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Posted: 2007-01-04 08:43
by PhiR
I've been playing online games for 7 years now and I can say PR has the most dedicated dev team I've seen. Kudos to them all.

As for the player base, we've now reached the critical mass: it's possible to join a nearly full server at any time of the day. This was not the case a year ago when I first tried PR, and it makes all the difference to anyone who wants to try this mod.

Posted: 2007-01-04 10:08
by luizinhuu
oh man, pr is pure bliss
i'll follow you to whichever platform you guys move to

Posted: 2007-01-04 11:57
by LiquidSnake
And I have to translate this -.-

Good news thx to devs :)

Posted: 2007-01-04 13:34
by $kelet0r
great news

Posted: 2007-01-04 13:45
by AIR_CAV
Ive been playing since your first release and I have to say you guys are doing a great job!!!

Posted: 2007-01-04 14:21
by Aljen
LiquidSnake wrote:And I have to translate this -.-
Me too :mrgreen:

Happy new year to all of you!

Thank you devs for this fantastic mod which brought me back to BF2 world.

Posted: 2007-01-04 15:06
by luizinhuu
just one thing..
will the score be unavaible during the round? pleeease, this will improve a lot and i was hoping 0.4 would come with this :cry:

:mrgreen:

Posted: 2007-01-04 16:15
by eggman
at some point we'll remove the scoreboard visibility for personal scores.

2Slick is our HUD genius and he's been very busy and is wrapping up a major mod task. Hopefully he'll give some HUD love when his time frees up.

==

wrt the ABR stuff.. again just some ideas.. we might not ever get around to is cuz it's not really that high a priority.

and we'd design it such that if the server is not running ABR the functions would simply be disabled.

But we'd probably encourage PR server to run ABR (as well as Punkbusted .. we need better guidelines for server admins imo).

Also keep in mind that ABR has some other really nice possibilities... we can deliver certain types of updates to ABR enabled PR servers without requiring a new server install.

==

But the example kurtmax_0 gave as to why NOT to do it... is actually an example of why we SHOULD do it.

Why should a guy who has primarily played support in a suppressing fire role all of a sudden be given access to a sniper kit?

Yeah .. I get it.. it's a game.... but there are a couple of things that are relevant:
1. If you've not shown proficiency with a limited availability weapon system, you probably should not get access to that weapon system.
2. It helps retain players over the long term to give them areas of "specialization". Players might want to focus on each area and eventually become specialized in everything.

A better example is this:
You just spawned into Project Reality for the first time. You are a rare case who read a bit of the player guide first and know there are limited kits and how to access them.

An enemy tank comes rolling up. You sprint toward your parked tank, request the Crewman kit and jump into the tank. You have no clue of the different characteristics of armor in PR and trundle toward the enemy tank and get your team's last tank blown up.

The "PR Veteran" who happens to be one of the best tankers in the game, didn't quite make it to the tank in time before you drove off in it. He watches this happen and knows that it's the last friendly tank your team is going to see for a while.

That's annoying and, over the long haul, is not good for game play.

==

And wrt what kind of stats we'd use to determine these things... it would probably be more like the "badges" system from BF2. Meaning you have to achieve something like a "basic rifleman" badge to get access to a marksman kit and a "basic marksman" badge to get access to a Sniper kit.

But again they are just ideas and low priority ones at that.

But I do hope we get the stats stuff integrated nicely into the website and use ABR as a stats tracking tool at the very least.

I really, really, really, really HATE what the ranking system did to the player base in BF2 so we'll be pretty cautious about changes there.

Stuff like removing access to personal scores inside the game would be a precursor to making those scores more meaningful (sounds a bit backwards, but hopefully you get what I mean).

Posted: 2007-01-04 17:59
by DivS-konti
'[R-DEV wrote:eggman']Hey Folks,

Happy New Year!
Happy New Year from all of us at the Project Reality team. We'd like to say a HUGE thanks to all of you for your support of Project Reality over the last year.
A happy new year too!


