realism vs. gameplay

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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YoMo
Posts: 9
Joined: 2005-07-14 18:31

realism vs. gameplay

Post by YoMo »

I just came accross this mod and I like where it's heading. If this mod turns out to be a crossover between CoD in ways of aiming (and I mostly mean the way the guns are accurate/powerful and the real recoil) and BF in ways of gameplay, I'll definately play this.

One thing you should look out for though is that the realism you want to implement does not make the game boring/too hard/etc. to play. For instance, when you remove the kill indicators (which is a nice idea) you should add a realisic kill indicator, like having your buddy scream when he dies, or make the gunsounds louder. Otherwise someone could mow down a dozen of enemies, while they wouldn't even notice in-game. Yet, in the real life you would.

There are more examples but that should give you a rough idea of what I mean. Leaves me to say good luck, and I'll be downloading this :)
Super62
Posts: 92
Joined: 2004-12-20 06:57

Re: realism vs. gameplay

Post by Super62 »

Realism= Gameplay :D We want this mod to be realistic as possible.
YoMo
Posts: 9
Joined: 2005-07-14 18:31

Post by YoMo »

I don't think that goes for the majority of the BF2 community. If you want to reach a big audience you should focus on implementing as much realism as you like, until the gameplay suffers from it. It should still be a fun game to play. And I'm not saying it can be when it's very realistic, but sometimes something very realistic can make the game very unbalanced/boring/etc. I beta-tested for BF:V's biggest mod PoE and some changes they made were very realistic yes, but not alot of fun.
TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

No point have it super realistic if its no funto play. agreed

but if you hit the sweet spot then we got somthing special.
Super62
Posts: 92
Joined: 2004-12-20 06:57

Post by Super62 »

TerribleOne wrote:No point have it super realistic if its no funto play. agreed

but if you hit the sweet spot then we got somthing special.
Exactly
OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Re: realism vs. gameplay

Post by OverwatchX »

Super62 wrote:Realism= Gameplay :D We want this mod to be realistic as possible.
What he said
Wolfmaster
Retired PR Developer
Posts: 4927
Joined: 2004-09-05 16:00

Re: realism vs. gameplay

Post by Wolfmaster »

solodude23 wrote:
Super62 wrote:Realism= Gameplay :D We want this mod to be realistic as possible.
YoMo is right. Not everything should go on our opinions only. Think about how certain things will affect the gameplay for others. PR is meant to be as realsitic as possible until it interferes with gameplay too much.
what he said. realism is great, but if the only people who will play it are those on these forums the servers will be empty most of the time.
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Brentos
Posts: 97
Joined: 2005-07-10 08:18

Post by Brentos »

YoMo, my friend... realism IS gameplay
Wolfmaster
Retired PR Developer
Posts: 4927
Joined: 2004-09-05 16:00

Post by Wolfmaster »

solodude23 wrote:
Brentos wrote:YoMo, my friend... realism IS gameplay
Only wish everyone thought that exact way.
yes, i think so as well. however, unfortunately, most bf players don't. so pr needs to aim to satisfy us, hardcore realityfreaks, and the average bf-er who's looking for a bit more realism. emty servers are boring no matter how good the mod that's being played on them.
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YoMo
Posts: 9
Joined: 2005-07-14 18:31

Post by YoMo »

Brentos wrote:YoMo, my friend... realism IS gameplay
I'll give another example. How about the way a tank would be controlled. First you would have the driver who could only drive, and because he's got almost no vision he'd bump into everything, so we need a commander. Then we need someone to shoot the damn thing, so there's a gunner. And because we're on the realism tour let's slap in a reloader as well. So that's 4 people for one tank, and without eachother and good teamwork you're useless. So I don't know how you are going to achieve this form of teamwork on public servers, but to me that would seem near impossible. Making tanking no fun at all. To me that's a perfect example of when realism affects the gameplay in such a manner, that it stops being fun.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

You've brought up an excellent example actually, on how to blend realism and gameplay to make a much more realistic game while still being fun.

Go play DCR, and you'll see exactly what I mean.

True, realistically, you would have a commander, driver, main gunner, reloader and possible top side gunner.

But how fun is left clicking to put a new round in the chamber? How fun is saying "go over there" and hoping the driver follows?

DCR did it great. You have a tank commander/driver (position 1) Who can look 360 degrees, and his point of view is the camera on top of the tank.
Then you have a gunner. He controls the main gun, coaxial machine gun, and what type of ammo is being used (sabot vs heap)
You can also have a top gunner, and in BF2, now he can duck when he needs to.

Another great thing was that, when the commander/driver turns, he could say "gunner fire over here" (left click). The gunner, overlayed on his gunsight, shows a degree baring of where the commander/driver is looking.
So when the driver/commander looks and left clicks, all the gunner has to do is move his gun to the 0 degrees area (exactly where the driver was looking) and then adjust for elevation

Compromise is a very important word here.
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TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

I agree totaly with you.

I want this game to have the looks, sounds and enviroments as realistic as possible.
What i dont want is things going over the top that restricts fun.

All you snipers out there might need somone to help you tune in your shots because wind and the density of the air effects the way your bullets travels in the air.

Pilots better get reading because you cant just hit throttle.

also we should do away with the virtual map which can be replaced by radio co-ordinates along with a paper map and a compass.

You surly see the point he is making now?

reality has a line before it becomes too much. Games are supposed to keep the good bits and cut out the boring bad bits.
YoMo
Posts: 9
Joined: 2005-07-14 18:31

Post by YoMo »

well, those are ways to have realism, but not forget gameplay. That's a perfect example of how things should be done in PR in my opinion :)
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