project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Suggestions
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
PR:BF2 Suggestions Suggestions from our community members. Read the stickies before posting.

Contact Support Team Frequently Asked Questions Register today!

Reply
 
LinkBack Thread Tools Display Modes
Old 01-17-2010, 01:53 PM   #11
[R-MOD]Jigsaw
Forum Moderator
Project Reality Beta Tester

[R-MOD]Jigsaw's Avatar
Default Re: Slower gameplay

Firstly, I disagree. I think PR gameplay is slow enough atm, although there are a few maps that have outstayed their welcome, PR gameplay is such a long way from CS:S that the comparison is irrelevant.

Secondly, I believe that all of your concerns are being addressed by new developments to the spawn system (if you played the RP beta you will know about this), which really help the pace of the game. Additionally several of the older spammier maps are being removed and are being replaced by maps that are on a far greater scale. The PR team are no longer accepting any maps smaller than 2km^2, and the emphasis is shifting greatly to very large maps which inherently will bring a slower pace of gameplay.

So really in my view this is a bit of a non-suggestion as everything that you wish for is being taken care of already


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.
Check out my PR gameplay videos ->
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.

"Everything starts with a choice, and we are free to make it"
WWJND?
[R-MOD]Jigsaw is offline Reply With Quote
Old 01-17-2010, 02:07 PM   #12
Japub

Japub's Avatar
Send a message via MSN to Japub
Default Re: Slower gameplay

Quote:
Originally Posted by google View Post
While weapons are more in-accurate, living is more important, and dying can mess up an entire team, I do agree that the game certainly feels much more rushed now. In my opinion, three factors play into this.

1. Flags: As the OP said, the game seems to be much more about high KDs in order to win. With current flags, there is rarely any bleed making it so that flags rather lose their importance. PR has become less objective based, but rather teamwide KDs are now more important. The increase in flag sizes also plays into this. Flags are just so hard to cap now adays without coordination of more than 2 or 3 squads. While this slows down gameplay, flags, once again, become less important as they are sometimes just not worth putting the effort into.

This increase in flag size also makes maps much more cramped. Take a map such as Muttrah. There is no point in the US going beyond the North City flag as it is simply impossible to hold on to all the flags all the way through the city. There is constant fighting due to this. Take smaller maps, such as Assault on Mestia. They used to feel large because the actual flags were smaller objectives, and there were more of them. People who no longer like 1km maps simply have the 300m cap radiuses to blame. In short, PR has lost focus on objectives and attacking.
Quote:
Originally Posted by SilentWarrior View Post
6- keep rallies while only allowing a certain number of spawns to happen, say 6 spawns per each 10 minutes, so that if you kill the enemy squad, they can spawn, but if they get quickly taken out they cant just rush back in, infinite "charges" no point penalizing good realocation of the rally while keeping timer tho.

These two suggestions makes very much sense.


Quote:
Originally Posted by Jigsaw View Post
Firstly, I disagree. I think PR gameplay is slow enough atm, although there are a few maps that have outstayed their welcome, PR gameplay is such a long way from CS:S that the comparison is irrelevant.

Secondly, I believe that all of your concerns are being addressed by new developments to the spawn system (if you played the RP beta you will know about this), which really help the pace of the game. Additionally several of the older spammier maps are being removed and are being replaced by maps that are on a far greater scale. The PR team are no longer accepting any maps smaller than 2km^2, and the emphasis is shifting greatly to very large maps which inherently will bring a slower pace of gameplay.

So really in my view this is a bit of a non-suggestion as everything that you wish for is being taken care of already
I hope your right.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Japub is offline Reply With Quote
Old 01-17-2010, 02:23 PM   #13
Teufel Eldritch

Teufel Eldritch's Avatar
Default Re: Slower gameplay

I'm a newbie. I only first playing a year ago & took a hiatus even until just recently but I would have to say that yes gameplay seems awfuly fast even on the teamwork oriented servers. I've been in some damn good squads(shout out to TG peeps!) but even then it seems awfully fast a lot of the time. Granted there are times when it isn't so fast but more often than not everything just seems to happen quickly. IMO PR should be like good sex. Quickies can be fun, but the most fun is when you take your time, don't rush it & pay attn to the details.

As for the update, what the future holds... I eagerly wait. After it's released I may change my opinion. Can't speak on what I haven't played.

