Your views on what makes PR the mod to play
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DaKillerFox
- Posts: 128
- Joined: 2009-12-09 17:36
Re: Your views on what makes PR the mod to play
I'm starting to see a trend here and I've been trying to put my finger on it. Because honestly, PR on paper sounds like a really boring game and yet I've been struggling for the last two months to rationalize why I am so addicted to it. It finally dawned on me after reading all of your guys' posts. Everyone says this game is intense, but why is it so intense? I mean sometimes you're running around the map for like 10 or 15 minutes before you even see an enemy and that doesn't even guarantee that you'll engage the enemy, especially if it's disadvantageous to do so. So what gives? Well, I think that's what it is right there, the waiting. That's what makes it so intense, because it builds up the anticipation for action, so when the action finally arrives, it is nothing short of heart-pounding. And if you die, yeah it sucks to have to respawn hundreds of meters away from it all and have to make it back, but that is also what makes it awesome. This is the reason why other games become boring and repetitive, because in other games, you just spawn and run around and kill someone or get killed and then respawn and do it all over again, which gets old fast. So the next time you guys are slowly creeping your way to the front lines in PR and you're getting tired of crawling through some forest, take a moment to savoy it, because it might get intense real quick. I know I will.
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=]H[=COEMAN
- Posts: 268
- Joined: 2008-06-17 05:52
Re: Your views on what makes PR the mod to play
Gameplay, teamwork, and the community, nothing similar can touch Project Reality at the present time in my opinion.
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Razick
- Posts: 397
- Joined: 2007-12-04 01:46
Re: Your views on what makes PR the mod to play
For me its simply the quick rate in which new releases come out and the PR Tournament. Every release is essentially a different game with all the gameplay tweaks so it stays continually fresh and the PRT is the best place for organized team play, which I enjoy.
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combatwombat
- Posts: 165
- Joined: 2008-04-17 01:24
Re: Your views on what makes PR the mod to play
Dude I know exactly what you are talking about! It seems paradoxical that making players wait can make a game more fun, but it's totally true of PR... I rationalize it as sort of like eating pistachio nuts. They are more addictive if you have to work to crack each nut open; if you buy the pre-cracked kind, you'll OD on the taste and get sick of them quicker. But with the uncracked kind, you can go through bags and bags...DaKillerFox wrote:I'm starting to see a trend here and I've been trying to put my finger on it. Because honestly, PR on paper sounds like a really boring game and yet I've been struggling for the last two months to rationalize why I am so addicted to it. It finally dawned on me after reading all of your guys' posts. Everyone says this game is intense, but why is it so intense? I mean sometimes you're running around the map for like 10 or 15 minutes before you even see an enemy and that doesn't even guarantee that you'll engage the enemy, especially if it's disadvantageous to do so. So what gives? Well, I think that's what it is right there, the waiting. That's what makes it so intense, because it builds up the anticipation for action, so when the action finally arrives, it is nothing short of heart-pounding. And if you die, yeah it sucks to have to respawn hundreds of meters away from it all and have to make it back, but that is also what makes it awesome. This is the reason why other games become boring and repetitive, because in other games, you just spawn and run around and kill someone or get killed and then respawn and do it all over again, which gets old fast. So the next time you guys are slowly creeping your way to the front lines in PR and you're getting tired of crawling through some forest, take a moment to savoy it, because it might get intense real quick. I know I will.
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burghUK
- Posts: 2376
- Joined: 2007-10-18 13:33
Re: Your views on what makes PR the mod to play
I'm very simple and like all the things that go boom (mostly BOOM headshot)
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DaKillerFox
- Posts: 128
- Joined: 2009-12-09 17:36
Re: Your views on what makes PR the mod to play
Then you must be playing the wrong game, because I rarely ever see headshots happen in PR and there isn't that annoying "Headshot" voice from Quake. Unless you've got it so ingrained in your own mind that you just hear it whenever it happens.crAck_sh0t wrote:I'm very simple and like all the things that go boom (mostly BOOM headshot)
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DaKillerFox
- Posts: 128
- Joined: 2009-12-09 17:36
Re: Your views on what makes PR the mod to play
I liken it to eating marshmellows, you can't just scarf down the whole bag or you'll get sick real fast. But if you slowly roast each one, and then place it on a piece of chocolate between two graham crackers. Mmmm, delicious. But I guess going NUTS works too.combatwombat wrote:Dude I know exactly what you are talking about! It seems paradoxical that making players wait can make a game more fun, but it's totally true of PR... I rationalize it as sort of like eating pistachio nuts. They are more addictive if you have to work to crack each nut open; if you buy the pre-cracked kind, you'll OD on the taste and get sick of them quicker. But with the uncracked kind, you can go through bags and bags...
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Your views on what makes PR the mod to play
yeah the long wait definitely accounts for alot of it...
as for L4d you're kinda stuck with working with the guys so that doesnt really count as teamwork.
Eve (thats the space ship one right?) that doesnt quite match up to PRs type of teamwork, in Eve it's more like you work with a business partner there's a direct reward for your working with this guy. where as PR teamwork has no such direct advantage
@dakillerfox: i think of it as the wait between rounds at all you can eat sushi
as for L4d you're kinda stuck with working with the guys so that doesnt really count as teamwork.
