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#1 |
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PR Management
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During the month of November, the Project Reality Team will be hosting a public beta test on a select number of community servers to test gameplay changes to the spawning mechanics of the mod. These changes will be made server side, so joining these servers will be the same as any other (all you need is PR v0.874).
There will be a few alterations made, however, they will all revolve around one primary change: the removal of Rally Point spawning. We are well aware that the mere thought of this change may scare a lot of you, but we must insist that everyone understands nothing here is written in stone. We want to find out the exact effect this will have on gameplay, and a public test is the best approach. There are multiple reasons as to why we would like to experience PR without Rally Points:
Below is a list of the server-side adjustments that will be made for this test:
As mentioned in the beginning of this announcement, the primary change is RP spawn removal. However, the primary goal is to see the average player's focus shift from Rally Point placement to Forward Outpost placement, something that the entire team will benefit from. We feel that RPs greatly diminish a team's need for the Forward Outpost deployable system. As you can clearly see, these changes include adding another available Forward Outpost to deploy as well as making their initial placement easier. We really encourage everyone to give it a thoughtful try, and think about the overall team benefits listed above. Also think of ways your gameplay will need to change for this to work, and how you can help others, especially with land transport. Always have a medic in your squad, and keep him alive, as he can keep your squad alive. You can try out these changes by joining the following participating servers:
These servers will have the version "0.874B" in their server name during the test. The test will begin within the next few days. We would like to encourage all our players to try and join these servers during the month of November, and report their feedback in the appropriate forum. Edit: And please when giving feedback in the aforementioned thread, make it factual while describing the good and bad points you've experienced with this change. All other posts will be deleted to keep this up to point. Thank you. - The Project Reality Team |
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Last edited by [R-MOD]Saobh; 11-03-2009 at 09:57 AM..
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#2 |
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PR:ArmA2 Beta Test Team
![]() Join Date: Jan 2007
Location: norfolk
Posts: 5,971
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brilliant work testing out new game play mechanics, cant wait to see how it pans out in gameplay.
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#3 |
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PR Beta Testing Team Member
![]() Join Date: Aug 2007
Posts: 362
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How will these changes affect the minimum distance required to place a FOB from another one on particular maps?
Will two opposing enemies still be able to "overrun" the FOB and prevent anyone from spawning, or has the players needed to "overrun" the base been increased? |
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#4 |
![]() Join Date: Jun 2007
Location: Perth/ Western Australia
Posts: 378
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GSA server #2 has been updated , The IP is in my Sig.
This is our Teamwork server so please keep that in mind if you wish to take part in the testing on our server See BigD Server Rules for our server rules. Our Forums can be found here BigD Gaming Community ,if you have any questions relating to the server or wish to contact an admin. (relevant thread re the Beta testing = http://www.bigdgaming.net/showthread.php?t=8514) |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]Dunehunter " NSFW - The Hot Girls Thread, This is why we can't have nice things.CLOSED" Servers are Hosted by To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Home forums for BigD @ To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. GamingAU - BigD PR Server #1 = 113.212.96.249:16567 GamingAU - BigD PR Server #2 = 113.212.96.207:16568 |
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Last edited by bahlye; 11-03-2009 at 02:38 AM..
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#5 |
![]() Join Date: Jun 2008
Location: Queensland
Posts: 342
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Good on you guys! I can't wait to try these changes out. I completely agree with the points made and I hope they are proved right by the testing.
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#6 |
![]() Join Date: Oct 2007
Location: Near Gemma Atkinson
Posts: 476
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Interesting.
Although surely if you made it harder for squads to create RPs in the first place (not just 1 player with SL but 3, like how it was before).. then It would somewhat prevent rambo missions and promote team work.. no? I'll give this a try though |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. BMW E30 In life there are no winners, only a'holes with Swiss Bank Accounts.
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#7 |
![]() Join Date: Dec 2008
Location: Montreal
Posts: 73
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Sounds good to me for AAS but I only have one question: How about skirmish mode without rally? Are you planning to leave the rally in skirmish??
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#8 |
![]() Join Date: Jun 2008
Location: Colorado
Posts: 48
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My only question is will we have more assets at a Forward outpost? Meaning 1 more machine gun nest or anti air. Cause now a defending team can push back, meaning the attacking team must defend a forward out post.
I will say I really like the idea and ready for more teamwork! |
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#9 |
![]() Join Date: Oct 2009
Location: Oslo
Posts: 8
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good one !!
but i would say that it should a minimum of a whole squad (6 Soldiers) to overun a firebase and the range should be less than 70 meters ! |
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#10 |
![]() Join Date: Oct 2009
Location: Liège
Posts: 164
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Very good idea, I am looking forward how it will be. Without RP's, It will force squads to act as a whole, in a total cohesion (and no solo squads doing their thing across the map far from a flag).
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The best victory is when the opponent surrenders of its own accord before there are any actual hostilities... It is best to win without fighting.
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