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rincewind

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Everything posted by rincewind

  1. PR oldie, Squad newbie

    I have a story to tell about that Back in 2009-2011 in our russian part of the internet we've had an argument with arma guys (the "real" mil-sim, with formations and stuff) They didn't like how PR is all about limitations. You can't do this, can't do that, there's flags, etc, so PR was equal to battlefield for them. But while they've had all the sandbox freedom and realism in their games, they had 1 life per game. And that detail only determined how the game is played in every aspect and who exactly plays it. IIRC only 3-4 communities in the world doing that sort of TvT games. Idk why it's hard for people to understand the power of game design, maybe this will help. (also with understanding that squad is nowhere near the middle ground it claims to be)
  2. PR oldie, Squad newbie

    Yep. Why would I defend a flag? Boring. I can just rush to the next one, get my share of shoot'em'up there and teleport back to continue. It is not only about flags. You have all the tools given to you (instead of taken away) to just have constant action at any point of the game. Leaving the flag undefended still happens in PR frequently if you didn't notice. But then it's either "walk from main" due to not having any fobs and magical RP's or team effort to regroup and get things right.
  3. PR oldie, Squad newbie

    See highlight. You're mixing up cause and effect. BF has a set of rules and everyone plays by that set like in any other game. So we're still on "it is game's fault" point. Yes squad might punish a bit more but that doesn't really matter that much due to the fact that a regular grunt still might have fun having 40:0 K/D at the end, win or lose makes no difference. That is the consequence of weird "neither fish nor fowl" game design overall which tries to copy PR and fails at important details that are making the entire design viable.
  4. PR oldie, Squad newbie

    You're still saying the same thing tho. The game defines player behavior, not it's age. **most effective AND easiest, like you still need to join squads for kits, etc
  5. PR oldie, Squad newbie

    Well then hop in to BF3 or BC2 for example. It has been around for long enough, and it's obsolete so there's only some "dedicated fans" left. Still plays the same. It's always the game's fault, people just play the most effective and easiest way.
  6. PR oldie, Squad newbie

    Simplified and forgiving game mechanics is not incentivizing the use of any of it?
  7. Have you thought that people you've been searching for aren't playing anymore because, well, the game is just boring, so you can't really ask them since they're not on the servers?
  8. Feedback on current development.

    As already been pointed out you're just guessing things again. Squad is ~30% of PR and the only one in the world who doubts that seems to be you. Try to research more before posting further, also use my post as a reference since it has all the main difference points. @Marco so do you think there's only players like you exist? There's different types of "new players" to draw. By the game's nature you'd want to draw people closer to the milsim side just to have anyone willing to SL (you know, those guys who basically make or break the game for everyone)
  9. Feedback on current development.

    squad: - hurr durr imma teleport across map muh buddy RP is not expiring anyway throw bodies at the flag / rinse and repeat / SL = dumb rp dispenser - hardly any map has it's territory utilised more than 30% or is just sumari, god forbid you do otherwise are you ****ing insane THATS BORING U SHUT UP AND GO FIGHT FOR THAT SINGLE BARN PR: - actual and meaningful RP(emergency/backup point) and FOBs (main point) system making teams obliged to have supply lines and at least some degree of coordination, resulting in better gameplay for SL's and therefore for everyone else - Gunplay/supression leveling the field while still allowing rambo-style but making it a lot harder to execute = less lonewolfing - better maps and layouts design (cap ranges much bigger = positional warfare) These are just a few basic things. Now I look into my mysterious sphere and predict what you'll say: BUT WAIT FOR CHOPPERS NOONE WILL BOTHER WITH LOGIS - no, there's a lot of maps without helis BUT ITS TOO MILSIM FORMATIONS BLAH BLAH BLAH - no, PR never was any close to milsim BUT STEAM KIDS WILL NOT BUY ITS TOO NICHE - no, PR had 3000+ daily just like squad, and it was a mod for an obsolete game already You really have nothing better to do than just arguing all day and going over the same thing again and again? Might as well try it yourself.
  10. Feedback on current development.

    You didn't read but it has been answered in this thread. Take your time, read carefully.
  11. Feedback on current development.

    It's essentially the same. 1. The game is being announced to PR community exclusively, including the "everything but name" line that is still present on the FAQ page to this day. There is no possible way former PR dev members wouldn't understand what exactly that means. Even if taking "spiritual" in account. note: I'm fine with it not being 1:1 clone but there's just a fart instead of spirit for now. 2. Gets advertised further and funded by said community and whoever it managed to convince. 3. Years later, a company employee makes a public statement about the future way of that company's product, fully supporting original premise from p.1 4. The product goes in the opposite direction. A decent thing for a conscientious company to do would be: 1. Make official statement about the final vision. How are we supposed to understand that? Even inside OWI there's no real agreement on that seems like. 4 years passed, time to decide. 2. For those backers who is not satisfied with that vision (as well has less than N hours ingame) offer a refund of their kickstarter pack. I'm sure with whatever copies they've sold they can afford that easily. Whatever happens with the game after that then will be none of our business really.
  12. Feedback on current development.

