Stats for PR
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: Stats for PR
The big reason statpadding was an issue for most of the examples given is that in those games, stats mean better guns. In PR, providing your stats give you no advantage at all for any reason, and you only tracked times and playing habits, there is a tiny argument that could be made for showing it around.
Not really worth it though, for all the silly things it'd bring us.
Not really worth it though, for all the silly things it'd bring us.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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sakils2
- Posts: 1374
- Joined: 2007-07-14 23:15
Re: Stats for PR
Most of us play PR for the satisfaction you get when achieving something and working as a team, not about how many people you have killed.
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: Stats for PR
I'd rather keep PR as a "every time you play your a new soldier". Let your name be what people identify (take nots -BADASS-4556dsDST guys) not some rank that can easily be padded. Plus you do gets stats at the end of a match.
And as in airsoft we say "Oh cool you got leet kills, did you get the objective done? no, oh well then you lose".
And as in airsoft we say "Oh cool you got leet kills, did you get the objective done? no, oh well then you lose".

"apcs, like dogs can't look up" - Dr2B Rudd
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Smegburt_funkledink
- Posts: 4080
- Joined: 2007-11-29 00:29
Re: Stats for PR
Vehicle qualifications would be kool. Badges for decent pilots and drivers etc... Although I'm not sure how it'd work.
If you got a particular award or points for capturing objectives without dying, things like that, I'm sure they'd be welcome in PR.
If you got a particular award or points for capturing objectives without dying, things like that, I'm sure they'd be welcome in PR.
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
[R-DEV]Matrox "CHINAAAAAAA!!!"
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: Stats for PR
CSS has no ranking system, therefore by this forums logic it should be a teamwork orientated game as nobody is interested in getting points for themselves and mares well work together?crAck_sh0t wrote:We don't need stats.
Stats are for CSS playing rambos. PR is a team game so why should individual scores matter?
You are all looking at this the wrong way, if there were rewards to encourage teamwork then I do not see how that is negative in anyway. What about not actually having ranks in game but a stats section of the site, medals such as 'medic' level one for healing x amount of players and showing dedication to the team. Stuff along those lines.....

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G.Drew
- Posts: 4417
- Joined: 2006-04-30 23:02
Re: Stats for PR
One of the many things i liked about PR to start off with was the fact that it had no stats/ranks/awards and nobody cared. Im happy, most of the other people that play the mod are happy, we've survived very well without it, jobs a good'un. Actually come to think of it, thats probably one of the reasons why people played PR to begin with, to get away from stats and the general stat-padding that plagued vbf2.


[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: Stats for PR
Many of servers I remember from 3.x onwards till about 0.5/6 ran ABR/MRS and had their own private stats.G.Drew wrote:One of the many things i liked about PR to start off with was the fact that it had no stats/ranks/awards and nobody cared. Im happy, most of the other people that play the mod are happy, we've survived very well without it, jobs a good'un. Actually come to think of it, thats probably one of the reasons why people played PR to begin with, to get away from stats and the general stat-padding that plagued vbf2.
That being said, I do agree, the mod has been fine without it, so unless its completely overhauled and restructured to fit the mod, then there is no point.

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UKrealplayER666
- Posts: 551
- Joined: 2009-02-22 16:33
Re: Stats for PR
I say bring in comendations such as the purple heart and such, tracking kills and pilot performance is an excuse for an ego trip.
having a purple heart to your name shows you have some balls in the face of the enemy, you put your life on the line for a comrade and you can work as a unit, think as a unit and acheive as a unit. im thinking these can be done via nominations on the forums, someone gets a certain number of nominations for doing something balsy or extreemly helpfull, it gets recognised and duely rewarded...
having a purple heart to your name shows you have some balls in the face of the enemy, you put your life on the line for a comrade and you can work as a unit, think as a unit and acheive as a unit. im thinking these can be done via nominations on the forums, someone gets a certain number of nominations for doing something balsy or extreemly helpfull, it gets recognised and duely rewarded...
It's been a while, old friends
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Scot
- Posts: 9270
- Joined: 2008-01-20 19:45
Re: Stats for PR
I wonder how many Purple Hearts would be given out each game for deaths and such...

