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wavefunction

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About wavefunction

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  1. Squad and PR (Project Reality)

    Going free saw a huge drop in the quality of the community but I left before that because I couldn't stand the ancient engine with all its limitations anymore. It felt extremely dated even back in 2010-11. I fired it up again a few years ago due to being disappointed with Squad but at that point it felt so dated I couldn't get into it at all. Makes it all the more painful that there was never a modern version of it.
  2. Squad and PR (Project Reality)

    Like it was said numerous times before, when people talk about PR they're not talking about PR as it is now, they're talking about what it used to be like in its heyday. Peak PR. For me this was between 2008-2011ish. The PR community went to shit when it became freeware because the barrier to entry plummeted. SquadOps one-life events better capture the tension of classic PR.
  3. Squad and PR (Project Reality)

    You're better off playing SquadOps or a private Arma event if you want to get a better sense of the pacing we're looking for as PR 1.0+ got a lot faster than PR used to be, before it became freeware. We're talking about PR at its peak. I agree with the points above and the only way we're going to get anything remotely classic PR-like out of Squad is through mods. People need to internalize that and stop waiting around for vanilla to suddenly do a 90° turn and alienate the much larger arcade shooter refugee fanbase the new gameplay nurtured.
  4. Squad and PR (Project Reality)

    People say that PR is a lot more like Squad now but during its heyday, the gap was pretty large. I mostly played it well before v1.0, I heard it became a bit of a shitshow when it stopped requiring BF2. By that time I shifted to playing Arma 3 more. If you played PR around 2010 which is when it was at its best, at least for me, I don't see how you could compare it to Squad now. It's completely different. The only similarities are superficial. The pacing and the way firefights played out made it a different game. As for my sources, I came across this thread yesterday after someone sent it to me and I mostly agree with it. I don't think it's as intentional as the OP here makes it out to be but I think that the devs allowed QA to behave in this way because it worked for them. The proof is in the pudding (vanilla Squad): reddit.com/r/joinsquad/comments/d8vnhx/why_i_will_never_purchase_an_owi_game_again_long/
  5. Squad and PR (Project Reality)

    Not only is Squad basically in a different genre then PR, OWI has been using the QA team to twist the knife in PR vets for years now. At first I didn't think it was intentional/a conspiracy but after reading some very good insights on the subject I now believe that it is. Even if a great PR mod comes out I might still leave Squad uninstalled out of spite. The devs loathe this subset of the community and have made it abundantly clear that they want us gone. It makes me wonder why we should stick around, even with modding. If only there were another game we could attach to.
  6. Squad founders- where are they now?

    Wasn't a founder but a Squad Leader IIRC. I stopped playing it because I Kickstarted the spiritual successor to PR, not the arcade shooter Squad evolved into.
  7. I was banned several months ago for arguing with competitive players. I don't want to go back to chat--I just want to get notifications etc. You don't even have to give me chat privileges!
  8. July 2018 Recap

    This recap combined with the last one represent a huge shift in the gameplay and meta. I've never been more excited for a Squad update than I am for v12 because of what it's going to mean for the gameplay. Gameplay improvements just don't translate into images/gifs as well.
  9. Game is getting better and better!

    Yes, this coming update is really going to separate the men from the boys by the sounds of it. Can't wait.
  10. It was posted in the /r/postscriptum subreddit but such a system could work in Squad as well, I think, because the layers are customizable and don't necessarily have to emphasize a WW2-style frontline in the same way. It's a long one, but it's well worth the read:
  11. Just wanted to chime in and say HLL's suppression mechanics are damn near perfect. I'd love to see something similar in Squad. It actually makes suppressing people a meaningful tactic and it changes the way firefights are paced out for the better.
  12. REALISM > BALANCE

