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Jeffreyson

Just make SQUAD like Project Reality (2)!

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19 hours ago, Jeffreyson said:

 

This guy gets it. Thanks!

 

The others are like "uh no blabla" and dont get it what PR got its legendary status and played 1000 times better than this SQUAD early access version. I get it its early access alpha bullshit right now with many features and adjustments missing but why release such a bad product then in the first place? User feedback? I dont think so or why I am not allowed to tell them to make it like PR? These devs made PR and they said SQUAD is a successor to PR so whats this with the FOB points building stuff with no logistics and tactics and no risk stuff. And MEC is THE key faction missing in SQUAD, not this unrealistic maybe in the near future US vs RUS stuff. And wtf you can not copyright something like MEC faction and even then it doesnt need to be called exactly "MEC".

 

I guess SQUAD is like Star Citizen and will become final in 2020 or so... f*cking hate early access, never gets finished and there is no roadmap even when it will be in beta and ETA for full release. Just look at DayZ, 3-4 years and still in early access.

The problem is how you say it.

Guan_Yu007 did you a favour and gave a constructive feedback/ comprehensive wishlist to the devs.

your first post is a ramble and the quoted one is just a rant. 

 

 

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On 2/11/2017 at 11:24 PM, Jeffreyson said:

f*cking hate early access, never gets finished and there is no roadmap even when it will be in beta and ETA for full release. Just look at DayZ, 3-4 years and still in early access.

 

There's an easy solution to this. Stop buying into early access and wait till they are on final release. You can save yourself a lot of apparent heartache. 

 

Let me just tell you, squad is significantly further along than PR was at the same relative time. 

 

Squad first public release: Dec 15 2015

PR first public release: July 8 2005

 

It has now been 1 year and 2 months since the first public release (this is excluding CPA which lasted 6 months before the EA release). Things that have been implemented including the first release till 1 year and 2 months later:

 

PR (Up to 0.32)

  • Kill & Hit Indicator removed
  • Weapons Damage increased
  • Reticles removed
  • Parachutes removed
  • Small vehicle tweaks
  • New Assault and Secure Gamemode - capture flags in a specific order to focus and intensify combat.
  • Maps by devs (7)
    • Muttrah City by [R-DEV]Rhino (USMC vs MEC)
    • Jabal Al Burj by [R-DEV]Ali-Tom (USMC vs MEC)
    • CP Abadan by [R-DEV]Ali-Tom (USMC vs MEC)
    • Road to Kyongan’Ni by [R-DEV]NikovK (USMC vs PLA)
    • EJOD Desert by [R-DEV]Thomazz (USMC vs MEC)
    • Mao Valley by by [R-CON]xtrm2k (USMC vs PLA)
    • Goods Station by [R-CON]spfreak (USMC vs MEC)
  • Outsourced maps (BF2 modded maps)
    • Oasis by Dr. Mabuse (USMC vs MEC)
    • Steel Thunder by Illicit Films (USMC vs PLA)
    • Strike at Karkand 2 by Hrothgar (USMC vs MEC)
    • Jungle Fever by Dr. Mabuse (USMC vs PLA)
    • Operation Nightshift by BierPizzaChips (USMC vs MEC)
    • Zhianjing Security Area by Khrimson (USMC vs PLA)
    • El Alamein XXL by Mr. Burns (USMC vs MEC)
    • Sharqi Night by Stringer Studios (USMC vs MEC)
    • Karkand Night Ops by Stringer Studios (USMC vs MEC)
    • Mashtuur Night by Stringer Studios (USMC vs MEC)
    • Hongshangu Winter by Ga-KnomboeBoy (USMC vs PLA)
  • New Xtract Gamemode - escorting an SUV through checkpoints to an escape point
  • New Single Objective game mode - the attacking team must destroy the enemy radar and UAV to win the map
  • A few new vehicles and weapons added to existing BF2 factions
    • MH-6 Littlebird (USMC)
    • SPR S-MOD Rifle (USMC)
    • P226 Pistol (USMC)

Squad (Up to V9)

