PR's Success : Question

General discussion of the Project Reality: BF2 modification.
LeadMagnet
Retired PR Developer
Posts: 1372
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Re: PR's Sucess : Question

Post by LeadMagnet »

Another big factor is that there is currently nothing else out there that will allow 64 players to duke it out online with a stable server. Nothing. It's the one thing that EA/DICE got right (although uncapping it to 128 would be pretty intense, in the end it's the server owners who'd have to shell out for 128 slots so I don't see that happening anytime soon).

Teamwork is what pulled me in initially. That and some very immersive gameplay. I remember the first time I played a game on my then new gaming rig. The sounds where incredible. Much better than the canned **** in say COD4. Then I started to notice that I could actually hit what I was aiming at; a novel feature after playing vanilla. This was exactly what I was looking for coming from another mod I had worked on where myself and a few other MA's had been pushing for more realism.

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DankE_SPB
Retired PR Developer
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Re: PR's Sucess : Question

Post by DankE_SPB »

there are 3 things attracting me:
1. variety in gameplay
2. usual updates, so even if something gets repetitive, at least once in 4-6 month you get fresh breath with new big release
3. quality, and i mean quality, the dev team set up high standards and tend to follow them
The sounds where incredible
this, imo PR sounds are the best so far, yeasterday had a discussion with friend about different games sounds, in the end he said, "pr is the best so far, and i think because they(DEVs) do it for them, with soul, so they're satisfied with final result, not thinking about "ohh, its not bad, leave it, people will play anyway and we'll get our money anyway""

this sentence can be applied to all divisions of pr, not only sounds imo
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RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: PR's Sucess : Question

Post by RHYS4190 »

IT just feel's more real. every game for me is like a clan war, precise and organised, and BF2 compered to that is boring.
deemoowoor
Posts: 27
Joined: 2009-05-19 08:50

Re: PR's Sucess : Question

Post by deemoowoor »

I think it's the same as with some other older games, that became classics. To name a few: Fallout and Fallout 2, StarCraft, Baldur's Gate, Neverwinter Nights, Half-Life, Counter Strike... These games are rated top by many players because they offer deeper stories, more variety than their counterparts or they are simply unique in their features. These games have been played numerous times by many players and something makes those players return to them after years since their release.

And yes, team work is very important in PR and this makes this game unique. In fact, PR can be pretty boring, when you don't have a team (squad) to play with. It's the people who make this game so much fun to play, hence its success.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: PR's Sucess : Question

Post by PLODDITHANLEY »

To agree with the above post, if I find myself in squads with no communications, I leave, the game feels so empty without it, also if I can play on Mumble equipped servers I do as it further enhances the teamwork and comms side of PR.

But to admit if I only have 30-60mins to play I still enjoy a bit of grenade spam bunny hop on BF2, but not one word over squad or CO VOIP in about 30 quick games....
TurkeyBurgers
Posts: 22
Joined: 2009-08-31 04:23

Re: PR's Sucess : Question

Post by TurkeyBurgers »

HUGE maps! HUGE amount of players! Not just a giant map of woods GIANT CITIES! Fallujah is probably the largest city map ever modeled in a fps style video game! AND you can get in a good percentage of the buildings! PLUS throw in vehicles like APCS, technicals, SUICIDE cars (seems game companies stay away from this deeming it inapropriate) motorbikes (although I hate driving them) UAV's, artillery strikes, some of the BEST teamwork I have seen in a video game, the feeling of being part of a rag tag haji force (no scopes waiting to lay the ambush) IED's, molotov cocktails, booby traps, insane firefights, TEAMWORK!

Heck the MAIN US BASE is bigger than MOST MAPS are in FPS games! That too me is no better example of what PR gamers demand from their game. The staging area is larger than your entire multiplayer map = lols.

Requesting APC support/transport. Ability to BUILD...how many games do you get to decide where you will build your base? How many games do you get to set up roadblocks with barbed wire? Put up a .50? The .50 bunker reminds me of the anciet screenshot of pictures of Team Fortress 2 from like 10 years ago!

How many FPS games can you play as a civilian? How many games incorporate logistics into their games?

PR is what video games whould strive to START from. Take everything that PR is and go from there. Removing any of these features after having played them makes me have no desire to play a game that would chose to sacrafice one of these for any reason.

