PR:ARMA 2 - Highlights Reel #2 (Part 4)

Project Reality announcements and development highlights.
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ACE_FIN1972
Posts: 16
Joined: 2008-11-19 19:47

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by ACE_FIN1972 »

[R-DEV]AfterDune wrote:It's all about money. The current market is interested in such games, so will make the best profit for gaming companies. Thank goodness we have developers like BIS ;) .
Yeah but how long can you keep up the business by disapointing your client time after time.

I know a lot of guys, and I mean a lot, who have bought all the latest FPS games lured by fancy marketing videos and all the hype created. Then when started playing, its gives you the feeling of having limp organ slapping your face...

When you look for an experience that beats "the good old games" (like one would expect after 5 years of development or so, depending on the brand) and you get a product that has all the cool features ripped out of the game leaving only the over simplified 1-2-3..1-2-3 game core, one could actually disapoint quite a lot. Eye candy or no eye candy, even good old OFP beats the hell out of many modern games in atmosphere and immersion. Naturally new eye candy with cool sounds gives you a moment of joy but once you have used some time for the game and find out that its all about running, nading / shooting then dying in 45-90 second frequence that cannot be the the art and entertainment keeping us happy for a longer period. Money and more money, you are right about that but how many times can you sell the same candy every time with less sugar just packeted in the new wrapping??

Maybe I'm just getting old, but in my world all the mechanics exists already, no need to invent everything again. Just make it more sophisticated and real, not simplified and barren, that is what we (or are there other? :confused :) want. Continuously improved maps, better sounds, larger scale (more players and maybe larger airspace), as full inventory of equipment, vehicles, aircrafts and stuff like that, proper voip & server browser + balanced game and you are good to go. PR is almost all of this (very much Thank you guys), the only thing I'm really waiting for from new PR Arma is physics with destroyable buildings (and hopefully ground also).

Returning to your point money. It leads us to the plague of modern gaming; consoles. They can't run stuff like I want, but they are cheap. Cheap also means wide base of potential customers so most of the games are developped for the consoles. Leading to never ending swirl of creating more and more similar FPS games for the platform that cannot properly run large scale multiplayer games. The thing most of the modern PC gamers finds to be the point of all gaming.

Manufacturers cure: Make it look nice and spend fortune for the marketing.

Result: Shit load of money, new generation of players not knowing what is good and one focking irritated ACE :(

Ok, no more this lamentation, just a praise to the Gods of gaming: Take good care of the PR developers and community, they are the shining beacon of dark ages of PC gaming :-D
entelin
Posts: 48
Joined: 2007-11-26 19:51

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by entelin »

wow I had no idea that arma2's engine was flexible enouph to allow for those menus you have there, hopefully you'll be able to make them fluid and easy to use, unlike the default arma2 ones. I have to say I am throughly impressed by your efforts here, and it sounds like you have peaked the interests of bohemia as well which is really great, hopefully all this will give you guys a bit of influence with them (and the rest of the arma community) to develop and expand bits that we need in the engine. Maybe I'm dreaming, but its certainly a better chance than influencing EA lol :) .
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by Conman51 »

Makikou wrote:This guy is one of those: One kind of people who are just trolls, 13old kids who doesnt have a good enough PC to run ArmA 2 + OA or guys who just want themselves banned.
ummm not every one with a shit PC is a troll....it just means we put our money else where
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by AfterDune »

ACE_FIN1972 wrote:Yeah but how long can you keep up the business by disapointing your client time after time.
Well, as I said, the current market wants these games, so they get them. As long as the market is willing to invest in rubbish games, companies will keep on making them.

We don't like those games, we like to keep things much more realistic. But we are a minority ;) .
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SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by SocketMan »

[quote=""'[R-DEV"]AfterDune;1423899']It's all about money. The current market is interested in such games, so will make the best profit for gaming companies. Thank goodness we have developers like BIS ;) .[/quote]

A lot of people don*t give them enough credit,sadly.

[quote="Psykogundam""] when arma2 came out i read that they cleaned up the desync a little bit, but when i played it online, it was quite difficult to hit targets accuratly. one things for sure, this will need a strong server to run smoothly on. the stronger the CPU the better, specially if your planing 64 player matches. i dont even know if there is a CPU that will run it well.

The pics look impressive, look farward to trying it out. they only thing i would really suggest is to think about the vehicle control system, god i hate how those air assets fly in arma2, the tanks are great, but light vehicles, gunships and jets have very bad control systems.

[/quote]

Probably a lot of AI in that mission you played ?
When it gets real bad use the HEAT rounds instead of the machine gun ;-)

There are some 12,8,6 core cpus out there as well as the 2P-4P (Processor) server boards at very affordable levels.Hopefully the (server) processing power should not be a problem,as long as the operating system,drivers,and the game engine do their jobs properly.

