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#11 |
![]() Join Date: Jul 2009
Posts: 89
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I usually set the timelimit on 150 minutes on the dao.nu server... IMO a good duration for a game.
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#12 | |
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Operations Management
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. The object of war is not to die for your country but to make the other bastard die for his.
--George Patton-- |
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#13 |
![]() Join Date: Jun 2011
Posts: 18
Location: Adelaide
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Yeah like i said hopefully in the future would be great, just make things a whole lot more interesting and fun. Being able to play people in different countries with little to no lag.
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#14 |
![]() Join Date: Dec 2010
Posts: 94
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Bumping this again since the problem is still there. Its specially problematic in insurgency rounds, and in AAS when none of the teams are able to get all the flags. Like I said in the OP this problem makes the game frustrating and dosent help to promote teamwork due to the amount of people disconecting during the round. I have seen rounds going up to 4 hours, and on servers decently populated. Thats crazy, even if you have the time almost anyone is going to play for that long. Also the bugged time remaining dosent help. Since this was posted almost 1 year ago and it should be a easy fix like lowering the tickets or the max time per round, can any dev confirm if this extremely long rounds is intended?
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Last edited by No_Surrender; 07-11-2012 at 05:08 PM..
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#15 |
![]() Join Date: Feb 2011
Posts: 354
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Totally agree on this one. 3 or 4 hours might be fun on some maps when the game really gets going on but it gets really really dull when the game just doesn't advance or just don't like the map but u know that this is the only map that is going to be played this night.
Perhaps introduce some timer for each cache/objective and limit the round time for max 2.5 or 3 hours. |
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#16 |
![]() Join Date: Feb 2012
Posts: 50
Location: Kiev
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Totally agree. Rounds are too long. I think 2 hours should be the limit.
And currently nobody cares about tickets on A&S maps because there's just too much of them. I suggest 300 - 400. |
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#17 |
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This is odd, I've seen rounds last less then an hour at 40/100 people.
So there is a middle ground here. I think the missions should be scaled to mostly have a consistent length excluding the larger form battles with Helos. But there is some changes to be made. And you can mod the game but not the players so there is no garanteed time other then the timer. Funny thing is the timer is what ends most round in my experiences but I guess the RGG server has a decent round timer. ~Nuke EDIT: Agreed with leon, teach PR :ARMA 2 players about tickets and their value. |
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#18 |
![]() Join Date: Feb 2011
Posts: 354
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Sure there are rounds that last less than hour, sometimes even 30 mins. But those rounds that drag for hours must be shortened.
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#19 |
![]() Join Date: Aug 2011
Posts: 277
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The only reason I can see for shortening mission times is that people would like to play the whole duration and a lot of the time it's just not possible for a lot of the players. Rounds that last long are the ones that have either well balanced teams (quantity and skill wise) or both teams are utterly useless. Either way, making the rounds shorter wouldn't fix anything in my opinion. If the teams are good, they deserve the chance to keep fighting, to find a way to overcome their opponents. If the teams are crap, well quite frankly changing the map wouldn't change anything.
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Last edited by mayr; 07-14-2012 at 12:36 AM..
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#20 |
![]() Join Date: Apr 2009
Posts: 1,789
Location: Ramat Hasharon
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1-2 hours is more than enough of a chance to overcome your opponent...
If people quit and rejoin too often during a round, you're going to have inherently less teamwork no matter how great of a team player you are. Sure you can't eliminate it, but when you make the longest possible rounds last longer than the average play session of a player, you're doing it wrong. Average play session should be the same length as 2-4 rounds, not 1/2 a round. In any case, rounds should be shortened by adjusting tickets, not by implying artificial time limits that result in a tie when they are reached. Ticket bleed should be adjusted so that it guarantees no round ever lasts more than 2 hours (or even less) even if both teams go AFK. Any additional ticket loss due to deaths/objectives/whatever can only make it end quicker, hopefully much quicker if both teams are actually playing, and especially so if one is clearly winning. |
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You don't mess with the Zohar!
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. My YouTube Channel: To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Arma 2 Israel: To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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