FOR INSTANCE Dragon Rising. 32 player multiplayer? No thanks I only play 64. Battlefield Bad Company 24 players? No thanks. 12 players per team is weak sauce. It is a step backwards in game play.

Give me 64 or give me another game. The number should be INCREASING not DECREASING! I have already TASTED the Pizza and Beer do not try and sway me with a Hot Pocket and Koolaid. Take your 24 players and shove it. The next step should be 100 players. The next step should be even BIGGER cities. Progress ladies and gentlemen not regress.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: PR's Sucess : Question

Post by Redamare »

=Romagnolo= wrote:Two factors:

1. The balance between forces and gameplay

2. An active community and DEV's who listen the players.
THATS SO TRUE....... Probly one of the most important parts of PR ^_^
bloodthirsty_viking
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Re: PR's Success : Question

Post by bloodthirsty_viking »

i think the simple reasion is the engian...

i feel that although it is old, it is one of the few that can do alot of stuff, yet you also have vheicals and aircraft. i also feel that all the little kids started on 1942, then went to bf2, then they played 2142 and once cod4 came out they wanted to do some realistic gamming, try it out, and allready owning a good modern warfare game, they saw a mod to make a modern wrfare game realistic, and that is what keeps the game going..

that and ppl just like me!
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fuzzhead
Retired PR Developer
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Re: PR's Success : Question

Post by fuzzhead »

Give me 64 or give me another game. The number should be INCREASING not DECREASING! I have already TASTED the Pizza and Beer do not try and sway me with a Hot Pocket and Koolaid. Take your 24 players and shove it. The next step should be 100 players. The next step should be even BIGGER cities. Progress ladies and gentlemen not regress.
haha right on brotha, I feel same...
BobDaget
Posts: 27
Joined: 2008-06-26 16:20

Re: PR's Success : Question

Post by BobDaget »

When I first started out in the beginning with the early days of the mod I liked it because weapons were tweaked and actually put some heavy damage down and of course the cross hairs disappeared.

I really hate some of the large maps, but back then it was stock maps with damage and a few other small things tweaked.

I just can't stand the stock arcadish gameplay games start with....I understand why they are like that, but I need something a little more grown up.
ryan d ale
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Re: PR's Success : Question

Post by ryan d ale »

PR's success really is impressive or 'unreal' (imo).

Altough this is an out-dated engine with it's flaws it is really impressive (just like the 1942 engine). Squads, Voip that works!!! (A dig at 1943), 64 players and stability!

Why is game development travelling backwards?

12/24/32 players?

Sure the frostbite engine is beautiful but it can't handle player numbers and Voip (sometimes).

It seems it's going to be long time (probably never) before system requirements, engine suitability, developer dedication, community, demand and a love for realism ever make a game this good again.

PR is definitely a HUGE competitor for any modern FPS I say.

If this game was marketed or released on consoles with the same abilities (probably couldn't happen) but if it was, gamers would expect much more quality from the games they buy.
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AC_337
Posts: 16
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Re: PR's Success : Question

Post by AC_337 »

1) The community, everyone is here because they want to play a game that is not like any other.

2) The teamwork, there is no game at all that has more teamwork than PR does, and thats what makes the game so fun, when i bought ARMA 2 and went to play online, it felt like playing COD to me because everyone just went off with a sniper rifle and did their own thing, but in PR the only way to win is to work together.

3) 64 players in a massive enviornment with all aspects of warfare covered, from Grunt Inf fighting, to logistics and construction of fortifacations, to Combat Air Support, all in one game.
Desertfox287
Posts: 16
Joined: 2009-09-06 17:36

Re: PR Sucess for 5 plus year: Question

Post by Desertfox287 »

charliegrs wrote:I think you nailed it on the head. Theres a {relatively} small group of military game players out there that have been on the constant search for the "perfect" military game. While PR isnt perfect, in my mind its come closer than any other game. Flashpoint and the arma series came close but I believe had some serious flaws. The majority of ritalin induced kids in this country are perfectly content playing some sad excuse for a military game like cod4 but if i had to take a guess id say the PR crowd is a little bit older and thus looking for something more realistic and immersive and can easily look past the fact that its on a 5 year old engine.
Generally I agree though I am of the youngest of the community probably at 15, My interest in realistic military shooters started with my Dad who was in the Air force 20+ years, and after playing BF2, I began looking for something where people actually worked together, my shots go where I want them to and was more fun than bunny hopping and dolphin diving. When I found PR, It didn't take me long to find more fun than BF2. In my opinion PR success stems from a lot of military shooter fans finally getting what they wanted.
Freelance_Commando
Posts: 130
Joined: 2007-06-05 08:03

