Has PR Lost it's way ?

General discussion of the Project Reality: BF2 modification.

Has the new vehicle system got out of hand and diminished gameplay?

Yes
23
14%
No
143
86%
 
Total votes: 166

Katarn
Retired PR Developer
Posts: 3358
Joined: 2006-01-18 22:15

Post by Katarn »

Bigpipe, our player numbers are higher at this very moment, than the max EVER for v0.4.
Ghostrider
Retired PR Developer
Posts: 2585
Joined: 2006-01-04 02:56

Post by Ghostrider »

hugekebab wrote:why is everyone being so defensive, I didnt slate the mod or anything, i just posted an opinion on one or two aspects.
I think some of them are being defensive because they can't differenciate an opinion from "mod-bashing". What I'd tell you is to give the vehicle system a chance and try to understand it better.

hugekebab wrote: Its frankly embarrassing that people come out with the argument of 'if you dont like it dont play it' when thats clearly not what I said; i love the mod infantry wise, i just dont like the vehicle implementation.
I'm inclined to believe that if the vehicle system is as bad as you think it is, then the community in general (and I mean those that actively play PR, and not from other forums) would be echoing the same sentiment.

The vehicle system has solved many problems (including people that steal your vehicle just because you got out to repair it), and you won't be killed if you're just taking a ride in a possition that doesn't require a particular kit.

If you've been playing PR from first release like you say, then you should be able to see all the things that the vehicle system has helped accomplish and solve. On the other hand, isn't it a little odd to play and love a mod from start and not join the forums/community until 2+ years later?..


-Ghost
[-=IDSF=-]SykloAG
Posts: 403
Joined: 2006-11-25 12:56

The good side of this...

Post by [-=IDSF=-]SykloAG »

At least hugekebab approached his argument intelligently - too many others just spew absolute garbage about their personal gripes.

Me - I'd prefer scoring to be disabled and team-killers to insta-kicked if they don't say sorry and bow down. There is still an arcade mentality with *so* many players - shoot anything that moves, bomb the **** out of the friendly populated area, kill the pilot to get the cobra etc.

I was on Devfile Al-Basrah for the last g-d knows how many hours, and besides the *miserable* lag, it was just fun to sit back and watch the total carnage inside the USMC base, not to mention all the pilot wannabes dying after 10sec in the cockpit.

I guess I am the antithesis of hugekebab with regard to hardcore realisim - Bring it on! 1 shot puts you out of commission, 5 kills later it takes 5 minutes to spawn, etc. Oh, and I want my stretchers and evac copters ;-)

Nuff said - u guessed it - I voted that the kits stay!
Long live PR!
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

BigPipe wrote:honestly i quite agree with him. ive played pr since the first days when it was a 20mb download.
for all that time .4 was my best. it felt so realistic and the devs dont realise it but that was the version that attracted the most no of players. the servers were more populated than now.
ya right, theres 2x the number of servers now than in 0.4
now, they've just gone too far. instead of polishing the best bits, they bring in changes that the community never even wished for. this just creates more balancing problems.
I dreamed of these changes, now there here!
the guns dont shoot correctly, the .4 ballistics was better. when someone spotted you and opened fire you didnt die immediately. tarcers would snap around you and you had to keep your head down, like real life
they didn't change ballistics much form 0.4. they did reduce tracers from every 3 shots to 4-5 shots
ive never had that experience of bullets snapping in .5, you die very quickly, body armour or not.
I have, although it dose seem like quicker deaths, and less snapping...this is the only valid point
dont get me started on multiple cp groupings. my fav 32 player server has been killed off with vanilla style gameplay that .5 has introduced. even if the server is full, you will have 10-12 dedicated players. my question to the devs is "how can you defend 2 cps, and attack a third one with 2 squads?" please, leave multiple cps to 64 player servers.
Fixed as of this moment (0.509)
honestly i find myself playing less and less of this mod every day
I find i play it more. on release night i played from 12pm to 5am, sleept from 5am to 4pm then played from 5pm to 11pm.
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xgayox
Posts: 302
Joined: 2007-02-08 00:50

Post by xgayox »

Teek wrote:I find i play it more. on release night i played from 12pm to 5am, sleept from 5am to 4pm then played from 5pm to 11pm.
My sleep schedule is soooooo messed up because of this mod.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

I cannot think of a single thing in PR that was better in .4 than it is now. That is my opinion. Even with the influx of noobs, gameplay is better. With the 509 patch, lag should go away, and then the game will be great. I don't see any problem with the current implementation of vehicles.
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xgayox
Posts: 302
Joined: 2007-02-08 00:50

Post by xgayox »