  • Local, squad and command VOIP solution
  • Inventory System
  • Player and Weapon handling Systems
    • Weapon sway
    • Various movement styles
    • Animations for everything (from scratch?)
  • Spawning System
    • Rally points
    • FOBs
    • Main bases
  • Logistics System (simple version)
  • Bleeding/Medical System
  • Team/Squad/Scoring System
  • Game Modes
    • AAS
    • PAAS
    • Conquest
    • Insurgency
  • Factions
    • US
    • Russia
    • Militia
    • Insurgents
  • New models
    • Player Models for each faction
      • US
      • Russia
      • Militia
      • Insurgents
    • Weapons
      • US TEAM
        • M203 Grenade Launcher
          M249 SAW
          M4 Carbine + ACOG + Reddot
          M72 LAW
          M9A1 Beretta Pistol
          M110 SASS
      • RUSSIA
        • AK-74M
          RPK-74M
          MP-443 Grach
          GP-25 Grenade Launcher
          RPG-7
      • Militia
        • AKM
          RPK-74
          AK-74
          M4
          AKS-74U
          Makarov Pistol
          SVD Sniper
      • Insurgents
        • RPK
          AKS-74U
          AMD-65
          PMD-63
          PPSh-41
          SKS
          G3A3
      • Grenades/Smoke
    • Vehicles
      • M939 Truck
      • Ural 375D Truck
      • Technical
      • M1151 HMMVW
      • BTR-80 APC
      • Armed Technical
      • M1151 HMMVW CROWS
      • SPG-9 Recoilless Gun Technical
      • Rocket Artillery Technical
    • Deployables
      • Sandbags
      • Roadblock
      • Barrier
      • Tire Wall
      • Hesco
      • Hesco Wall
      • Bunker
      • Razor Wire
      • HMG Position
      • Ammo Crate
      • Ladder
    • Map statics
      • Can't list them all here ;)
  • Maps by devs (9)
    • Gorodok    
    • Fool's Road
    • Operation First Light    
    • Yehorivka
    • Chora
    • Kohat Toi
    • Kokan    
    • Logar Valley
    • Sumari Bala
  • UI System
  • Networking System (plus netcode overhaul)
  • Vehicle system (extensions to the base UE code)
  • Admin tools/Tournament tools

 

Now please, get a grip.^_^

 

Edit: If you include the CPA, that pushes it to a year and 8 months, which would allow PR to include 0.4 which did have a significant feature set, but what that would do is put them as relatively equal content wise, but in terms of systems/development that has taken place, squad is still far, far ahead. 

Edited by Psyrus
More info

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5 hours ago, Psyrus said:

Edit: If you include the CPA, that pushes it to a year and 8 months, which would allow PR to include 0.4 which did have a significant feature set, but what that would do is put them as relatively equal content wise, but in terms of systems/development that has taken place, squad is still far, far ahead. 

 

It's more like PR 0.5 and it's obviously a weird comparison since 1 is a mod made for free by few committed people while Squad is a full project with successful Kickstarter, Steam launch and ~25 full time developers.

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2 minutes ago, banOkay said:

 

It's more like PR 0.5 and it's obviously a weird comparison since 1 is a mod made for free by few committed people while Squad is a full project with successful Kickstarter, Steam launch and ~25 full time developers.

 

Yeah it's very hard to make an apples to apples comparison due to the myriad of variables that are different between the projects, but as players it can be easy to forget just how many fundamental systems had to be put in place just to get to the early access point, and then subsequently to get this far. 

 

Do they really have 25 full time developers? I thought a bunch of the artists and programmers were still doing squad part time (since giving up their careers for a potential one-off game production wouldn't make great financial sense to them, or other reasons). I haven't really looked into it though

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And PR had a good head start in the form of bf2 being a complete game, so devs had just to modify existing things and add some new assets. Compare that to Squad where almost everything is being created from scratch, except for the most basic stuff the engine provides.

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4 minutes ago, sgt_froug said:

 

 

 

 

If you put the numbers together they should have more than enough to support 25 full time developers. I understand people still committed to school but Squad could easily support many more than 25 full time developers. Their choice I guess, our money though...

