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PR Highlights Highlights of what work the Devs are currently working on |
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2020-05-18, 10:07 | #21 |
Join Date: Jun 2016
Posts: 2
United States of America
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Re: v1.6.1 - Gameplay changes
I'm digging the patch stamina change.
If medics are less likely to make risky revives because those revives are less viable, that means less dead medics and less squad wipes. Also, less players who would rather beg a medic to save them from their own poor positioning choices rather than admit they messed up, especially once they get told by enough medics that they aren't coming. All in all, I think the visible game impact from this change won't be drastic, but I like the choice in this case to lean towards getting players to make smarter decisions about their lives/tickets, both from the medics and the aggressive players. Nice job on the update! |
2020-05-18, 12:34 | #22 |
Join Date: Oct 2016
Posts: 365
Iceland
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Re: v1.6.1 - Gameplay changes
Very happy about RNG disable adjustment.
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HITREG CARRY |
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2020-05-18, 12:51 | #23 | |
Join Date: Dec 2006
Posts: 311
Norway
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Re: v1.6.1 - Gameplay changes
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Kinda sad to see it go, mostly because the medic role will be less fun. It is those risky revives that can separate the top, and with lower skill ceiling, maybe less people want to play it. | |
2020-05-18, 13:31 | #24 |
Join Date: Mar 2010
Posts: 1,312
United Kingdom
Location: Scotland
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Re: v1.6.1 - Gameplay changes
Here is the thing, the central conceit of PR (infantry) gameplay is that this feels good:
Fight > Revive > Repeat And this feels bad: Fight > Respawn > Repeat I won't get too much into the why, but winning the fight, saving the tickets, holding the ground you had and pushing on without having to reset (if that's relevant) feels good, it feels like an achievement. This is the main hook, the positive feedback loop at the heart of PR. So it seems obvious to me that if you fuck with medics you fuck with everything else. There is a huge knock-on effect. Right now playing to get into that sweet spot in the feedback loop is A++ gameplay. Right now playing as a medic (for those who enjoy it) is A++ gameplay. This is very much the definition of if it ain't broke don't fix it. Dragging is a cool secondary or tertiary medic tool. If it becomes the primary and only tool then everything above changes. Maybe not a lot, but little changes can have big implications. And again, if something is working near perfectly then big implications are not what you want to hear. |
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2020-05-18, 14:52 | #25 |
Join Date: Sep 2009
Posts: 2,749
Sweden
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Re: v1.6.1 - Gameplay changes
i think you are overreacting to how much this will affect the medic playstyle. i think it's an alright change so far. If your revive isn't safe it's down to 2 things:
1. your squadmate died in a dumb position 2. YOUR SQUAD hasn't secured the position Yes those "combat revives" might not happen as much now or they will just slightly methodical. The risk of those revives were that if the area wasn't as safe you thought your pal and maybe even you would end of wounded, one of you killed. And he would have to respawn anyway. Now say you don't do the patch and instead drag but the area wasn't safe enough you'd end up 2 wounded instead of one killed. A slightly better outcome. I literally went on to test this on local now. Dropping a patch on some at 10% will make their hp up to 30%. Wait for the stamina to go up a bit and you can sprint again. Yes I cannot go against these arguments: choice When you think about this, isn't it kind of dumb? |
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2020-05-18, 16:32 | #26 | |
Join Date: Mar 2010
Posts: 1,312
United Kingdom
Location: Scotland
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Re: v1.6.1 - Gameplay changes
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You are therefore ignoring probably the largest band of scenarios which is the big gray area in the middle. The two opposing squads fighting to a stalemate and looking for revives to tip the balance in their favour sort of scenario. The infantry fight on literally any forest map sort of scenario. The last man recovery scenario. And dozens of others. These are the most intense and most interesting aspects of medic play and of infantry fighting and they will be different. I will concede that different does not mean worse by definition, but I question the judgement of making alterations to something that currently works amazingly well. | |
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2020-05-18, 16:46 | #27 |
Forum Moderator
Join Date: Jul 2012
Posts: 3,001
Europe
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Re: v1.6.1 - Gameplay changes
Let's see how it plays out, shall we? In one week we can open a feedback thread on new medic meta and how it influences gameplay. There could also be further measures to refine this new system, e.g. increasde healing speed or something.
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2020-05-18, 16:59 | #28 |
Join Date: Sep 2016
Posts: 125
Romania
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Re: v1.6.1 - Gameplay changes
Weird to see these stamina nerfs implemented before a better stamina depletion system for when having to jump over every little thing and stuff like that.
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2020-05-18, 17:14 | #29 | |
PR:BF2 Contributor
Join Date: Oct 2012
Posts: 1,874
Germany
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Re: v1.6.1 - Gameplay changes
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About the "having to jump over stuff that would not hinder a person's movement IRL", we're all aware of that, but it's not something we can simply wish to go away. Things are a bit more tricky in the territory of 0s and 1s, it probably requires more work than its worth. | |
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them ]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy Just_Dave: i have a list about PR players, and they r categorized by their skill Para: You sir are an arse and not what the game or our community needs. AlonTavor: Is that a German trying to make me concentrate? Heavy Death: join PRTA instead - Teamwork is a must there.
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2020-05-18, 17:29 | #30 |
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Re: v1.6.1 - Gameplay changes
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