'[R-DEV wrote:eggman']Alternative Game Modes
Nice :)

'[R-DEV wrote:eggman']In addition we will (finally) introduce our highly flexible Objective mode that we've been calling "Scenario". And focus on developing content for that game mode as well. Scenario mode is a game mode that allows for a mix of defend and destroy missions against a variety of targets as well as mixing in objectives to secure areas of a map.
GREAT!!!

'[R-DEV wrote:eggman']Alternative Battlefield Ranking
We're going to do some more stuff around the ranking & stats system. We will NOT be introducing any sort of "whore points for weapon unlocks" concept. However we will evaluate how we can integrate more of the ABR capabilities into the game world and the realitymod.com website.
Sounds great too.

'[R-DEV wrote:eggman']Dynamic Battlefield
:mrgreen:

update

Posted: 2007-01-04 18:23
by Biggaayal
All sound awesome, very sensible ideas. Good luck and hope it'll come together.

Posted: 2007-01-04 19:19
by G.Drew
'[R-DEV wrote:duckhunt']Thank you everyone for playing PR :D

Like egg says the next few releases will include features that will give players much more responsiblilty for the sucess of the team than there currently is.
PB&J time! :goodvibes :thumbsup: :m1helmet:
u can always count on us to play ur games!

Posted: 2007-01-04 21:06
by Wasteland
'[R-DEV wrote:eggman']Meaning you have to achieve something like a "basic rifleman" badge to get access to a marksman kit and a "basic marksman" badge to get access to a Sniper kit.
If you're saying what I hope you're saying, I'd be very happy. Will there be DMRs and bolt action sniper rifles available on the same map now?

Because when played properly, a DM and sniper should have completely different roles, and should probably coexist on the same map.

Posted: 2007-01-05 02:26
by eggman
Yeah we'll take a look at concurrent DMR and Snipers. Maybe not for v0.5, but we've implemented a new HUD method of doing kit limiting that appears to be more flexible.

.5 and AlBasrah

Posted: 2007-01-05 07:16
by Howlin' Jack
Will the lag issues and stability of Albasrah be addressed in the next release?

Posted: 2007-01-05 09:43
by LiquidSnake
Habe den Text noch weitgehnd für deutschsprachige übersetzt

Transalation: I translated this text for people who speak german ^^

http://www.frag4fun.com/portal/bf2-late ... ality.html

Posted: 2007-01-05 10:04
by bosco_
Howlin' Jack wrote:Will the lag issues and stability of Albasrah be addressed in the next release?
Al Basrah and other maps will be tweaked in 0.5.

Posted: 2007-01-05 11:48
by Rhino
Howlin' Jack wrote:Will the lag issues and stability of Albasrah be addressed in the next release?
yes all map lag issues that im aware of like basrah have been fixed. we have had all the testers playing fine with good FPS now, only took me a whole night to fix it :p :)

Posted: 2007-01-05 11:53
by dbzao
Edit: rhino replied before me.

Posted: 2007-01-05 12:36
by luizinhuu
'[R-DEV wrote:Rhino']yes all map lag issues that im aware of like basrah have been fixed. we have had all the testers playing fine with good FPS now, only took me a whole night to fix it :p :)
ur a genius rhino! :o ops:

and may i ask, is Hamyong nice on the framerate now? coz i get 35fps at muttrah and 18 on hamyong. :cry: even lowering down all to low it stays at 20fps, it's poorly optimized i think

Posted: 2007-01-05 12:41
by Rhino
luizinhuu wrote:ur a genius rhino! :o ops:

and may i ask, is Hamyong nice on the framerate now? coz i get 35fps at muttrah and 18 on hamyong. :cry: even lowering down all to low it stays at 20fps, it's poorly optimized i think
yes HoH has also been fixed. We made a "overgrowth" rice fileds to replace the "undergrwoth" rice fields where there before. the map had like a 300m undergrwoth draw distance, and we all know how much that effects performance, so we have manged to get the rice field to draw for a very long distance, without causing any lag :)

thou the rice fields we have at the mo look like they are growing on a uranium dump hehe :D