Edited by banOkay

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School? So you think we're all teens working after the courses or something? The reality is those who have a family to feed probably dont want to leave their permanent contract (from daily job) over a fixed-term contract at OWI.

OWI doesn't offer any permanent contract for the simple reason the studio is new and its chances of being able to start new games after Squad aren't high enough atm.

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Why MEC? WHY?!!! There are damn Iran, Pakistan, Egypt, why do you need this steerotypical 3rd world bearded Akhmed crap?

Edited by ZiGreen

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13 hours ago, Psyrus said:

PR (Up to 0.32)

  • Kill & Hit Indicator removed
  • Weapons Damage increased
  • Reticles removed
  • Parachutes removed
  • Small vehicle tweaks
  • New Assault and Secure Gamemode - capture flags in a specific order to focus and intensify combat.
  • Maps by devs (7)
    • Muttrah City by [R-DEV]Rhino (USMC vs MEC)
    • Jabal Al Burj by [R-DEV]Ali-Tom (USMC vs MEC)
    • CP Abadan by [R-DEV]Ali-Tom (USMC vs MEC)
    • Road to Kyongan’Ni by [R-DEV]NikovK (USMC vs PLA)
    • EJOD Desert by [R-DEV]Thomazz (USMC vs MEC)
    • Mao Valley by by [R-CON]xtrm2k (USMC vs PLA)
    • Goods Station by [R-CON]spfreak (USMC vs MEC)
  • Outsourced maps (BF2 modded maps)
    • Oasis by Dr. Mabuse (USMC vs MEC)
    • Steel Thunder by Illicit Films (USMC vs PLA)
    • Strike at Karkand 2 by Hrothgar (USMC vs MEC)
    • Jungle Fever by Dr. Mabuse (USMC vs PLA)
    • Operation Nightshift by BierPizzaChips (USMC vs MEC)
    • Zhianjing Security Area by Khrimson (USMC vs PLA)
    • El Alamein XXL by Mr. Burns (USMC vs MEC)
    • Sharqi Night by Stringer Studios (USMC vs MEC)
    • Karkand Night Ops by Stringer Studios (USMC vs MEC)
    • Mashtuur Night by Stringer Studios (USMC vs MEC)
    • Hongshangu Winter by Ga-KnomboeBoy (USMC vs PLA)
  • New Xtract Gamemode - escorting an SUV through checkpoints to an escape point
  • New Single Objective game mode - the attacking team must destroy the enemy radar and UAV to win the map
  • A few new vehicles and weapons added to existing BF2 factions
    • MH-6 Littlebird (USMC)
    • SPR S-MOD Rifle (USMC)
    • P226 Pistol (USMC)

Squad (Up to V9)

  • Local, squad and command VOIP solution
  • Inventory System
  • Player and Weapon handling Systems
    • Weapon sway
    • Various movement styles
    • Animations for everything (from scratch?)
  • Spawning System
    • Rally points
    • FOBs
    • Main bases
  • Logistics System (simple version)
  • Bleeding/Medical System
  • Team/Squad/Scoring System
  • Game Modes
    • AAS
    • PAAS
    • Conquest
    • Insurgency
  • Factions
    • US
    • Russia
    • Militia
    • Insurgents
  • New models
    • Player Models for each faction
      • US
      • Russia
      • Militia
      • Insurgents
    • Weapons
      • US TEAM
        • M203 Grenade Launcher
          M249 SAW
          M4 Carbine + ACOG + Reddot
          M72 LAW
          M9A1 Beretta Pistol
          M110 SASS
      • RUSSIA
        • AK-74M
          RPK-74M
          MP-443 Grach
          GP-25 Grenade Launcher
          RPG-7
      • Militia
        • AKM
          RPK-74
          AK-74
          M4
          AKS-74U
          Makarov Pistol
          SVD Sniper
      • Insurgents
        • RPK
          AKS-74U
          AMD-65
          PMD-63
          PPSh-41
          SKS
          G3A3
      • Grenades/Smoke
    • Vehicles
      • M939 Truck
      • Ural 375D Truck
      • Technical
      • M1151 HMMVW
      • BTR-80 APC
      • Armed Technical
      • M1151 HMMVW CROWS
      • SPG-9 Recoilless Gun Technical
      • Rocket Artillery Technical
    • Deployables
      • Sandbags
      • Roadblock
      • Barrier
      • Tire Wall
      • Hesco
      • Hesco Wall
      • Bunker
      • Razor Wire
      • HMG Position
      • Ammo Crate
      • Ladder
    • Map statics
      • Can't list them all here ;)
  • Maps by devs (9)
    • Gorodok    
    • Fool's Road
    • Operation First Light    
    • Yehorivka
    • Chora
    • Kohat Toi
    • Kokan    
    • Logar Valley
    • Sumari Bala
  • UI System
  • Networking System (plus netcode overhaul)
  • Vehicle system (extensions to the base UE code)
  • Admin tools/Tournament tools

