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#71 |
![]() Join Date: Sep 2008
Location: chur
Posts: 109
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everyone calm down. please. i agree whit the devs, and M warren.
i love your work, and i play it everyday, and personaly, i dont demand extemely much more as there is already. and i like what im seeing whit the new vehicles and maps, but. we should not forget to repair and polish the current version before making the next step. one thing after another. |
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This thing all things devours:
Birds, beasts, trees, flowers; Gnaws iron, bites steel; Grinds hard stones to meal; Slays king, ruins town, And beats high mountain down. |
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#72 | |||
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PR Mapper Team
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#73 |
![]() Join Date: Dec 2007
Location: New York
Posts: 637
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I simply was updating the Improvement Compilation List, then apparently a rogue comment one month later decided to stoke up a fire again. Of course this could have been taken to personal messages, but no one apparently wanted to do so.
My discussion was directed particularly to fuzzheads response then everyone else decided to chime in. Matter of fact I didn't mention any other Developers name specifically. My origional opinions and perspectives remain the same as they were months ago including up to now. Only element somewhat removed at this point is sarcasm. I already clarified my statements to help prevent any furthur confusion. My opinions could be right, or they could be wrong. But whichever case it is, they're my opinions. It just so happens that regardless of either situation, they are my own thoughts. Whether a group of Developers wish to leverage thier points of view in numbers or not, that's just the way it is. My opinion remains the same just as anyone else in the Community is entitled to think outside the norm. Just so happens that because of the public nature of this debate has drawn as much attention as it has, it can't be allowed to continue. I suppose any openly outspoken opinion is best to be snuffed out before it begins to spread. Maybe we'd see more constructive criticisms if it didn't get brutally mauled by the forum moderators aswell in other threads. But then again, that's simply my own opinion. But in relation to how Project Reality is being conducted at times. I'll introduce a word called "Plurality". There are multiple approaches to go about it. You can do it this way, that way, another way, and any way you want. Some decisions are better than others. But there are countless circumstances that relate to a singular purpose. This is simply one of many. What I am trying to do is emphasize a singular perspective out of numerous others that I feel is being overlooked. Which is attention to detail in relation to glitches and bugs in certain cases. I honestly feel that the list that was made here should have been atleast half it's actual size. I am not trying to find an absolute solution to every single problem PR faces. The presence of bugs and inconsistancies is the main focus here. |
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Take the Blue Pill or take the Red Pill?
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#74 | |
![]() Join Date: Jun 2007
Posts: 3,941
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Regarding gameplay, teamwork and certain aspects, I just found the perfect sentence to describe my feelings, and why many vets of pr are seem to be playing less.
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But alot of people have a different view, and mine doesn´t really fit in with the common one. | |
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"And in the PR world ALL nations signed the treaty, now there " "Today's forecast calls for 30mm HE rain with a slight chance of hellfires" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. oh, they're fire and forget all right...they're fired then they forget where the target is
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#75 | |
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PR Developer
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Yes I probably should have responded to you M.Warren via private message when you made your post on 10-23-2008, but I didnt think it would get this involved. Keep in mind the reason my reply might have seemed a bit hostile was that I noticed your post on 10-23-2008 was written 20 days after I made my long reply to your list of bugs/gameplay issues. I was hoping to get a reply from you in a more timely manner and hoping you would be more technical with your answers.