    Man you've completely stopped any fact checking and thought before posting. No one is mad at them for trying to keep selling the game, it's the false advertising (not a single one too) that is the problem. Let's hear your explanation about why it is not bad, I'm sure it will be interesting
  13. Feedback on current development.

    You still keep missing the details. It WAS PR team members who promised "spiritual successor to PR in everything but name" and who received the funding, everyone knows what exactly they have promised and to who exactly, in fact they did it again about a year ago (when the new "old" game designer were hired from PR team he actually promised to move towards PR on it's forums and failed again) You don't see any bigger picture for the reasons that has been told to you a lot of times, you see only what you want and keep wasting time being a plug for every barrel and trying to change someone's mind in every thread. Flat earthers. Probably I've missed the day when lying has become okay in the industry, and now I think the only way out of this is public apology and a refund for backers tbh
  14. Feedback on current development.

    Lol idk how do you expect people to take what you say seriously. It's actually the opposite.
  15. why we cant destory trees ?

    Just wow It is a single actor, specifically instanced mesh component Yeah you can, like, bring down the tree with Update Instance Transform (add rotation to it) while never taking it out of a single actor that contains all other trees. Or you can Get Instance Transform, then Remove Instance then spawn some cool destructible actor with that transform, that will disappear in like 5 seconds, while all other trees stay inside the instanced mesh component http://api.unrealengine.com/INT/BlueprintAPI/Components/InstancedStaticMesh/ Proving that is saying air contains oxygen. There's ue4 api 101 for you, but you can keep on rejecting, flat earthers do just fine, you can too.
  16. why we cant destory trees ?

    I see you still don't get it. Lets look back at your first post, you proposed that every tree has to be it's own actor to be destructible. Do you see where are you wrong now? He said it's possible (requires work) = just like I did You said it's impossible for a reason that does not exists Learn to admit your mistakes
  17. why we cant destory trees ?

    I said it before, there's no actual need for destruction crysis-like. What is actually more suitable for large scale multiplayer is just performing a rotation operation to the tree. Just like in arma. No physics, nothing fancy, but it works, not really a feature you build a game around.
  18. why we cant destory trees ?

    It's not an easy task for a tank (depending on a size of a tree), if you impose limitations like instant slowdown then the count of these events will be low. (whatever happens for JIP during loading is not really a concern) Tho the amount of tanks flying into the skies will go up
  19. why we cant destory trees ?

    "you can't unscrew this" "no you can, here's the screwdriver and a video tutorial on how to use it" "PROVE IT REEEEEE" Lol you're thick. Okay let's discuss that, my time is not free but if you're willing to pay I will implement working system and release it. PM me
  20. why we cant destory trees ?

    That's why I said don't try to explain things you don't understand. And you're not going anywhere with your dares If you want to learn something and get rid of ignorance then you can start with UE docs you've linked. Like there: http://api.unrealengine.com/INT/BlueprintAPI/Components/InstancedStaticMesh/ Then try it yourself. edit: oh btw, be sure to check out this one: https://steamcommunity.com/sharedfiles/filedetails/?id=1791267848 apparently (i didn't see it in action yet though) he's done all the work already: Resource Gathering - Rock boulders, trees, and woodpiles can be harvested for resources. Only difference is it's triggered by a player (which is probably much heavier on replication because there's a lot more players in the world than tanks runing over trees at the same time.)
  21. why we cant destory trees ?

    You still don't get it do you It's done once and works for any InstancedStaticMeshCopmponent on any map.
  22. why we cant destory trees ?

    Just like in any modern engine. And you can take any single tree out of that chunk and do whatever. Like arma does. It's not even heavy on replication since everyone has the same set at the beginning, you just need to figure out how to effectively load latest state for those who join later. tl;dr don't try to explain things you don't understand. here's one quick google result for you: OWI hate this guy! Learn how he got interactive instanced trees with this one simple blueprint! ofc it would require a lot more work to do in a real game but it's perfectly doable. (doesn't even needs to be an actor, just apply rotation to an instance like arma does)
  23. Feedback: Current Run and Gun Meta

    You asked for specific mentions and I gave you that Now you as always trying to twist it into your own world picture. Truth is - this is how it was advertised to backers, but what if they said it's going to be much more arcadey version right off the start? Probably wouldn't raise enough on kickstarter. But who knows. Clearly that is not working hence the never ending threads like this one.
  24. Feedback: Current Run and Gun Meta

    That FAQ line is pretty specific in my book:
  25. New Map: Grozny

    Yeah well I doubt that. Once upon a time I wanted to practice architectural modelling (no maps intended) and did that, it is still pretty bad and doesn't match the real one very good, but no way something bodged together out of existing assets will ever come any close to immersive map. Hope I'll have some time when I'm done with my other projects to finish that tho
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