PRBF2 v1.0.0.0 Changelog (First Beta)

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Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Alek-say »

Steeps5 wrote:It seems like none of you have played on servers with the DBmod. Permanent rally points are not complete game changers. They will still expire if enemies overrun it even from 100m away.


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And what? I liked the idea of expendable rally points. FOBs were one of the most important parts in the game.
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Arnoldio »

If you want to have more fear of life, less spawning options is better. If you want RP hunting and endless hordes of enemies, more spawning options is better.
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Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Alek-say »

Arnoldio wrote:If you want to have more fear of life, less spawning options is better. If you want RP hunting and endless hordes of enemies, more spawning options is better.
The only thing I want - Project Reality.
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by 40mmrain »

Alek-say wrote:And what? I liked the idea of expendable rally points. FOBs were one of the most important parts in the game.
although I don't preliminarily agree with rally points not expiring at all, the fob is not made superfluous with the rally, only squad mates can spawn on rallies, and squad leaders can only have one at once. Further still, assets, crates, and such are important and come with fobs.

I prefer the 15 minute system myself, but claims of ruining game the game are rather reactionary.
Last edited by 40mmrain on 2012-09-13 18:31, edited 1 time in total.
spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by spawncaptain »

I remember how PR was when rallies didn't expire - nobody built FOBs and it was all about hiding and hunting that pile of bags.
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by 40mmrain »

yeah TOW missiles will become useless as soon as a squad can spawn somewhere without crates, especially now with only one HAT per team.

just try not to be too reactionary, the game has changed quite a bit since whenever the hell it was rallies were unlimited. I still oppose rallies being unlimited in time, but still, it's not catastrophic.
Last edited by 40mmrain on 2012-09-13 21:37, edited 1 time in total.
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by TeRR0R »

I played serval years with perma RPs and the game flow was actually better.
RPs don't make FOBs obsolete. They still have a huge advantage.
I'm sure DEV's have a well thought out reason behind such a change.

Funnily, I remember a similar massive OMG drama when the perma RPs were removed :lol:
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Zoddom »

TeRR0R wrote: Funnily, I remember a similar massive OMG drama when the perma RPs were removed :lol:
I can agree with that... and there were even two types of FOBs once....
Last edited by Zoddom on 2012-09-14 15:15, edited 1 time in total.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by maarit »

so if there is in future 128 player servers,bigger squads and also old rallys...
that would be bad...
there got to be something behind new rally system....
maybe officer kit with rallypoints can be only picked up from mainbase...maybe rallys have limited spawns like in arma pr....
Jamaican
Posts: 184
Joined: 2007-05-27 21:04

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Jamaican »

if it is perma rally, increase tickets alot higher. it would be more firefights more deaths, dont want it to end in 25 mins.
Stealth Clobber
Posts: 344
Joined: 2007-02-14 23:48

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Stealth Clobber »

Zoddom wrote:I can agree with that... and there were even two types of FOBs once....
Yeah, they were called bunkers and IIRC, they were FOB's that you could set up within like 100m or so of the flag, while FOB's couldn't. And the bunkers were actual bunkers with sandbag walls and stuff.
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Arnoldio »

I miss those bunkers yeah. :(
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DoRn
Posts: 206
Joined: 2010-01-18 17:43

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by DoRn »

I just want to point two things out:
First, please remember it's a beta changelog, so nothing is written in stone yet and the Devs are constantly changing their mind :P (nah, but they are always discussing to find the best solution for PR)
Second, something like RPs can easy edited by server administrators, like you see with the DB changes.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Rudd »

Arnoldio wrote:I miss those bunkers yeah. :(
OGT with those bunkers was pretty epic :P
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Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Tartantyco »

Zoddom wrote:i would welcome permanent rps again. it was just a much more dynamic gameplay back in the old days.
The word you're looking for is 'arbitrary' gameplay. Dynamic gameplay is what we have right now.
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NoNoZ
Posts: 14
Joined: 2012-07-24 21:21

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by NoNoZ »

COMMON: Added sxxxxxxxxx.dxs sxxxxxe texture, which is used on Tad Sae. (afsoccer) 16123
COMMON: Cxxxxxxxxd sxxe uxxxxxxxxxxd sky textures, used on kashan and tad sae, save a few mb's (ancientman) 16260
COMMON: Added textures/sky/dxxxxxxxxd.dxs which is used on Vadso City and may be useful on other maps. (afsoccer) 16339
.dxs is .dds
I know thats not hard, but I have to Help too :P
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by rPoXoTauJIo »

COMMON: Compressed size uncompressed sky textures, used on kokan and tad sae, save a few mb's (ancientman) 16260
COMMON: Added textures/sky/dusk_fixed.dxs which is used on Vadso City and may be useful on other maps. (afsoccer) 16339
Now its uncrypted? :razz:
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Pvt.LHeureux »

Guys, PR won't go back to the old rallies, the old reallies never expired. I remember camping rally points and killing people spawning on them.

Now if enemies approach by 100m they get overrun so it won't be like in 0.8
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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Zoddom »

the old rallies in 0.8 and even before could also be overrun. but i hope the new rallies can only be set near a friendly flag or something like that.
Stemplus
Posts: 333
Joined: 2011-06-25 17:31

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Stemplus »

That wouldn't work on ins
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