Fishw0rk wrote:OMG +100000000000000000000

I seriously fucked up my sleep schedule and it sux because I'm taking classes now. I've had to buy both caffeine and sleeping pills just so that I could get back on a 'normal' schedule. Last week I was sleeping all day, waking up at like 9p.m., playing PR for God knows how many hours and then going to bed at like 1pm in the afternoon. Not good.
I managed to get back on a normal schedule by staying up all night one day, and going to sleep at like 10 the next day. Unfortunately, slowly but surely, it sucked me back in.
{GD}StevenGarcia
Posts: 381
Joined: 2006-09-08 20:06

Post by {GD}StevenGarcia »

BigPipe wrote: for all that time .4 was my best. it felt so realistic and the devs dont realise it but that was the version that attracted the most no of players. the servers were more populated than now.
Is this a joke? Seriously, this guy has no clue.
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Alex L.
Posts: 225
Joined: 2006-01-19 21:38

Post by Alex L. »

I think that even most sceptical players will turn arround once they overcome the learning curve. If you've only played vanilla, playing PR for the first time is a culture shock.

I'd think the mod sucked too, if I got 30 deaths and 0 kills in my first games, lol. Its just a matter of growing accustumed to our fine little level of detail and squadmanship.
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Jarek Mace
Posts: 209
Joined: 2005-11-20 04:36

Post by Jarek Mace »

My opinion, the game is fine for this point in development, and on track to being monumental in the reality stakes. (fix the insta prone>fire soon please)

Lot of vanilla players on servers playing like arseholes lately but thats expected with an influx. (there goes the apc to the front lines again)
I also suspect a lot of players are using the nametag cheat. (2-3 in 20 is being conservative) It's these guys I want gone.

I'm of the realism school too, the more you pump out the arcade factor the better. This game should encourage slow tactical play (in my ideal world)
Flush the points system from view, maybe just display K/D ratio at end and a best squad award. (it's easy to check if the enemy is down by tabbing up your score-not good).

Kits seem good to me, it keeps the smacktards away, worth the wait on spawn. I use the time to review tactics/squad performance and routes. (and shout at my squad on skype)

The RP system is excellent, top points to whoever came up with that one.

Short version -
Understand your frustration OP and respect your view, but as some have suggested this may not be the game for you mate.
Smitty4212
Posts: 322
Joined: 2006-07-24 02:15

Post by Smitty4212 »

now, they've just gone too far. instead of polishing the best bits, they bring in changes that the community never even wished for. this just creates more balancing problems.
It's a shame so many people think that the game is made for them. The devs make the game on their free time, what the community wants may not necessarily be what the devs want, and considering it's THEIR game, and not OURS, I get really annoyed when people feel that the dev team owes them something.

Anyways, I voted no. I play .5 on nearly all my free time, it's considerably better than .4 in my opinion, and the vehicle changes (especially these new ones with not being able to occupy the important positions of another squad's vehicle = awesome) is one of the reasons why.
Nephrmuus
Posts: 94
Joined: 2007-02-15 13:05

Post by Nephrmuus »

It is great that the heavy vehicles are now more controlled (will be owned by a squad, not driven by snipers as a taxi, etc). The current situation is pretty much what I dreamed of whenever a blue fool spawned in my APC crew positions, when I just jumped out to repair it, and refused to get out, even though he couldn't use it. OK, in pre-crewman PR, he would have just driven off in it, but I'm not sure that sounds better to me...I even had a squad member go AFK for 5 minutes in my turret once (Now I could kick him from the squad and he'd be removed from the turret and stop the other members of my squad complain that I was shouting too much ;P).

The mod team has been forced to take quite a circuitous route to get to the gameplay improvements that I think a lot of people desire. In an ideal world (ideal base engine ;P) the devs could just prevent the wrong people getting into crew positions, but with 0.509 we are getting the best they can manage, which is 10 seconds or kill. So that and other things associated with controlling vehicles are ugly hacks to get to a desired end. Nevertheless, I'm happy to live with a great result (with some messy side effects) rather than hear the devs say, "we just couldn't do anything to make anything in the mod better, because the engine wasn't happy about it".
The verbal brutality found on forums is often reminiscent of the physical brutality found in first person shooters, except that forums allow those with slower reflexes to join the carnage without a handicap.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

the biggest thing public griping does is demotivates the guys putting in the time....remember not a cent or a yen has passed hands between you and I....that being said..how many games that you "paid" for did you have the chance to get your opinions heard on? probably none to one i would think..this is a rare opportunity and situation we are in..in fact you all have a great degree of power over how hard we work as devs... i rarely have time to play anymore..perhaps all the devs should just drop everything and play more...perhaps we are getting out of touch?? what do you think?
blud
Posts: 1246
Joined: 2006-09-04 22:22

Post by blud »

Everything is fine imo, except I think you shouldn't need to be a crewman to drive an APC. BUT, this is solved in 0.6 with bunkers.
Jarek Mace
Posts: 209
Joined: 2005-11-20 04:36

Post by Jarek Mace »

I have been a long serving dev in the past on a reality mod, (BiM Black I know you! :D ) What mr Iron Taxi has said is very true, demotivating and disheartening. Lots of mods dont last 6 months.