    I don't get this. I have no desire to join the military whatsoever and never will; it's at the bottom of a long list of jobs I'd consider doing. If there were a war worth fighting I'd consider it, but when was the last time that happened? (WW2 and Korea for my country). That said, I want my games to be as "believable" (I won't say "realistic") as **** and I love when I'm so into it that my heart races and my adrenaline shoots through the roof. Games do this best when there are consequences for dying, like letting your team down, respawning far away, depleting valuable resources or some combination of the three. Squad definitely rewards respawn / run 'n' gun / respawn / run 'n' gun / respawn / run 'n' gun type play over meaningful, tactical gameplay because you can usually respawn close to where you died and individual deaths don't matter much unless you take a vehicle with you (even then). Tactics don't really matter much either as both teams spawn relatively close to whatever objective is in play and zerg rush it until one team arm wrestles the other into retreating. Individual skill matters more than tactics or teamwork right now. So yeah, Squad needs to be more "realistic" (believable) so it can be more intense and be more tactical. By believable, I mean objectives shouldn't feel arbitrary and lives need to have some kind of weight to them that deters team deathmatch-esque gameplay. I'm hopeful that it's headed in that direction, but we won't know until the devs actually rebalance the game.
  13. How to slow the gameplay

    Nice! I'm glad they seem to be on board with our concerns. I wasn't sure if the meatgrinders were a bug or a feature from their PoV.
  14. How to slow the gameplay

    I don't spend much time on these forums but on reddit or Discord, the same people always brigade this opinion by downvoting, saying "Squad is not PR 2.0" or something along those lines even when that's not what was being said or advocated. Basically whenever people bring this up on reddit and Discord, they get dogpiled by clan types who want to maintain the status quo. I tried to raise this question in #feedback on Discord, for example, and one of the QA Testers broke the rules just to shut down the few of us who agreed on this then the entire thing was deleted by a moderator. I don't think it's a conspiracy or anything, but this combined with the devs silence on the issue makes me think the worst. Well, I'll know for sure once the AMA questions are answered as someone else asked the same ones and managed to get upvoted instead of being brigaded like I was. I can sort of see that in terms of the core mechanics, like moving and shooting. I'm totally fine with them, but I know that it's probably a bit too punishing for people whom Insurgency is the most 'realistic' shooter they've ever played. I'm sympathetic to that even though I don't feel the same way. I don't even want to polarize this as a "milsim" vs "arcade" type thing because I'm in the middle myself. Squad should be right up my alley. I just think that the current way HABs/rallies are set up lead to "meatgrinders" near objectives/HABs where the teamwork aspect of Squad breaks down. Once it's a meatgrinder, the game feels a lot more like Insurgency than any kind of teamwork shooter. I've seen this echoed a lot by others. What I'm advocating is just to "nerf" or change the rules for rallies and HABs so that there are fewer meatgrinders. I think there are people on both sides of the spectrum who can agree with this because the gameplay gets downright silly as a result of it, particularly in and around HABs. I also think a lot of people won't realize this will make the game better until it's implemented. Just look at this thread and the other ones like it. Reminds me of RO2 all over again: Tripwire alienated a lot of RO1 fans with that by watering down the core gameplay and consulting CoD vets over RO1 vets during the game's design, kind of like what OWI is doing now with these testers who are all part of clans a lot of the community finds toxic. I know I'll only keep playing Squad if it moves more towards the centre of the milsim --- arcade spectrum, and I bet the same is true for a lot of people here. Right now it's leaning to the arcade side of that spectrum. There are a lot of people who consider themselves fans of the original PR who won't touch Squad because it's too fast-paced and arcadey, and a lot of these people aren't milsim types in the least.
  15. How to slow the gameplay

    I'm on the verge of just walking away from this community. I've seen a lot of support for those of us who want to see this change on reddit, here, and on Discord, but I also see certain QA testers and competitive players actively suppressing this opinion and ensuring their own vision of the game gets heard over ours. And they seem to be winning. Between that and the devs silence on the issue, I'm starting to think that the reason the devs haven't said a word about this is because they know we're not going to like what they have to say as I'm certain they've seen this opinion voiced numerous times even with it being suppressed. It's becoming abundantly clear they intend to embrace the casual, competitive and esport-focused side of the community at the expense of the original fans, like Tripwire did with RO2. I might just play with SquadOps and their future mod and ignore whatever Squad becomes. Thank god for mods.
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