Re: PR's Success : Question

Post by Freelance_Commando »

This may be a strage analogy, but I play Pr because it gives me the same feeling as when I was in Primary school when a group of us used to play gang-up tiggy. One would be 'it' at the start and whoever he tagged would then become 'it' until nobody was trying to escape no more. You couldn't just run around chasing everyone until you became tired, you had to think, you had to be sneaky but most important of all was the thought that you would be rewarded for your efforts with a fellow team mate.

PR is a thinking mans game, it requires patience and determination to get the job done. But that's not to say our old thinking man doesn't like a bit of fun now and then, and to its benefit PR has not sold out on either of these fronts.
Tie in balanced gameplay, VOIP, the command tree, an awesome community, dev's who aren't shutting themselves inside their creative box, respect for your fellow squad members and a great reward system and you can easily say with pride why PR is still "compete's" with modern releases.

And we know PR would beat them hands down if we really wanted to!
Time to rise to the occasion.
Fat Man Jim
Posts: 65
Joined: 2008-01-03 23:03

Re: PR's Success : Question

Post by Fat Man Jim »

the games teamwork and its SHEER amount of content
Deer
Posts: 1603
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Re: PR's Success : Question

Post by Deer »

The core of PR is very very simple. Battlefield 1942 and BF2 were super improvements to FPS multiplayer games, before bf1942 there was counter strike, flashpoint and day of defeat and when you compare bf1942 to those, it was big step forward in war games gameplay. Then BF2 took it to modern time and also in addition to that, bf2 offered pretty much best graphics for few years.

All you needed to make PR was to change 2 things in battlefield's popular gameplay. Force players to capture flags in order, and make players do teamwork instead of lonewolf. (big help was battlefield's squad system, spawn system and VOIP support.... without those, im sure PR wouldnt have born so succesfully)
That was everything what was needed for succes. Afterwards spawn system has been modified so that its harder for standard players to stay together and do teamwork, and that has slowed down popularity growth of the mod(only my opinion and observation), but havent stopped it because of increasing usage of VOIP has been growing and that has made it possible (but much harder) for squads to continue to do teamwork, regardless of "anti-teamwork"-changes which were made to spawn system.

2 simple gameplay changes made PR so succesfull in the first place, atleast thats how i have seen things go, i followed PR before BF2 was even released and started playing from 0.2v =)


Thats how i have seen the progress of FPS war games 1998-2009 =)
Last edited by Deer on 2009-10-08 12:51, edited 14 times in total.
Divaka[BG]
Posts: 22
Joined: 2009-04-23 09:47

Re: PR's Success : Question

Post by Divaka[BG] »

Arma 2 i have better potential from BF2 for PR do u think? :? : :? : :? :

sorry for bad english ;-)
Gold3n_Snip3r
Posts: 9
Joined: 2009-10-05 21:09

Re: PR's Success : Question

Post by Gold3n_Snip3r »

ARMA 2 = Complete Fail

I really dont see anything out performing PR until the release of PR2. PR is constantly being updated, adding factions and maps, changing gameplay styles, fixing bugs and issues. PR will always (in my perspective) remain as the #1 game. And with the immenent release of .9 the Pr community will only gain players. This is a growing community and word is getting out about the realism of the game. I say PR see's a steady increase of players in the community after .9 is released.
Seiran
Posts: 156
Joined: 2008-09-08 20:16

Re: PR's Success : Question

Post by Seiran »

A clear plan, a dedicated Development team (I've worked as a TL for several mods and can say that this team is by far the best I've ever seen) and the fact that they have actual Military personnel as advisors, not just "fanboys" that read too much Wiki or think they know everything because they "know a guy".

And I disagree slightly with the above remark about how they don't listen to the majority of the community. In fact I think it's the opposite. They listen to the majority, because the majority in this case, know what they are talking about and are on board with keeping this mod going in the direction the Devs want it to go. As opposed to the minority that want all the stuff from Future Weapons because they think it would be "1337".

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He has started to think and is therefore dangerous.
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