 

 

Thank you for posting this. My personal opinion is that squad will be final in 10 years give or take and by that time it will be an old outdated engine game like pr is now and by then will be all playing some battlefield game made by ea in virtual reality l o l

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Hello and welcome to Squad @Mike_sqhq,

I did edit your post.
please refrain from excessive use of all caps and colours.

check out the forum rules.

http://forums.joinsquad.com/announcement/11-forum-rules/

Quote

§9 Thread Capitalization
Please ensure that your post is not in all CAPITALS, as this is not allowed. Any threads posted in all caps will subsequently be removed from the forum. Repeated offenses may lead to infractions against your account. This practice is not approved or accepted here.

§11 The use of BBCode
It is allowed to use the BBCode in your posts. Over usage is not allowed. You may use the Bold in a reasonable manner but not for the whole text body. You may use the size feature but in a limited reasonable manner. You may not use any of the additional fonts at all. Color may be used to high light a point but again, not for the whole text body. Moderators will be watching for misuse and will edit when required without giving notice. Continued disregard for this rule will result in Moderator action in the form of warnings.

 

thank you for your understanding. - have a nice stay.

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3 hours ago, banOkay said:

 

It's more like PR 0.5 and it's obviously a weird comparison since 1 is a mod made for free by few committed people while Squad is a full project with successful Kickstarter, Steam launch and ~25 full time developers.

Well many of the devs weren't full time until after steam release. Most people were only doing squad part time after coming home from their normal work (much like a mod team). Im not sure how it is now. I know many of the devs now are full time after they got finances from Kickstarter and steam sales. But im pretty sure they aren't all full time.

 

Plus if you include the time the BF2 developers worked on the engine to PR development times you wouldnt even compare PR 0,32 to Squad. PR didnt have to make vehicle physics (they only had to change excisting vehicles). PR didnt have to make a system that handles bullet/grenade trajectories and how the sync between players (again only change what was already there).

 

If you hate early access dont buy it!

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3 hours ago, banOkay said:

 

If you put the numbers together they should have more than enough to support 25 full time developers. I understand people still committed to school but Squad could easily support many more than 25 full time developers. Their choice I guess, our money though...

Yes they could hire 1.000 full time developers. Problem is that they would bun through the money they have in no time and then game would never finish after OWI closed down. They hired the guys they did because it fits their budget/expected sales and it fits the amount of people they need. More people means more work communication and administration, so hiring twice the amount of people doesnt make half development time.

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9 hours ago, Psyrus said:

 

There's an easy solution to this. Stop buying into early access and wait till they are on final release. You can save yourself a lot of apparent heartache. 

 

Let me just tell you, squad is significantly further along than PR was at the same relative time. 