Instead your post on 10-23-2008 was very non-specific and very negative sounding towards the PR team. It did not address any specific comments or details about your list or the list of replies that I posted. The 10-23-2008 post you made Warren suggested that the PR dev team do not want to hear your opinion or the opinion of PR players. I found that kind of offensive considering it took me a good 4 hours to read through your extensive list, comment on each point and go so far as to color code the response for easy reference and reading. I agree absolutely that paying attention to the small details pays off in great dividends in final gameplay. You would not believe the amount of tiny changes/fixes that were made to PR that was overall good for the gameplay, but for 95% of the player population they would go completely unnoticed. My main interest and purpose for being on these forums is to improve and refine the gameplay of Project Reality, increasing the realism and teamwork of the mod with each release. Since I was the one to instigate these aggressive responses because of my reaction to Warrens post made on 10-23-2008, I ask that ALL people reading this thread (both R-DEV's and forum members) refrain from any further arguments. All those posts are in the past now and I would like to see a positive outcome from this thread, which M.Warren has exhaustively collected and compiled and which the PR coders have been slowly whittling down. M.Warren: If your still interested in helping out PR, what would be good from you is: - responses and further discussion to my comments made on your list (both the green AND the red comments that I made) - revising your current list after this discussion, so its more relevant, adding new things as they come up and removing old things that have been fixed/changed in v0.85 If you ARE still interested, you can contact my via PM on these forums, and you can also contact me on gmail/gchat (captainfuzzhead@gmail.com) if you want to further the discussion into email/instant messaging or use the built-in voice comms that gmail offers. Also if you want to discuss this list and other gameplay elements with the dev team directly, PM me about getting our TS, I am willing to talk to you on TS at great length about any of the gameplay decisions being made in PR v0.85 or v0.9. Anyways, Balls in your court now Warren, we may be "dragging players through the mud" sometimes with PR but dont say were not willing to work with them to help make PR a better game! Here was my original response that has still not been answered and I would appreciate a reply, either by PM, email, instant messenger or teamspeak. Quote:
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Last edited by [R-DEV]fuzzhead; 11-20-2008 at 08:15 AM..
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#76 |
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wow, warren, great job i am still not completely done reading it, but i like what you compiled!! +4
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#77 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
![]() Join Date: Dec 2007
Location: New York
Posts: 637
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Due to fuzzheads request, here is a following explanation of events:
In the past month I had retired from Project Reality for the time being to relax and unwind from consistant squad leading, commanding and the general "hair pulling" that may occur during a normal round of Project Reality. Just needed a break really and get in touch with other games. I go through gaming Phases. FPS, RPG's and MMO's. Just the way things are at times. Anyways, as we were saying... In referance to the subject matter that resulted in a developer not being followed up or directly contacted with... The list was made as a list. Everyone and anyone can see it for themselves, all they need to do is look. Everything is pretty much self-explanitory. And like I said. I wasn't here for the past month or so. Anyways, not that hard really to see the details. Everything is in plain sight, organzied and categorized. All you need to do is page down to the section that relates or intrests you the most. Voila. If this information is some how deemed "sensitive" to the developement of Project Reality, then I suppose it's fine for this list to be removed... I don't see anything that is secretive about it. Besides, I think the public should view it at thier leisure to help expand upon thier own opinions and thoughts. Not going to hurt anyone. It can only better the community. Now for the actual request reply: Legend: BLUE = Contact the appropriate DEV to get your suggestion implemented GREEN = In Agreement / Work In Progress / Needs Improvement RED = Disagreement / Not Possible / Problems Although Im not "The Final Word" when it comes to stuff being implemented into the mod, I figure I would reply to your thoughts here warren since you took the time to lay them out in an organised list. I have not had as much time as I'd like to work on PR stuff, so Warren I really hope you do follow up on what Ive mentioned and PM the ones I mention here. Most of this stuff is within the grasp of changes, so please do PM the ones I've specified with your suggestions. Well here we go.... Quote:
<M.Warren: I have contacted and spoke to CAS_117 about this previously. He stated that newer modern military close range air to air missles now work differently than before. They are capable of what's referred to as "off-bore" firing. Meaning that a pilot simply can look at an enemy aircraft through his helmet and guide a missle to it's target in any direction within line of sight and no more than directly left, right or above the aircraft. Thusly, to simulate this effect he has increased the detection radius of all short range missles to reflect this new cutting edge technology.> Quote:
If we can get it to work properly, IMO the timer should be set to 9999. <M.Warren: I was not aware that a timer could infact be placed at value as high as 9999. However, I would not suggest placing an out of bounds timer to 9999, players would fly endlessly into oblivion. What I would do instead is, set the out of bounds timer to 120 seconds instead as opposed to 30 if possible. Why I say this is that the maximum out of bounds and respawn timer can go up to is 120 seconds. Otherwise known as 2 minutes. Basically, as soon as a pilot or helicopter pilot flys out of bounds they can immediately begin seeing the countdown timer begin ticking... So, if we set it to lets say --- 5 minutes --- the person would only know to fly back into the map zone with 2 minutes notice. Thusly, 120 seconds is the perfect balance between adequate time, and removal of any possible guesswork. Of course, this is simply a theory. Should work though.> Quote:
<M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: In all honesty, if you removed the functionality of the rear ramp of the HC-3 Merlin, I think we'd be better off to keep it closed. All too often players open it up without thinking and resultantly exposes the occupants to incoming enemy fire and explosive munitions including landings that result in damage to the aircraft. If this is the leading cause of lag in the HC-3 Merlin, then leave it closed as it's importance is minimal and it would probably even completely solve the well known "lag" issue. My alternative suggestion is if it is infact deemed not the problem of lag, I would like to see the use of the rear door placed in control of the pilot of the helicopter only. Something along the nature of pressing and/or holding a key down such as the #1 (To open) and #2 (To close) buttons if possible.> Quote:
<M.Warren: There currently is no way to turn the radar function off. It is constantly on and the AA missles are always armed. This matter has not been discussed or resolved through the associated developer.> Quote:
I disagree with making the co-pilots mandatory... we already have a problem with not enough boots on the ground, no need to create yet MORE positions in the air. However, I do think that giving players the option to play a co-pilot if they so choose is a good idea, as it brings unique gameplay and further level of coordination, I just dont think it should be forced if players feel its unnecesary to be a co-pilot. <M.Warren: I sympathize with your perspective in not making co-pilots mandatory. The main purpose why I mentioned this is to increase the life expectancy of transport helicopters. This was intended to also help pilots scan and locate safe LZ's. Rather than having 4 transport choppers flying around, we could have 2 choppers instead; ones are better equipped and have a greater chance of survival and delivering it's cargo/passengers successfully. Rather than the commonly seen Jabal Al Burj suicide runs.> <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: If the Military Advisors state the BTR-90 is not a commonly seen asset on the battlefield, then thier word is law. No furthur debates are necessary if it is intended to be scrapped. However, I hope an acceptable alternative that is amphibious will take it's place. Such as a BMP-1 or BMP-2 which is the more commonly abundant APC we'll most likely see. But that's simply my prediction.> Quote:
In the end I dont see this being signifigant, I still favour personally a change that forces 2 man armor crews in order to effectively engage targets. Through python, limit the gunner seat so that if there is no player sitting in the driver or cupola gunner, the main gun becomes disabled and cannot fire - - - this would remove 99% of one man tanking, but is still a debateable topic with the rest of the dev team. <M.Warren: Fantastic. Reason why I even mentioned adding a 30 second delay to switching between driving and gunning was to prevent one-man Tanks and APC's. I had previously and repeatedly suggested to link the gunner functionality with a driver being present in the vehicle since the v0.7 build. No information has been given to me if any steps were being taken towards this possibility. I am glad to hear it's being furthur investigated or possibly solved. I have been banging my head on the wall about this detail as one of my largest pet peeves nearly above all else.> Quote:
The current smoke screen does not render at long ranges and has consistency issues. The current smoke will NOT ALWAYS show up for players, it all depends on these factors: - distance player is from the vehicle when smoke is deployed - direction player is facing in relation to the vehicle when smoke is deployed - current number of smoke being rendered on screen, after a certain amount the engine will stop rendering additional smoke clouds. - random chance. This inconsistency is a major pita and is due to the particle system of BF2, both a blessing and curse to the mod. <M.Warren: Understood and noted. Reason why it was mentioned is my overwhelming intrest in armor and support of infantry units wherever and whenever possible. Especially because the deployment of smoke countermeasures was previously only in the gunners control and not the driver. But if this cannot be accomplished via the BF2 engine, then it seems we're at an impass. It is a unfortunate circumstance that will simply have to be accepted.> Quote:
<M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: Understood and noted.> Quote:
<M.Warren: Understood and noted.> Quote:
<M.Warren: Understood and noted.> Quote:
<M.Warren: Understood and noted.> <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: Understood and noted.> Quote:
<M.Warren: Understood and noted. I agree that it may not be limited to the LAV-25 either. However I have never had a circumstance of being fired at with an explosive device in a different amphibious vehicle to confirm this.> Quote:
<M.Warren: Understood and noted. Although I do suggest for future referance that a temporary "place holder" for a disfigured HUD be copied and applied for a more acceptable alternative in the meantime.> Quote:
The dev team is still deciding how to approach this situation, but my personal opinion is to pick more role specific vehicle approach to AAV's, which is the Stormer HVM, Humvee Avenger, WZ551 outfitted with 8 AA missles, BRDM Spandrel with AA or simular. So AAV's without the super cannon. If an asymetrical scenario dictates the need for an AAV with both cannon and missles, then that vehicle should be a 2 man vehicle (driver and gunner) like the rest of the armored vehicles. It only makes sense.... <M.Warren: I understand and sympathize with your point of view on selecting AAV's specifically orientated with air defense to dissuade players from using it as a single man vehicle to mow down vulnerable targets to thier benefit. However, I do suggest not to abandon dedicated AAV's with cannons and missle defense systems either. Every vehicle we have adds to available possibilities for future maps and combinations. With that said, I also suggest to utilize AAV's specifically orientated with air defense such as the HMMWV Avenger on maps that are what I would refer to as a "Minor Conflict". "Minor Conflicts" being small scale maps that most likely include asymmetrical balancing, with the presence of Light Choppers (Such as the "Little Bird" series helicopter.) or a single Attack Helicopter such as a Havoc... You know, as in, the enemy has "this one chopper" but the allies have "this one AAV and two APC's" to counter it in an assymetrical map. "Major Conflicts" are situations that include Tanks, Attack Helicopters, Fighter Jets and Fighter-Bombers in large numbers. I feel more powerful AAV's such as the M1 Tunguska, PGZ-95, and M6 Bradley Linebacker be frequently used on "Major Conflict" maps like Kashan Desert or The Battle of Qingling. To put it simply. I don't recommend HMMWV Avengers on maps with T-90 tanks running about. It doesn't properly fit the severity of the engagement. The HMMWV Avenger is clearly overwhelmed. Instead a M6 Bradley Linebacker would be the preferred solution. Of course, not the perfect combatant to fend off a T-90, however it is much better equipped and better armored against other threats such as infantry.> Quote:
<M.Warren: Understood and noted.> Quote:
<M.Warren: Understood and noted.> Quote:
<M.Warren: Understood and noted. However, as of late with an apparently recent server patch, it seems resolved.> Quote:
<M.Warren: Noted.> <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: Understood and noted. I have witnessed weapons overheating. As in a cherry red-hot barrel, then a reduction in rate of fire, then up and until the weapon seizes from internal components expanding and jamming the weapon. I think infantry LMG's should have a 1-2 minute jam time to simulate a cooldown and barrel change. Fixed cannons and MG's seen on tanks and APC's would logically have a cooldown/repair timer of 3-5 minutes, simply because these items are integral to the vehicle and not easily accessible. Of course, in order to overheat a weapon to such an extent that it fails would take extensive amount of recklessness. I would say that constant fire for 1.5-2.5 minutes would cause this malfunction to occur.> Quote:
Mobile vehicle rearm has been discussed within the dev team, I personally think its unnecesary due to the extremely short distances that all PR maps take place in, I think the need to go back to your operations base to rearm is both realistic and good tradeoff to burning through all that ammunition, ammo conservation is a part of tactics in PR now and would NOT be a factor if mobile ammo resupply was introduced again. Theres also the fact that these tiny cars would NOT be able to carry ANY signifigant amount of vehicle ammunition. <M.Warren: Well... Like stated, the Engineer Repair Truck needs a specialized supply crate. Each E.R.T. can only spawn one of these crates at a time. If more than that is made, the last one will despawn/self destruct. This will prevent players from mass stockpiling these specialized crates. Of course the Engineers are responsible for delivering the repairs. However I think main purpose of the crate is to specifically supply ammo only. This crate can be modified to only resupply 50%-75% of the total ammunition of a single vehicle. Also alternatively, not every map needs to have an E.R.T. available. Just maps that only have armored units present, like Tanks and APC's. The main reason why the E.R.T. isn't so sought after at this time is because there are not exactly many large maps out there. Why I say this is because, Al Kufrah Oilfields is rather small, Kashan Desert is just wide open terrain, and Fools Road usually ends up with plenty of infantry nearby to support the armor. The best example and use of an E.R.T. would be on the map "The Battle for Qinling" is because of it's massive size and generally hilly and difficult terrain. As soon as we see larger maps with more limiting geography, then it'll become a blessing. Matter of fact we have a new map being made called "Feyzabad" although it isn't complete yet, [R-DEV]CodeRedFox already makes it clear that he intends to make it hard to get around. This is exactly where the E.R.T. will shine the most. Imagine being in the middle of a valley road with your tank tracked from an I.E.D. you're certainly going to be looking forward to that E.R.T. vehicle. But like stated, right now there isn't too much of a demand. It's not suprising. What I am emphasizing is the future and for things to come ahead of time. It's not going to hurt to be prepared.> Quote:
PM Falkun (the dev team's odd's and end's coding bitch) to have this idea brought to light. <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: Understood and noted. I have even attempted to tweak it in my PR BF2 editor myself. As simple as a task it is to line up the weapon properly it seems that it refuses to do so. I can certainly say that first hand.> Quote:
<M.Warren: Insufficient 3D modeling resources and knowledge.> Quote:
bug jaymz about this to fix it (he's tried fixing it he doesnt know why the fuck its not working) <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
PM Chuc this issue to get this fixed. <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
PM Jaymz to add that clicky sound. <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: Ran out of aspirin.> Quote:
<M.Warren: This matter has not been discussed or resolved through the associated developer. Can I choke him yet anyway?> Quote:
<M.Warren: Through continued use of Sniper kits, familiarization, utilization, communication and teamwork I still deem it necessary to the Sniper. Subtlety is a key aspect of a Special Operations soldier. In any enevitable situation, strange things happen. A stray soldier, another sniper, etc. This very rarely happens but does not justify ruling it out as a completely impossible occurace. I am not asking the developers to enable me to dangle upsidedown from a rope with night vision goggles inside an elevator shaft. I am asking to outfit a kit with required items of the trade to be performed. As in a capable silenced pistol to nutralize an unsuspecting nearby potential threat, enabling the user the chance to sucessfully evade detection and relocate to a new and uncompromised location. Ultimately to offer continued intelligence to the team of enemy movements and positions.> Quote:
<M.Warren: See details mentioned below.> Quote:
<M.Warren: As a resident of the United States of America, I do excersice my Second Amendment. I own an AK-47, SKS and an M-14... I myself can vouch on the proper use of infantry based weapons. I have a large respect for weapons as they both take life and preserve life. At times I become amazingly agravated when I am playing in-game and see a friendly soldier firing around main base like a twit. No restraint, no respect, no responsibility, all recklessness. It is to my utmost displeasure to think that there is actually a governor that restricts the rate of fire in which a user can operate his/her firearm. This is not by any means realistic, despite the developers views on "accurate fire". It is a folly to force players to limit the functionality of weapons in a ficticious manner. If there are any limiting factors to be placed on a weapon, it is upon how fast a person can shoot it; this is determined by both the recoil and accuracy of the weapon. Only then can the operators ability to quickly recover the weapon and sufficiently control it after firing. The more professional and skilled user is, he/she will find that they can harness the abilities of the rifle and/or pistol much more efficiently. A user of any weapon should be free to fire thier weapon as they desire. Conservatively or liberally. The user of the firearm determines it's effectiveness. If someone wants to fire liberally and sacrafice accuracy for rate of fire, then proceed to do so, but do it wisely and in close quarter situations where accuracy is impacted little and quantity is preferred. If someone wants to fire conservatively, then expect very few rounds down range and in exchange, expect accurate results over reckless use of weaponry. Don't be discouraged if you see players spraying an enemy soldier on fully automatic. Although it may be looked down upon, but the cold hard truth of life is that a selector switch was made for a reason. This is a Military simulator, not a SWAT or Counter Terrorist organization attempting to rescue innocent lives at stake, where speed, accuracy and precision is the major outlying factor. There is no way that the BF2 engine will allow us to clear a room on the basis of the "double tap" theory. Two shots to the chest, and if that doesn't do it, then one shot to the head. This kind of accuracy cannot be accomplished in Project Reality or BF2. This is why CQB is a failing aspect in PR. It simply does not work as intended, and may never will. Hopefully this detail will be ultimately accepted, and the realization that firearms in game cannot be fully represented as they should be. As mentioned before. The use of a govenor to limit the rate of fire is yet another step of Project Reality to break the behavior of a players in an ironic farcry to establish realism. The user of the weapon is the sole responsible being of it's use. People who are trained with weapons understand the virtues of controlled semi-automatic fire. Those who find themselves spraying bullets like lunatics with little restraint also find themselves dead. This is the major difference between a well trained soldier, and an insurgent that just crawled out of a hole in the ground. Once again, the user defines the effectiveness of the weapon. Not the otherway around. Never should be. Hopefully PR will be stripped of this falsehood in the near future, this is yet another detail that I am very profound on. I may not know everything about computers, but the message I am trying to convey to you here is of a most serious nature. Firearms is what makes or breaks Project Reality.> Quote:
<M.Warren: Understood and noted.> Quote:
<M.Warren: A gun is a gun, and a Shotgun is a gun. It can be used for hunting, it can be used for breaching doors, it can be used for blowing off locks and door hindges, and it definately can be used against the enemy. I feel this is yet another instance that Project Reality uses an item improperly as a "work around" temporarily. Shotguns are an effective close quarters weapon. They were used for many many years. Even dating back in World War I as a way to clear enemy trenches. Just turns out that it worked so damn well that they used it in World War II, Vietnam, The Gulf War, and now. Goes to show that even to this day it remains effective and serves it's purpose. Only reason why Project Reality looks down upon it is that everyone wants to use a Shotgun for it's true intended and most effective use. Not just blowing open locks on Korengal Valley. Just turns out that Project Reality doesn't want to have anything to do with the truth of the matter. Just appears that it doesn't get any of the credit it deserves for it's purpose simply because it's too taboo for our gameplay. Which is a shame, and defeats it's origins. Makes no sense to me at all. None at all.> Quote:
<M.Warren: Understood and noted.> Quote:
PM Jaymz for your suggestion <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: Understood and noted.> Quote:
<M.Warren: Understood and noted. Would be nice to have a more fluid and repeating animation though. But it'll do.> Quote:
<M.Warren: Understood and noted. However, I didn't feel inclined to make such a bold statement as to say that we should have an invincible runway. At the time, it seemed a completely impractical statement for me to make. Was suprised to hear this response actually.> Quote:
<M.Warren: Well... I don't know about automatic repairs. It may be suprising, but I felt the default BF2 "wrenching" action to be sufficient. It wasn't till after I played standard BF2 to realize that's what we had all along before the animation change. So basically, it was fine and dandy as it was to begin with. Atleast in my opinion.> Quote:
<M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
putting "Friendly Fire" radio command on commo rose is a good idea, just need to stick it in there somewhere, possibly doubling up roger/negative into one place <M.Warren: Sounds good to me. That'll do just as good or better than the picture I provided. Glad to hear it.> Quote:
PM dbzao to get this implemented <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
PM jaymz about this issue <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
PM dbzao for these <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: Understood and noted. Shame this cannot be altered. I find it Ironic that 70% of the time the guy that gets elected SL already has a Optical Rifleman kit... Which is almost identical to an Officer kit to begin with. But the Officer kit is still better, go figure.> Quote:
<M.Warren: Understood and noted.> Quote:
PM Chuc about getting new icons attached to these vehicles <M.Warren: This matter has not been discussed or resolved through the associated developer.> Quote:
<M.Warren: Hope so.> Quote:
<M.Warren: I see your point. But cutting it down to 300 meters would probably be the "sweet spot" we're looking for. I feel the 400 meter idea is just abit excessive. I see players banging thier head on the wall going "WTF? I'm STILL not far away enough? Give me a break" kind of a deal. It's probably tipping more on the "annoying" scale than practical.> Quote:
<M.Warren: I understand your perspective on how a airfield should never be remotely near a combat zone. Just like an aircraft carrier should never be 1000 meters or less off of a hostile shore but it still has to occur. But we both know that isn't exactly possible as we only have so much room to operate.> Quote:
<M.Warren: Good to know it's being investigated.> Quote:
<M.Warren: Who could argue against having some more bush to hide in?> Quote:
<M.Warren: Understood and noted.> Quote:
So we went through and removed hundreds of networkables, while still trying to retain networkables that affected gameplay considerable. Although its disappointing these buildings are no longer destroyable, Al Basrah does retain a considerable amount of destroyable buildings, unfortunately the 2 story ones use up to 20-30 networkables each, because each "segment" of the house is a networkable in its own right, whereas the single story houses as seen on kashan are just 1 networkable. This discovery is a hard taught lesson and will affect future static creation, esp when desiging destroyable statics. "Lego" style destroyable statics are simply not an option in the BF2 engine it seems, unless the memory crash due to high networkable counts can be resolved (and trust me many different attempts were tried to get around this crash). <M.Warren: Al Basrah is a map to be remembered. It will certainly be enjoyable to play without a couple of destroyable buildings. It's definately worth the sacrafice.> Quote:
Agreed. IMO this map plays out much better in AAS16 configuration with no jet aircraft. <M.Warren: ........................ Next time we're playing as the British, I'm sending you out to the middle of the lake in a boat to deploy tripflares to signal the Chinese forces to discuss this topic in game.> However, your free to PM Rhino your thoughts on how to implement a more realistic airport configuration, although dont expect much from him :P <M.Warren: Definately going to have to discuss it over a pint or twelve. =D> Quote:
<M.Warren: Understood and noted.> Looks like I do have a sense of humor even while on the forums. Hell, I didn't even think it was possible. =P | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Take the Blue Pill or take the Red Pill?
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Last edited by M.Warren; 11-20-2008 at 05:06 PM..
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#78 |
![]() Join Date: Jun 2008
Location: Norway
Posts: 877
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Sticky it! Really I agree on wverything here(tokk me a long time to read to
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Live by the sword, die by the sword...
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Ingame:G-LockCobra To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#79 |
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PR Operations Management
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Excellent response Warren.
regarding molotovs : Fixed for 0.85 regarding pistol/rifle RoF restriction : Will be lowered to a more realistic value for 0.85 |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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#80 |
![]() Join Date: May 2006
Location: Wouldnt you like to know
Posts: 1,374
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| Tags |
| compilation, improvement, project, reality, v08 |
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