IronTaxi, you will lose touch with the game to a degree, your enthusiasm for playing will diminish to 0, kinda like the magician watching his own tricks.

But know that you do bring a lot of enjoyment to a lot of people with the hobby/work you do. Tonight I had 4 regular squaddies with me on skype and we all had a hella ball, wouldn't have happened without PR ;)
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

BigPipe wrote:for all that time .4 was my best. it felt so realistic and the devs dont realise it but that was the version that attracted the most no of players. the servers were more populated than now.


You have no facts to suport that. I do. You are wrong. BUT.. I would say that the poulation now is too high and I am looking forward to it settling down to folks that want to play a tactical shooter, not a BF2 mod.

Also .. v0.4 was BY FAR the "gameyest" release of PR. v0.5 has some gamey issues that need addressing (eg: rally points behind the lines), but the foundation is there for a rich tactical shooter.
BigPipe wrote: now, they've just gone too far. instead of polishing the best bits, they bring in changes that the community never even wished for. this just creates more balancing problems.


LOL. WTF are you thinking? Mods start out with folks making a game for THEMSELVES. Do you actually think that we are here to read forums and have ZERO inspiration on game design of our own? The community is a great source of guidance for us, but we're all gamers too. And modding is a great opportnity to try sme whacky stuff .. some of which will work, some wont and some will work really well after some tweaking.
BigPipe wrote: the guns dont shoot correctly, the .4 ballistics was better. when someone spotted you and opened fire you didnt die immediately. tarcers would snap around you and you had to keep your head down, like real life


I suppose you have been shot at more times than the combat veteran military advisors who give us guidance on game dynamics.
BigPipe wrote: ive never had that experience of bullets snapping in .5, you die very quickly, body armour or not.


Yup .. that sucks .. but it's not like we removed medics .. or team mates who can return fire and revive / recover.
BigPipe wrote: dont get me started on multiple cp groupings. my fav 32 player server has been killed off with vanilla style gameplay that .5 has introduced. even if the server is full, you will have 10-12 dedicated players. my question to the devs is "how can you defend 2 cps, and attack a third one with 2 squads?" please, leave multiple cps to 64 player servers.


Yup, some learnings there for us..
BigPipe wrote: honestly i find myself playing less and less of this mod every day
I think a lot of folks will go that way.. games like ArmA, PR, etc.. not mass appeal. It's rather ludicrous that PR is the most popular BF2 mod atm.. when that dissipates I think we'll be back to a smaller community of players who find tactical play enriching.


==

wrt the original title of the post .. "Is PR losing it's way?" heh.. on the contrary .. we're JUST starting to find it.
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JohnnyPissoff
Posts: 1358
Joined: 2006-07-26 14:06

Post by JohnnyPissoff »

Yep the PRM noob filter works quite well thank you. Keep up the high learning curve and retain quality players and toss out the lamas. Remember friends the .5 was\is experimental and quite a remarkable piece of work it is. This mod has gone extremely far from the very commercial noobian vBF2 pack of lies we paid good money for.
Ghostrider
Retired PR Developer
Posts: 2585
Joined: 2006-01-04 02:56

Post by Ghostrider »

Jarek Mace wrote:fix the insta prone>fire soon please
Only EA/DICE can do this...and last time they tried, they got it backwards... I don't see them comming back to BF2 from BF2142 to fix this.

Also, like egg said, this mod is very different from vBF2. vBF2 is an arcade game that appeals to the masses. We're a realistic tactical shooter that appeals to this particular group. As with any game, some people like it, and some people don't...and I think that's completely normal. What, in my opinion, is not viewed as "good practice" (if I can call it that way) by the community, the devs and myself, is to try and convince the community/devs to turn back in all the work that we've done, in order to make PRM more similar to vBF2 with claims that we're too realistic, and there's a high learning curve.

I mean....new players should read what a mod is about before downloading, trying it, and then signing up in the forums to complain about it. This particulary applies to players that want changes because they can't seem to understand that playing something new implies that you have to learn and adapt. The mod and the team will continue its current mission, and that is to be the most realistic tactical squad-based shooter that can be created, within the limitations of the BF2 platform.


-Ghost
Last edited by Ghostrider on 2007-03-03 02:32, edited 1 time in total.
Jarek Mace
Posts: 209
Joined: 2005-11-20 04:36

Post by Jarek Mace »

It's not possible to set a time delay between prone and fire? damn... thats a shame.
Couldn't a reload hack be implemented?
ie make the weapon reload without decrementing a clip or showing the reload animation?

Just ideas
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