Author Topic: Realism versus playability, playability versus realism  (Read 4693 times)

Offline CAV

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Re: Realism versus playability, playability versus realism
« Reply #15 on: November 01, 2020, 06:51:08 PM »

I hate the new radar and the GV dar........... no need to practice situational awareness, pop up the map and  it is full on arcade mode


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Offline Eagler

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Re: Realism versus playability, playability versus realism
« Reply #16 on: November 02, 2020, 06:24:24 AM »
Dar was enhanced because the low numbers on the large maps made locating fights time consuming and boring.

Shrink the maps and you can set dar back to its original settings

Eagler
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Offline Arlo

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Re: Realism versus playability, playability versus realism
« Reply #17 on: November 02, 2020, 09:17:52 AM »
I can find a fight no matter the size of the map even when the dar was at its original setting*. Guess there needs to be training offered for that, or something.

Don't shrink the game to a postage stamp.  :old:

*Granted, switching never hurt my pee pee nor threatened my friendships.

Offline atlau

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Re: Realism versus playability, playability versus realism
« Reply #18 on: November 02, 2020, 09:57:45 AM »
I wish the settings were constantly changing. Would makenfinding the optimum strategy a constant puzzle.

Offline Arlo

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Re: Realism versus playability, playability versus realism
« Reply #19 on: November 02, 2020, 10:17:30 AM »
I appreciate sarcasm.  :D

Offline save

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Re: Realism versus playability, playability versus realism
« Reply #20 on: November 05, 2020, 04:04:57 AM »
This one helps make fights. With fewer numbers.

What is needed is small maps with limited front to other countries.
with 20-30 players, a front with no more than a sector will be more than enough to create fun with a fight (think - the fighting island we had in one of the maps).
with 50 players maybe two-sectors front etc.

if you get over 100 players a 3-sectors front is enough to get old radar back so AWACS can be retired to ww3.
« Last Edit: November 05, 2020, 04:09:21 AM by save »
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Offline guncrasher

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Re: Realism versus playability, playability versus realism
« Reply #21 on: November 05, 2020, 09:39:44 AM »
What is needed is small maps with limited front to other countries.
with 20-30 players, a front with no more than a sector will be more than enough to create fun with a fight (think - the fighting island we had in one of the maps).
with 50 players maybe two-sectors front etc.

if you get over 100 players a 3-sectors front is enough to get old radar back so AWACS can be retired to ww3.

if people who play late at night wanted endless furballs, we know how to create custom arenas. and what makes you think we aren't having fun the way it is?

semp
you dont want me to ho, dont point your plane at me.

Offline DmonSlyr

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Re: Realism versus playability, playability versus realism
« Reply #22 on: November 05, 2020, 01:29:50 PM »
if people who play late at night wanted endless furballs, we know how to create custom arenas. and what makes you think we aren't having fun the way it is?

semp

Furballing and air combat fights are what brings most people to the game. A lack of that creates low #s where only bomber types like to play. They might be having fun, but you are potentially turning away dozens of players who want to partake in air combat in the MA, so they will go to another game to find people to fight.

Smaller maps with good base layout is the key to solving the low $ issues. It doesn't matter how many times a map gets rolled. A board gets rolled every 10 minutes in Halo or COD or BF4, but people always stay in to play the next map.

Having a lot of small maps is not a bad thing.

What I normally see is that the bigger the map with far bases going into the off hours, the quicker people log off as the fight gets smaller, and the harder it is to find fights and be apart of them.

As I've said before. Most people want a fighter combat game, not a Microsoft flight simulator where they can bomb once in a while. (I'm not saying some don't like it). I'm saying more people want fighter combat than want to bomb.
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Offline guncrasher

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Re: Realism versus playability, playability versus realism
« Reply #23 on: November 05, 2020, 02:26:39 PM »
i play mostly at night, 9pm pst or later.

yesterday, we had furballs, gv fights, bomber fights non stop till we won the map. damn bishops and rooks are staying up late fighting the knights. that's been going on lately. not sure what's going on.

so tell me, isn't this exactly what you want?


semp
you dont want me to ho, dont point your plane at me.

Offline Hajo

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Re: Realism versus playability, playability versus realism
« Reply #24 on: November 05, 2020, 03:01:04 PM »
Wll said Arlo.  Nice job.
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Offline CAV

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Re: Realism versus playability, playability versus realism
« Reply #25 on: November 05, 2020, 04:09:34 PM »
Quote
As I've said before. Most people want a fighter combat game,

Some of us are still looking for the Premier Combat Simulation we was once promised.... furballin & spawn camping isn't combat. That is just running up your kill count to get your name "Lights"

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Offline DmonSlyr

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Re: Realism versus playability, playability versus realism
« Reply #26 on: November 05, 2020, 04:17:43 PM »
Some of us are still looking for the Premier Combat Simulation we was once promised.... furballin & spawn camping isn't combat. That is just running up your kill count to get your name "Lights"

I'm not saying I think the concept of the game should change to suit only fighters and furballs.

Like Arlo, I love how its realistic but not too realistic. I love the fact that we have an open map, and love that I don't have to hit 80 buttons to take off. All I'm saying is that we need to make the game more inviting for the fighter crowd if we want to increase #s. The majority of players and squads that left were fighter squads. Thats where the real #s are. Maps should be promoting fighter combat. Thats my main point. Maps that are too big do not promote fighter combat late at night. Thats my point.
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Offline guncrasher

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Re: Realism versus playability, playability versus realism
« Reply #27 on: November 05, 2020, 04:29:43 PM »
again violator, I play late at night, lots of plane to plane fighting.

semp
you dont want me to ho, dont point your plane at me.

Offline Ack-Ack

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Re: Realism versus playability, playability versus realism
« Reply #28 on: November 05, 2020, 04:34:30 PM »
again violator, I play late at night, lots of plane to plane fighting.

semp

Not really.  I play late at night as well and there are often nights when I am in a tank because there are no  dogfights.  Unfortunately, when I do find a bandit to engage, they run instead of fight more often than not.
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Offline guncrasher

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Re: Realism versus playability, playability versus realism
« Reply #29 on: November 05, 2020, 05:02:59 PM »
then i feel I'm being targeted cause they sure don't run away from me.

semp
you dont want me to ho, dont point your plane at me.