project reality header
Go Back   Project Reality Forums > News / Announcements > PR Highlights
20 Sep 2024, 00:00:00 (PRT)
Register Developer Blogs Members List Search Quick Links
PR Highlights Highlights of what work the Devs are currently working on

Closed Thread
 
Thread Tools Display Modes
Old 2020-05-18, 17:30   #31
Web_cole
Supporting Member

Web_cole's Avatar
Default Re: v1.6.1 - Gameplay changes

Quote:
Originally Posted by Frontliner View Post
SO WHAT if you can't patch+revive anymore and have your patient run away instantly, is it that much of a hassle to ask an adult to adapt his playstyle to this new reality of gameplay?
I may be able to adapt to walking around on my hands instead of my feet but my ability to adapt has very little relevance when determining whether it would be a good idea or not.

Web_cole is offline
Old 2020-05-18, 17:32   #32
Bastiannn
Default Re: v1.6.1 - Gameplay changes

Quote:
Originally Posted by Frontliner View Post
It would be quite uplifting if you were to tell us what a "better stamina depletion system" could look like before moaning about a change that's by and large irrelevant. SO WHAT if you can't patch+revive anymore and have your patient run away instantly, is it that much of a hassle to ask an adult to adapt his playstyle to this new reality of gameplay?

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.
I haven't really complained about the changes themselves yet, but more about the fact that a not-needed/not-prioritised nerf made it in game BEFORE an improvement to the stamina jumping depletion. Do I even need to say which thing players consider worse for gameplay?

As for "why don't you suggest something instead of complaining" I see a couple of DEVs talking about it, aswell as Casualty having ideas that seem good to experiment with and a suggestion thread made by him, so the ideas are certainly there, but priorities I guess.

Weird to see you state the change itself is irrelevant, but then you yourself admit that "adults need to adapt their own playstyles because of it" btw.
Bastiannn is offline
Old 2020-05-18, 17:49   #33
sweedensniiperr
Supporting Member

sweedensniiperr's Avatar
Default Re: v1.6.1 - Gameplay changes

Quote:
Originally Posted by Web_cole View Post
I think you are cherry picking examples that support your position. If every "good" player in the game never went down then I would agree with you. But that is obviously not the case. If you spawn in sooner or later you are going to catch a bullet. Any player of sufficient skill and judgement should be able to recognise when they made a decision that got them killed and when they just got killed. It happens.
Absolutely.

Quote:
Originally Posted by Web_cole View Post
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.
Not really. If the fight is literally 50/50(which also is very unusual let's be fair) the squad that will come out on top is the one with the better(if we're being really simple here) A: medic(s) B: better supporting players. I don't think this will change with this particular change.

Quote:
Originally Posted by Web_cole View Post
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.
This is really my point. I can see why they made the change and it stands to see how it holds up. Changes to the game have and CAN be reverted as we've seen quite recently but also previously(remember the floaty turrets?)

sweedensniiperr is offline
Old 2020-05-18, 18:32   #34
Woxbel
Default Re: v1.6.1 - Gameplay changes

Quote:
Originally Posted by Frontliner View Post
It would be quite uplifting if you were to tell us what a "better stamina depletion system" could look like before moaning about a change that's by and large irrelevant. SO WHAT if you can't patch+revive anymore and have your patient run away instantly, is it that much of a hassle to ask an adult to adapt his playstyle to this new reality of gameplay?

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.
I am sorry I have to say I find this a very frustrating response to this thread by a PR staff member, He also seems to imply that He is speaking for the team which makes it worse.(“ It would be quite uplifting if you were to tell us what a” , "we're all aware of that, but it's not something we can simply wish to go away.")

Like no matter how anyone else feels to me(Medic only player) this change seems like something that will change a main part of how I play/enjoy the game. And once others and me mention the fact they dislike this change his response is basically Grow up/Deal with it. That doesn’t really make me feel welcome or taken serious.

Yes you put effort and time into making this game and I am thankful for that and if you make a certain decision on the game design front than that is your choice. Leaving me and any other players with two choices either deal with it or stop playing I get that.

All that being said I still think it is a very frustrating and dismissive/hostile way to respond to feedback.

For now I am going to follow Nate his suggestion and see how it plays since that only seems fair and maybe I did jump the gun a bit with my feedback. Although I will admit I am obviously still rather skeptical about the whole thing.
Woxbel is offline
Old 2020-05-18, 19:34   #35
Rabbit
Default Re: v1.6.1 - Gameplay changes

Quote:
Originally Posted by Woxbel View Post
I am sorry I have to say I find this a very frustrating response to this thread by a PR staff member, He also seems to imply that He is speaking for the team which makes it worse.(“ It would be quite uplifting if you were to tell us what a” , "we're all aware of that, but it's not something we can simply wish to go away.")
its actually pretty easy to change.
Rabbit is offline
Old 2020-05-18, 20:35   #36
[R-DEV]​mectus11
PR:BF2 Developer

mectus11's Avatar
Default Re: v1.6.1 - Gameplay changes

Mixed feelings about the stamina change, just makes life harder for medics it will just result in people not bothering and giving up because of the hassle, the rest though I love.

Personally, I'm just not a fan of anything that changes infantry gameplay.




mectus11 is offline
Old 2020-05-18, 20:58   #37
transpilot
Banned
Default Re: v1.6.1 - Gameplay changes

Do it the pov way: just dont die.
transpilot is offline
Old 2020-05-18, 20:59   #38
[R-CON]​Aleon
PR:BF2 Contributor
PR Server License Administrator
Default Re: v1.6.1 - Gameplay changes

If you don't want people to use patches that way, at least allow dragging while prone. Being crouched trying to drag people for a combat revive is a death sentence 99% of the time, as it combines being slow with being visible in one big useless combo.

Since you are changing this anyway, could youat least make it so that you have 1% stamina at all times so you can jump over things? PR is full of obstacles that provide zero cover (like doorstops or curbs) but require you to jump over, and right now if you have less than 10% health you are just stuck.

Aleon is offline
Last edited by Aleon; 2020-05-18 at 21:16..
Old 2020-05-18, 21:01   #39
Rabbit
Default Re: v1.6.1 - Gameplay changes

Quote:
Originally Posted by Aleon View Post
Prone dragging when? Because being crouched trying to drag people for a combat revive is a death sentence 99% of the time, as it combines being slow and being visible in one big useless combo.
Yeah that's pretty accurate.

Rabbit is offline
Old 2020-05-18, 21:19   #40
[R-DEV]​AlonTavor
PR:BF2 Developer
Supporting Member
PR Server License Administrator
Default Re: v1.6.1 - Gameplay changes

Quote:
Originally Posted by Aleon View Post
Since you are changing this anyway, could youat least make it so that you have 1% stamina at all times so you can jump over things? PR is full of obstacles that provide zero cover (like doorstops or curbs) but require you to jump over, and right now if you have less than 10% health you are just stuck.
Lack of health or stamina never blocked jumping. There's a 2-3 seconds delay from prone->standing before you can jump
AlonTavor is offline
Closed Thread

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



All times are GMT. The time now is 07:23.