Eve (thats the space ship one right?) that doesnt quite match up to PRs type of teamwork, in Eve it's more like you work with a business partner there's a direct reward for your working with this guy. where as PR teamwork has no such direct advantage
@dakillerfox: i think of it as the wait between rounds at all you can eat sushi
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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Sidewinder Zulu
- Posts: 2429
- Joined: 2009-07-28 03:30
Re: Your views on what makes PR the mod to play
For me, it's the sheer similarity between what you see in real life conbat and what you see in PR.
I mean, how many of us didn't watch Black Hawk Down and then suddenly have an urge to go play Insurgency on Ramiel?
The other day, I was watching something on the news about Afghanistan, and there was a short clip of some US soldiers huddled around a map, planning their move, and it reminded me of my squad in Korengal meeting at our rally point and planning how to move on the cache, as Strykers rolled past us on the road to their overwatch position.
And when I was watching some combat footage of an Apache strafing some Taliban positions in action in Afghanistan, it looked exactly like the Apache back when it used to be on Karbala attaking some fortefied cache in the city center. Except that's in Iraq, of course.
In short, whenever I see footage or pictures of real-life war, I don't think of 1337 fastropez or sniperz in Modern Warfare 2, I think of Project Reality.
And also, the sheer scale of the battles and maps is very enjoyable, because there's always so much going on eveywhere. You can look across the Bunkers on Kashan Desert and see an A-10 strafing some BMPs, or watch a group of T-72s take out a repair convoy headed to some stranded Abrams. And the awesome thing is that unlike some action-centric FPS like MW:2, these aren't scripted events; it's people making tactical battlefield decisions to pursue victory. Which is one of the most realistc things about PR.
I've had experiences where my squad has been going after some cache on Ramiel, when we just happen to run into some Humvees and they say over Mumble "The commander told us to go take out this enemy Hideout just up the road. Want to come along? We could use the help." And so we do, ad then afterward the Humvees come and help us get the cache.
It almost reminds me of a single player FPS where you can assist friendly units with their objectives, except the difference is that in PR, every soldier you help is being controlled by an actual human somewhere.
I mean, how many of us didn't watch Black Hawk Down and then suddenly have an urge to go play Insurgency on Ramiel?
The other day, I was watching something on the news about Afghanistan, and there was a short clip of some US soldiers huddled around a map, planning their move, and it reminded me of my squad in Korengal meeting at our rally point and planning how to move on the cache, as Strykers rolled past us on the road to their overwatch position.
And when I was watching some combat footage of an Apache strafing some Taliban positions in action in Afghanistan, it looked exactly like the Apache back when it used to be on Karbala attaking some fortefied cache in the city center. Except that's in Iraq, of course.
In short, whenever I see footage or pictures of real-life war, I don't think of 1337 fastropez or sniperz in Modern Warfare 2, I think of Project Reality.
And also, the sheer scale of the battles and maps is very enjoyable, because there's always so much going on eveywhere. You can look across the Bunkers on Kashan Desert and see an A-10 strafing some BMPs, or watch a group of T-72s take out a repair convoy headed to some stranded Abrams. And the awesome thing is that unlike some action-centric FPS like MW:2, these aren't scripted events; it's people making tactical battlefield decisions to pursue victory. Which is one of the most realistc things about PR.
I've had experiences where my squad has been going after some cache on Ramiel, when we just happen to run into some Humvees and they say over Mumble "The commander told us to go take out this enemy Hideout just up the road. Want to come along? We could use the help." And so we do, ad then afterward the Humvees come and help us get the cache.
It almost reminds me of a single player FPS where you can assist friendly units with their objectives, except the difference is that in PR, every soldier you help is being controlled by an actual human somewhere.
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Your views on what makes PR the mod to play
Its quite sandbox-ish, not used to full extent tho...
And thats what i like, you can do pretty mcuh anything you want... military wise, ArmA has that, but the game is far from the quality of PR
Friendly community, public teamwork, tension, action, variety...
And thats what i like, you can do pretty mcuh anything you want... military wise, ArmA has that, but the game is far from the quality of PR
Friendly community, public teamwork, tension, action, variety...

Orgies beat masturbation hands down. - Staker
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Spartan0189
- Posts: 1277
- Joined: 2008-07-11 21:22
Re: Your views on what makes PR the mod to play
I think it's because..
- More weapons
- More Maps
- Larger maps
- Larger weapon selection
- More factions
Well, quite frankly, PR Hands down has so much stuff that makes it fun.
- More weapons
- More Maps
- Larger maps
- Larger weapon selection
- More factions
Well, quite frankly, PR Hands down has so much stuff that makes it fun.