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UKrealplayER666
- Posts: 551
- Joined: 2009-02-22 16:33
Re: Stats for PR
Im not good with the whole system of awards in the US army, im a mechanic not a military expert... but you get what i mean?[R-COM]Scot wrote:I wonder how many Purple Hearts would be given out each game for deaths and such...
It's been a while, old friends
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Stats for PR
The only stats that I would be interested in seeing return would be the 'best kit of the round' section
to show the person who acheived the most points as medic, rifleman etc.
This still maintains the 'clean slate' idea mentioned earlier.
to show the person who acheived the most points as medic, rifleman etc.
This still maintains the 'clean slate' idea mentioned earlier.
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
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Peeta
- Posts: 1204
- Joined: 2008-11-28 02:05
Re: Stats for PR
NO
Stats is what makes Vanilla vanilla. Stats for PR will ruin it entirely.
Stats is what makes Vanilla vanilla. Stats for PR will ruin it entirely.
Panem Today,
Panem Tomorrow,
Panem Forever.
Panem Tomorrow,
Panem Forever.
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Nemus
- Posts: 178
- Joined: 2009-04-07 13:07
Re: Stats for PR
Stats?
Here they are...
https://www.realitymod.com/forum/f112-p ... hread.html
https://www.realitymod.com/forum/f112-p ... hread.html
https://www.realitymod.com/forum/f112-p ... hread.html
https://www.realitymod.com/forum/f112-p ... hread.html
Calculated and extracted by their teammates. Not a cold, stupid machine
Here they are...
https://www.realitymod.com/forum/f112-p ... hread.html
https://www.realitymod.com/forum/f112-p ... hread.html
https://www.realitymod.com/forum/f112-p ... hread.html
https://www.realitymod.com/forum/f112-p ... hread.html
Calculated and extracted by their teammates. Not a cold, stupid machine
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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: Stats for PR
It could make sense to create Stats such as badges ONLY Once per round.. display what player gained what stat and leave it at that... because if there was a way to create stats for pr like BF2 ranking... there would become underground padding servers to gain unearned points. and promotions... PR would turn into a Bf2 noob ville
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ChiefRyza
- Posts: 620
- Joined: 2008-06-29 07:37
Re: Stats for PR
The only form of stat I would think of as beneficial is a training system similar to Americas Army 3. If Project Reality 2 could do that and have a sort of mini-campaign, teaching you all the basics and then giving you your basic badges, then that would actually be really beneficial to the game.
I would much prefer a game where you know by the time the player has gone through all the offline training stuff, that they would be prepared for online game play. As someone else mentioned, having helicopter training course with a voiceover and a series of maneuver tests would be infinitely helpful in preventing randoms jumping into a server and ruining a game.
Say, for PR2, when you make a new account, you log on. The "Online Play" button is greyed out, leaving you only to do the basic infantry courses, with vehicle and helicopter/fixed wing aircraft courses being optional but still required to fly/drive vehicles in game. Once the infantry course is done players can start playing online as an infantrymen, but vehicles (or the kits to drive them like Pilot and Crewman) can't be accessed without the corresponding badge.
You could then also add a small course for each of the limited kits. I know it would take a lot of work for PR2 but it's something that could really improve the average player coming into the game and maybe make people take it a little more seriously.
I would much prefer a game where you know by the time the player has gone through all the offline training stuff, that they would be prepared for online game play. As someone else mentioned, having helicopter training course with a voiceover and a series of maneuver tests would be infinitely helpful in preventing randoms jumping into a server and ruining a game.
Say, for PR2, when you make a new account, you log on. The "Online Play" button is greyed out, leaving you only to do the basic infantry courses, with vehicle and helicopter/fixed wing aircraft courses being optional but still required to fly/drive vehicles in game. Once the infantry course is done players can start playing online as an infantrymen, but vehicles (or the kits to drive them like Pilot and Crewman) can't be accessed without the corresponding badge.
You could then also add a small course for each of the limited kits. I know it would take a lot of work for PR2 but it's something that could really improve the average player coming into the game and maybe make people take it a little more seriously.