 

Squad first public release: Dec 15 2015

PR first public release: July 8 2005

 

It has now been 1 year and 2 months since the first public release (this is excluding CPA which lasted 6 months before the EA release). Things that have been implemented including the first release till 1 year and 2 months later:

 

PR (Up to 0.32)

  • Kill & Hit Indicator removed
  • Weapons Damage increased
  • Reticles removed
  • Parachutes removed
  • Small vehicle tweaks
  • New Assault and Secure Gamemode - capture flags in a specific order to focus and intensify combat.
  • Maps by devs (7)
    • Muttrah City by [R-DEV]Rhino (USMC vs MEC)
    • Jabal Al Burj by [R-DEV]Ali-Tom (USMC vs MEC)
    • CP Abadan by [R-DEV]Ali-Tom (USMC vs MEC)
    • Road to Kyongan’Ni by [R-DEV]NikovK (USMC vs PLA)
    • EJOD Desert by [R-DEV]Thomazz (USMC vs MEC)
    • Mao Valley by by [R-CON]xtrm2k (USMC vs PLA)
    • Goods Station by [R-CON]spfreak (USMC vs MEC)
  • Outsourced maps (BF2 modded maps)
    • Oasis by Dr. Mabuse (USMC vs MEC)
    • Steel Thunder by Illicit Films (USMC vs PLA)
    • Strike at Karkand 2 by Hrothgar (USMC vs MEC)
    • Jungle Fever by Dr. Mabuse (USMC vs PLA)
    • Operation Nightshift by BierPizzaChips (USMC vs MEC)
    • Zhianjing Security Area by Khrimson (USMC vs PLA)
    • El Alamein XXL by Mr. Burns (USMC vs MEC)
    • Sharqi Night by Stringer Studios (USMC vs MEC)
    • Karkand Night Ops by Stringer Studios (USMC vs MEC)
    • Mashtuur Night by Stringer Studios (USMC vs MEC)
    • Hongshangu Winter by Ga-KnomboeBoy (USMC vs PLA)
  • New Xtract Gamemode - escorting an SUV through checkpoints to an escape point
  • New Single Objective game mode - the attacking team must destroy the enemy radar and UAV to win the map
  • A few new vehicles and weapons added to existing BF2 factions
    • MH-6 Littlebird (USMC)
    • SPR S-MOD Rifle (USMC)
    • P226 Pistol (USMC)

Squad (Up to V9)

  • Local, squad and command VOIP solution
  • Inventory System
  • Player and Weapon handling Systems
    • Weapon sway
    • Various movement styles
    • Animations for everything (from scratch?)
  • Spawning System
    • Rally points
    • FOBs
    • Main bases
  • Logistics System (simple version)
  • Bleeding/Medical System
  • Team/Squad/Scoring System
  • Game Modes
    • AAS
    • PAAS
    • Conquest
    • Insurgency
  • Factions
    • US
    • Russia
    • Militia
    • Insurgents
  • New models
    • Player Models for each faction
      • US
      • Russia
      • Militia
      • Insurgents
    • Weapons
      • US TEAM
        • M203 Grenade Launcher
          M249 SAW
          M4 Carbine + ACOG + Reddot
          M72 LAW
          M9A1 Beretta Pistol
          M110 SASS
      • RUSSIA
        • AK-74M
          RPK-74M
          MP-443 Grach
          GP-25 Grenade Launcher
          RPG-7
      • Militia
        • AKM
          RPK-74
          AK-74
          M4
          AKS-74U
          Makarov Pistol
          SVD Sniper
      • Insurgents
        • RPK
          AKS-74U
          AMD-65
          PMD-63
          PPSh-41
          SKS
          G3A3
      • Grenades/Smoke
    • Vehicles
      • M939 Truck
      • Ural 375D Truck
      • Technical
      • M1151 HMMVW
      • BTR-80 APC
      • Armed Technical
      • M1151 HMMVW CROWS
      • SPG-9 Recoilless Gun Technical
      • Rocket Artillery Technical
    • Deployables
      • Sandbags
      • Roadblock
      • Barrier
      • Tire Wall
      • Hesco
      • Hesco Wall
      • Bunker
      • Razor Wire
      • HMG Position
      • Ammo Crate
      • Ladder
    • Map statics
      • Can't list them all here ;)
  • Maps by devs (9)
    • Gorodok    
    • Fool's Road
    • Operation First Light    
    • Yehorivka
    • Chora
    • Kohat Toi
    • Kokan    
    • Logar Valley
    • Sumari Bala
  • UI System
  • Networking System (plus netcode overhaul)
  • Vehicle system (extensions to the base UE code)
  • Admin tools/Tournament tools

 

Now please, get a grip.^_^

 

Edit: If you include the CPA, that pushes it to a year and 8 months, which would allow PR to include 0.4 which did have a significant feature set, but what that would do is put them as relatively equal content wise, but in terms of systems/development that has taken place, squad is still far, far ahead. 

