rudd
Indeed they will, although jet effectiveness is going to be an interesting factor given the forested nature of the map, air superiority won't be as effective as it is on maps like Kashan, but will still be decisive.

All air units are delayed spawn

GB will be using the EF and Tornado, Ru will be using the Mig29, Su27 and Su34.

on the Militia layer, GB will get a Tornado and Apache, but Militia get forward spawns and mapper placed AAA, AA and AT.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 17:07
by Kadoken
This is somewhat a response to a dev post from two months ago. I was reading through the thread and someone asked about an IRAvsGB Insurgency map, and the dev gave two responses. The second was very valid and logical in that it would be extremely difficult to model an Irish/English map because of lack of statics and resources and such.

I've got a bit of curiosity about the first response, which was that a map depicting IRA VS GB was too sensitive. So here is my question.

Why would it seem not ok to create a map on a conflict which to my knowledge hasn't exploded for a while, yet the devs are basically sanctioning Syrian War maps, based on a war which is STILL in progress?

Edit: This is from post #488 in this thread.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 17:21
by Rudd
Kadoken wrote:This is somewhat a response to a dev post from two months ago. I was reading through the thread and someone asked about an IRAvsGB Insurgency map, and the dev gave two responses. The second was very valid and logical in that it would be extremely difficult to model an Irish/English map because of lack of statics and resources and such.

I've got a bit of curiosity about the first response, which was that a map depicting IRA VS GB was too sensitive. So here is my question.

Why would it seem not ok to create a map on a conflict which to my knowledge hasn't exploded for a while, yet the devs are basically sanctioning Syrian War maps, based on a war which is STILL in progress?
Your point is quite valid, however it's important to remember that the PR team has/has had a large British contingent; which makes that conflict a bit close to the chest since the history of the UK and Ireland is fraught with tragedy, shame and anger which has not yet been overcome. Additionally, several of the military advisors in the PR team had served in Northern Ireland, and imo it wouldn't really be fair to ask for their contributions in such a personal and nasty conflict.

Is it right to depict real life conflicts? Honestly, I don't know. Personally I prefer fictitious scenarios that are realistic only in that they are plausible. Ingame it's just a cheap and intense game of paintball to me.

But basically, IRA would = no fun for us to make, alot of work due to unique theatre of war and unique team, lots of fallout. I.e. no incentive.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 17:32
by Rhino
TBH I don't think the sensitivity issue would be any bigger than other stuff we have done in PR.

The biggest problem, ignoring the workload would be it wouldn't be any fun to play as to my knowledge, there where no real/significant battles/engagements which we could portray in PR like we can with ME Insurgents etc.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 19:26
by Tim270
Yeah it does not really bring anything new to the table apart from a whole bunch of art.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 23:02
by SIDEKILL3R
Can we get squads set to 6 again? Also can you consider to increase the squad count from 9 max to 12 or 16 max with 6 player squads

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-11 23:09
by Rhino
Its not possible to have more squads.

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-16 14:34
by RAWSwampFox
Good morning,

With the full understanding of the busy schedule and everyone's interest in the kits or weapons, I was wondering if my question may have been overlooked on page 59?
Good Afternoon,

Is there anyway to build in some kind of console command to display or monitor the Intel Points?

They are extremely elusive and even if you got the math right, people leave and join causing the math to be problematic.

Please advise.

Furthermore, the changelog states that one will be executed when they kill 4 or more civies within 10 minutes. I have not found this to be true. This is based on my CIVI playing over the past 4 months.

Lastly, while I agree that dropping your kit after your wounded is a bug, can this be fixed with the ROE component still in play? What I mean is, would I still be able to pick a standard kit, drop it, and one minute later become a CIVI? The reason I do this instead of the collaborator kit is 1) because of the costume, it is about deception 2) I can't swim as a collaborator.

-RAWSwampFox
Thank you for all that you do,

-RAWSwampFox

Re: Ask the [DEV]s a (?) - Part 2

Posted: 2014-03-17 20:03
by SIDEKILL3R
RAWSwampFox wrote:Good morning,

With the full understanding of the busy schedule and everyone's interest in the kits or weapons, I was wondering if my question may have been overlooked on page 59?


Thank you for all that you do,

-RAWSwampFox
Please I would like to see the insight from a DEV on this