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Old 02-20-2012, 10:26 AM   #21
RGG:Dale

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Default Re: Rounds are too long

Some maps althought they need to be tested are way way too big for regular matches, in some cases your looking at 5 caps per town with two towns.

On the other hand im all for really big maps for the campaigns which last several weeks, and as an overall strategy I believe that the development of large maps is crucial to the development of small maps, purely for the basis that you can cut those big maps to turn them into small ones and make a tournament which has several stages .


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Old 02-20-2012, 11:27 AM   #22
[R-DEV]wormeaten
PR:A3 Developer

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Default Re: Rounds are too long

Quote:
Originally Posted by galzohar View Post
Rushing would be much less of an issue if some gameplay fixes were implemented. For example, allowing FOBs to only be set up on "your side" (and you can play with what defines "your side" as long as the definition works well enough). ...
Actually before public release we start with such FO set up issues but it was complicated for testers. It is little different than it was in BF2PR players wos hard to adopt to it so we decide to set it up like it was in .1.
Now in .15 similar way was implemented for RP so you could expect similar features for FO in future when players adopt to it true RP boundaries.

In that way we will be more focused on frontline (area of action where you have attack/defend objectives) and no how to set up FO behind enemy lines and to have constant spawn for ambush behind enemies lines.
You still be able to do such spec ops attack behind enemy lines but you could be only transport to that position and no spawn point near enemy MB.


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Old 02-20-2012, 02:33 PM   #23
galzohar

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Default Re: Rounds are too long

I still think the earlier a feature is incorporated, the easier it is to adopt. Once players are used to one system, they start wondering why it's not working once the system is changed.

You don't mess with the Zohar!

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Old 02-20-2012, 02:42 PM   #24
[R-DEV]wormeaten
PR:A3 Developer

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Default Re: Rounds are too long

Quote:
Originally Posted by galzohar View Post
I still think the earlier a feature is incorporated, the easier it is to adopt. Once players are used to one system, they start wondering why it's not working once the system is changed.
Sometime you can't convince someone it is the best so you have to implement like they say is better to prove its wrong.
I predict this will happened and you notice it too so it is not just me.

I don't think changes will be problem. BF2PR shows that some version are so different it is like completely other games and people adopt to it any way.


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Old 02-20-2012, 04:59 PM   #25
A.Wickens
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Default Re: Rounds are too long

Quote:
Originally Posted by Hooves View Post
The fact that this game is being hosted right now on TG isn't helping matters, where one gets kicked for the slightest comment of why there are no FO's up. Leading to that guy's entire squad of friends to leave the server. The Preverbial shooting yourselves in the foot.

My advice. Shorten the rounds. End this beta BETA test, and fix the bugs you found then release for other servers to enjoy.
Hey Hooves, on this occasion I'm going to break TG's usual stance on not responding to garbage that's posted elsewhere with regards to disciplinary matters to ensure you get the necessary reality check.

You weren't kicked for making the 'slightest comment', you were kicked for using foul & abusive language whilst you made the comment. Something that most people can figure out for themselves is not allowed and is certainly not tolerated at TG.

Still thanks for the kind words. It's nice to know the countless hours the TG PR:Arma Admin team have sunk into making this beta test run as smoothly as possible are appreciated.

If you wish to discuss this further please feel free to use TG Contact an Admin forum.
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Old 02-20-2012, 05:25 PM   #26
[R-DEV]epoch
PR:A3 Project Manager
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Default Re: Rounds are too long

And ... relax.

Closing.


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