 

Also not forgetting that PR came from a game platform that was already established with its systems such as Aircraft and helicopters. The PR team had to "tweak" systems already inplace to suit their needs, create new minor systems to run along side established ones and create assests.

Squad developers are having to write their own full systems as well as create all the assets. When considering that, Squad is on fire progress wise.

Edited by BigPickle

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6 hours ago, banOkay said:

 

If you put the numbers together they should have more than enough to support 25 full time developers. I understand people still committed to school but Squad could easily support many more than 25 full time developers. Their choice I guess, our money though...

 

There are 38 of us currently including approx 24 full time members. (we have finally moved most of the team to full time) Care to give us production advice? I would love to see your credentials 

 

I am very sorry you in particular have been long unhappy with anything we have done but I think it might be time for you to realize your complaints have resulted in zero outcomes and either move on OR wait. We have 100s of thousands of customers who think the game is at least an 80% rating on steam. We can't possibly be screwing up that badly. 

 

Take a deep breath.. let go of the emotion you seem to carry around and lets look at facts. 

 

Cheers! 

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9 hours ago, Zenrique said:

And PR had a good head start in the form of bf2 being a complete game, so devs had just to modify existing things and add some new assets. Compare that to Squad where almost everything is being created from scratch, except for the most basic stuff the engine provides.

are you actually taking the comparison seriously?

 

one is a team of ragtag guys on their freetime, and the other is guys kickstarted, paid to work and create a game.

it's not apples to apples, like said by psyrus himself..

it didn't make sense to compare them with development versions.

 

and 0.32? this just feels like trolling.

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11 hours ago, Mike_sqhq said:

 

Snip

 

by then will be all playing some battlefield game made by ea in virtual reality l o l

 

Oooeeerrr misses!!. I'll tell ya,that ain't gonna happen,prefer to watch paint dry than touch Battlefield....I said Never ever!. :P

 

If my memory serve me....I remember our Dev (Our main man here) has mentioned before that OWI budget is set in stone for the project.

So No Ferraris,Lamborghinis or holidays in the Caribbean but some cash aside for Beverages & Hookers xD

 

 

 

 

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On 2/11/2017 at 1:28 PM, P LANCE! said:

"Why the **** isn't a game in Alpha exactly like a game that's been out and updated for 8 years?!?!"

in 8 years many of us will have families and will be too busy to game, rofl (sorta /s)

And I got teleported a page forward, anyway I think they're doing good work. It is fun, I haven't played PR in a while (only 1 server is ever popped anyway when I bother to install/check)

 

I can finally run the game >60 FPS, really my only peeve is all my buds from PR, Arma, Insurgency, etc.. won't play Squad because they can't stand the gun play. It does feel odd, but for me it's kind of a "meh" not a "I won't play this because I've handled an M4 irl and it doesn't kick anything like that."

Edited by Arduras

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On 10/02/2017 at 9:24 PM, Flat896 said:

Lmao at these responses. You guys are rejecting his perfectly reasonable issues just because he mentions PR. 

1. Squad needs a revamped logistics system in the future. Current system is kinda silly and just allows for pop-up FOBs. PR's crate system was sick, requiring helicopters to airdrop to areas that Logis couldn't reach. 

 

I really thought Squad was essentially a rewrite of PR using an updated engine so the Squad devs, who mostly used to be PR devs, could escape BF2 engine bugs* and limitations, plus add new features like sticky IEDs and helicopter drop-ropes.

 

Also, coming from PR I agree with point (1) above, including dying from having a crate dropped on your head! Good to hear the devs might eventually get to that point. I guess the current FOB build point value (top-left of screen when you're near a FOB) will reflect what's left in the crates. But which comes first - crates or helicopters?

 

[*] "No creating squads before 1:30!"

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