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DaKillerFox
- Posts: 128
- Joined: 2009-12-09 17:36
Re: Your views on what makes PR the mod to play
That's a good one, didn't think of that...Bringerof_D wrote:@dakillerfox: i think of it as the wait between rounds at all you can eat sushi![]()
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Exterior
- Posts: 105
- Joined: 2009-12-09 00:48
Re: Your views on what makes PR the mod to play
I think it is thew BEST, not only mod, but game....although it isnt technically its own game, it is. I have played many games and this one i love because its more teamplay, big maps, not run and gun, and straight up awesome...I love it
____Casualties many; percentage of dead not known; combat efficiency: we are winning!
— Col David M. Shoup, USMC on Tarawa, 23 Nov. 1943, in a radio message to MajGen Julian Smith, CG, 2dMarDiv, aboard USS Maryland (BB-46)
____Goddamn it, you’ll never get a Purple Heart hiding in a foxhole! Follow me!
— Capt Henry P. “Jim” Crowe, Guadalcanal, 13 Jan. 1943.
=ELH= Earths Last Hope http://www.elh-hq.com
— Col David M. Shoup, USMC on Tarawa, 23 Nov. 1943, in a radio message to MajGen Julian Smith, CG, 2dMarDiv, aboard USS Maryland (BB-46)
____Goddamn it, you’ll never get a Purple Heart hiding in a foxhole! Follow me!
— Capt Henry P. “Jim” Crowe, Guadalcanal, 13 Jan. 1943.
=ELH= Earths Last Hope http://www.elh-hq.com
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: Your views on what makes PR the mod to play
I agree with most of the posts above, but i find what sets PR apart from other games is the fact that it's created by the people who play it. And I don't mean just the R-DEV and R-CON teams. But every suggestion, every comment & demand from the regular players is taken into consideration. It's truly a community driven game.
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combatwombat
- Posts: 165
- Joined: 2008-04-17 01:24
Re: Your views on what makes PR the mod to play
Yeah, good point. I'd be amazed if John Riccitello has ever even played vBF2badmojo420 wrote:I agree with most of the posts above, but i find what sets PR apart from other games is the fact that it's created by the people who play it.
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boilerrat
- Posts: 1482
- Joined: 2009-09-02 07:47
Re: Your views on what makes PR the mod to play
It had the best choice of insurgency warfare, as I like to kill infidels.
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Shaihuluid
- Posts: 529
- Joined: 2009-08-04 03:10
Re: Your views on what makes PR the mod to play
Major reasons:
A) high-realism gameplay
B) Mature (generally) community playing
C) Team-oriented
really can't find this anywhere else outside of clans
A) high-realism gameplay
B) Mature (generally) community playing
C) Team-oriented
really can't find this anywhere else outside of clans
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myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: Your views on what makes PR the mod to play
I personllay think myself that this mod got very good was that the first people that played the MOD were teamworking people and played Bf2 and prehaps other games playing in a teamwork style
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myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: Your views on what makes PR the mod to play
Ye thats exactley what i thinkDaKillerFox wrote:I'm starting to see a trend here and I've been trying to put my finger on it. Because honestly, PR on paper sounds like a really boring game and yet I've been struggling for the last two months to rationalize why I am so addicted to it. It finally dawned on me after reading all of your guys' posts. Everyone says this game is intense, but why is it so intense? I mean sometimes you're running around the map for like 10 or 15 minutes before you even see an enemy and that doesn't even guarantee that you'll engage the enemy, especially if it's disadvantageous to do so. So what gives? Well, I think that's what it is right there, the waiting. That's what makes it so intense, because it builds up the anticipation for action, so when the action finally arrives, it is nothing short of heart-pounding. And if you die, yeah it sucks to have to respawn hundreds of meters away from it all and have to make it back, but that is also what makes it awesome. This is the reason why other games become boring and repetitive, because in other games, you just spawn and run around and kill someone or get killed and then respawn and do it all over again, which gets old fast. So the next time you guys are slowly creeping your way to the front lines in PR and you're getting tired of crawling through some forest, take a moment to savoy it, because it might get intense real quick. I know I will.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Your views on what makes PR the mod to play
heheheDaKillerFox wrote:I'm starting to see a trend here and I've been trying to put my finger on it. Because honestly, PR on paper sounds like a really boring game and yet I've been struggling for the last two months to rationalize why I am so addicted to it. It finally dawned on me after reading all of your guys' posts. Everyone says this game is intense, but why is it so intense? I mean sometimes you're running around the map for like 10 or 15 minutes before you even see an enemy and that doesn't even guarantee that you'll engage the enemy, especially if it's disadvantageous to do so. So what gives? Well, I think that's what it is right there, the waiting. That's what makes it so intense, because it builds up the anticipation for action, so when the action finally arrives, it is nothing short of heart-pounding. And if you die, yeah it sucks to have to respawn hundreds of meters away from it all and have to make it back, but that is also what makes it awesome. This is the reason why other games become boring and repetitive, because in other games, you just spawn and run around and kill someone or get killed and then respawn and do it all over again, which gets old fast. So the next time you guys are slowly creeping your way to the front lines in PR and you're getting tired of crawling through some forest, take a moment to savoy it, because it might get intense real quick. I know I will.
also, PR is one of the few games with so many nice people with VOIP (at least on PC)
when you're waiting around people start to chat a bit, and 6 guys who might have never played before suddenly all laugh together at some joke or whatever.
its like the holy trinity of gaming