There is no greater good than Justice; and only if law serves Justice is it a good law. It is said correctly that law exists not for the Just but for the unjust, for the Just carry the law in their hearts, and do not need to call it from afar. - Jaster Mereel
Teufel Eldritch is offline Reply With Quote
Old 01-17-2010, 02:36 PM   #14
Bringerof_D
Supporting Member

Bringerof_D's Avatar
Default Re: Slower gameplay

personally i agree with whoever said more accuracy would help, i really like 0.65, albeit just slightly too accurate, even in bum rushes to flags, individuals and squads had to move tactically and from cover to cover, and if they quickly out maneuvered the enemy they win.

where as now it's become TOO slow paced. since out maneuvering the enemy means you expose yourself and that you cant hit jack for 4 seconds. everyone just the moment they engage, sit still and see who's the best shot. the principles of basic infantry maneuvers are now mostly useless. Even leap frogging is ineffective as once you get to your cover, your buddy has to keep the enemy suppressed for another 4 seconds before you can start covering him.

all in all the stealth and tactical maneuvers i believe have been greatly effected by deviation alone. Stealth is still effective but there's less fear of being exposed for a second because you know in that second no one can hit you, where as back when we had LAZORS if you were in close proximity to enemy like within 100m you were crawling by choice even if they didnt have a clear view of your area

if it would be possible to code i believe this would be a more realistic representation of deviation, while moving in any stance you have the same deviation as now but the moment you stop moving your deviation drops dramatically to a certain point accurate enough to engage anything up to 150m after that deviation will slowly decline untill you have the max effective range of the weapon over the course of 3-4 seconds. i will add a graph later on to show what i mean
Bringerof_D is offline Reply With Quote
Old 01-17-2010, 02:45 PM   #15
Tofurkeymeister
Default Re: Slower gameplay

To slow down gameplay all you have to do is reduce the amount of sprint energy. Remember 0.8 :P?
Tofurkeymeister is offline Reply With Quote
Old 01-17-2010, 02:50 PM   #16
mat552

mat552's Avatar
Default Re: Slower gameplay

Tofurkeymeister I laughed. OP wants slower gameplay, not tedious gameplay. There's such a fine line to walk in that regard.

Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
mat552 is offline Reply With Quote
Old 01-17-2010, 02:50 PM   #17
McBumLuv

McBumLuv's Avatar
Default Re: Slower gameplay

Quote:
Originally Posted by Tofurkeymeister View Post
To slow down gameplay all you have to do is reduce the amount of sprint energy. Remember 0.8 :P?
Heh, or increase deviation so that you must sneak up on the enemy within 50 meters in order to produce any effect


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.

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
McBumLuv is offline Reply With Quote
Old 01-17-2010, 02:50 PM   #18
boilerrat

boilerrat's Avatar
Default Re: Slower gameplay

.9 so far feels like such a large release that right now to me at least feels like a "wait and see" time where we should hold off on suggestions.

Especially any firebase, area attack, insurgent related things
boilerrat is offline Reply With Quote
Old 01-17-2010, 02:53 PM   #19
Conman51

Conman51's Avatar
Default Re: Slower gameplay

Quote:
Originally Posted by Bringerof_D View Post
personally i agree with whoever said more accuracy would help, i really like 0.65, albeit just slightly too accurate, even in bum rushes to flags, individuals and squads had to move tactically and from cover to cover, and if they quickly out maneuvered the enemy they win.

where as now it's become TOO slow paced. since out maneuvering the enemy means you expose yourself and that you cant hit jack for 4 seconds. everyone just the moment they engage, sit still and see who's the best shot. the principles of basic infantry maneuvers are now mostly useless. Even leap frogging is ineffective as once you get to your cover, your buddy has to keep the enemy suppressed for another 4 seconds before you can start covering him.

all in all the stealth and tactical maneuvers i believe have been greatly effected by deviation alone. Stealth is still effective but there's less fear of being exposed for a second because you know in that second no one can hit you, where as back when we had LAZORS if you were in close proximity to enemy like within 100m you were crawling by choice even if they didnt have a clear view of your area

if it would be possible to code i believe this would be a more realistic representation of deviation, while moving in any stance you have the same deviation as now but the moment you stop moving your deviation drops dramatically to a certain point accurate enough to engage anything up to 150m after that deviation will slowly decline untill you have the max effective range of the weapon over the course of 3-4 seconds. i will add a graph later on to show what i mean
agreed, i first noticed this in FH2, look at that game, they dont have any suppressive effects or things to encourage teamwork, just accurate hard hitting rifles, and at least when i play it there are squads moving together and people taking cover n stuff

"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain
Conman51 is offline Reply With Quote
Reply


Tags
gameplay, slower
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 10:04 AM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2012, Project Reality.