The controls do need remapping from the default settings,but you only do it once,and
the best part is that you can map anything exactly how you want it,should take a few minutes at most.
Also looking at the online album the chopper flying seems to be very popular,so it can*t
be that bad.Besides firing Hellfires from 8km (in Arma 2) is a bit safer then 800m (bf2). :p

ACE_FIN1972 wrote: Then when started playing, its gives you the feeling of having limp organ slapping your face...



the only thing I'm really waiting for from new PR Arma is physics with destroyable buildings (and hopefully ground also).

Returning to your point money. It leads us to the plague of modern gaming; consoles. They can't run stuff like I want, but they are cheap.
PR will not be a limp organ,rather hard - very hard :-P
PC only games like Arma 2 are in a different league,from the consoles - no offence to anyone.The latter makes more money for their developers,and as long as that is the case,the current situation will remain.
However:
the ability to destroy our teenagers (with consoles) is insignificant next to the power of PR.
Jimmiefan48
Posts: 14
Joined: 2010-08-01 01:00

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by Jimmiefan48 »

whats next pr for bc2
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Booyak
Posts: 357
Joined: 2010-03-29 13:25

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by Booyak »

Please release this mod this year. I hate arma pvp I really need a good mod.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by AfterDune »

Jimmiefan48 wrote:whats next pr for bc2
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Dredge
Posts: 341
Joined: 2010-03-16 16:16

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by Dredge »

Booyak wrote:Please release this mod this year. I hate arma pvp I really need a good mod.
???

You do know that this mod is for ArmA, and its PvP right? PR mod is ArmA PvP when you get right down to it. Albeit with more models, British stuff, different vehicles and game mode types. But at its core, its ArmA PvP.

So, not sure what you are getting at?
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Twonkle
Posts: 549
Joined: 2009-07-27 09:07

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by Twonkle »

I think he tried to tell you that he hates the current ArmA PvP missions/mods etc, and is looking forward for PR:A2. Dredge ;)
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Mauser GDog
Posts: 78
Joined: 2010-06-21 15:25

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by Mauser GDog »

This all looks very very sweet. I built a new computer with ARMAII in mind, specifically ARMAII PR.

I marvel at the time and effort you guys must be putting in on this project, while still working on PRBF2. Building the ARMAII PR Island must be a daunting task, my hat goes off to all the DEV's!

MGD
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Dredge
Posts: 341
Joined: 2010-03-16 16:16

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by Dredge »

Twonkle wrote:I think he tried to tell you that he hates the current ArmA PvP missions/mods etc, and is looking forward for PR:A2. Dredge ;)
Well, that makes more sense then :) Reading is fun kids!
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Booyak
Posts: 357
Joined: 2010-03-29 13:25

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by Booyak »

[R-CON]Dredge wrote:Well, that makes more sense then :) Reading is fun kids!
I meant I need this mod because I dont like the default arma 2 pvp. And ace 2 isnt really beast at pvp. So a mod like project reality is really needed. With good sounds/units/vehicles good game modes and a simple HUD like in bf2 pr etc. which im pretty sure you are doing a good job at when I look at what you did with battlefield.
ganja420
Posts: 142
Joined: 2009-03-19 01:18

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by ganja420 »

Looks really good. thanks for the effort from everyone involved! Whish i was a millionaire, id employ you guys full time to work on this...
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by SocketMan »

'[R-CON wrote:Dredge;1425727']???

You do know that this mod is for ArmA, and its PvP right? PR mod is ArmA PvP when you get right down to it. Albeit with more models, British stuff, different vehicles and game mode types. But at its core, its ArmA PvP.

So, not sure what you are getting at?
PR imo is the *soul* inside the bf2 and A2 *bodies*.
Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by Trooper909 »

[R-DEV]UK_Force wrote:lol, why would you even ask that in the PR Forums.

Erm....no.

.


You are aware most things in arma2 are a real pain without 3d person right?

I forsee much getting stuck in err everything in PR:arma2
Ghost231
Posts: 36
Joined: 2009-11-09 02:51

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by Ghost231 »

Trooper909 wrote:You are aware most things in arma2 are a real pain without 3d person right?

I forsee much getting stuck in err everything in PR:arma2
3rd person ? How do you think military does it when they just have 1st point of view...

Use your map, communicate and listen, its not complicated. And with 1st person you're more focused.


By the way, I jizzed in my pants when I read the first ports. Arma 2 PR here I come ! :p
CC-Marley
Posts: 90
Joined: 2007-03-04 08:24

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by CC-Marley »

[R-COM]SocketMan wrote: the ability to destroy our teenagers (with consoles) is insignificant next to the power of PR.
Don't try to frighten us with your sorcerer's ways.....
Dredge
Posts: 341
Joined: 2010-03-16 16:16

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)

Post by Dredge »

Hokey perk systems and ancient game modes are no match for a good PR mod at your side kid.
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