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Re: The biggest problem with online “realism” games.

Posted: 2008-05-14 20:03
by Sirsolo
In a lot of cases, you can make the experience of realism by either forcing it on others yourself,(being squadleader) or by being with an awsome squadleader.


Here's some tips to do this as an SL:

1) Do what most dont: Dont attack flags. Or hell, dont attack at all. Being Defence can be just as fun, and a lot less dangerous. Defend specific points on a map instead of flags. What I find to be usefull is to defend Roads.

2) Set out ground rules:
Some of mine are: No chatter, No firing until my go, Assign kits, No changing kits without my go/request, Specific instructions for all classes.

3) Dont be afraid to kick.
If people are being dickheads: ex. "____ Spawn medic" *Gets a Marksman kit*
Just tell them that you need teamplayers and simply kick. My favourite line is: "You're useless to me.. goodbye"

4) Keep some of the standard kits: My kits, that I require on all maps: Officer(me) Medic, Rifleman (ammo) Engineer. Always.

Dont mean to brag, but Im one hell of an SL when I try.

Seven Gates: The crossroad in the B-C column at that village place was unpassible.
My squad, with 2 engineers, took out 4 APC's, 2 Trucks, and held up 3 APC's by the time the round ended (the 3 APC's were still trying to get rid of us. They were Afraid of going through the village (with good reason =P). A squad came with a truck, didnt want to go into our hotzone: Here's how it went down.

"Squad coming in, Truck."
"Copy. Hold your fire"
*Truck stops, three guys hop out, throw smoke*
"Hold..."
*Three guys start taking up positions on a building*
"Weapons free-Fire at will"
*3 on each side of the road, my squad, All open up at the same time.*

The enemy squad went down within 4 seconds. It brought tears to my eyes. This was on a public server. It's possible.

~Sirsolo

Re: The biggest problem with online “realism” games.

Posted: 2008-05-14 20:11
by Sabre_tooth_tigger
^^ Excellent, backpacks are usefull padding (reminds me of that guy who survived a grenade recently)
They should put it in just so long as he struggled to get up afterwards like the video shows, great

Wolfe wrote:Reducing the run speed might be a good idea... again.. Wasn't it lowered in the recent past? I agree with Rico; slower run speeds would help reduce run'n gun, and also help prevent speed from being used as an automatic "haha you can't hit me" button. It would also make the maps feel somewhat larger.


Its more to do with the netcode then running alone. I also zig zag to avoid fire and of course the extreme example is bunnyhopping, I dont do that honest :p
People should use smoke more to move, it allready works great but requires anticipation

If run were removed it'd be as fundamental as the squad leader spawn removal, your'll see the games get longer, etc

Sirsolo wrote:In a lot of cases, you can make the experience of realism by either forcing it on others yourself

Yea I like that, try not to die all the time because people are so casual about this and it loses the game. If you go the whole round without dying but achieving stuff, it really changes the feel of things. Sure thats not possible I hear you say, but theres alot of times people spawn at rally points they know are hostile, etc
I'd love there to be a gamemode where spawn time doubled everytime you died and losing a vehicle meant you were unable to use it again when it respawned, harsh but this is a game so toughen up!

Re: The biggest problem with online “realism” games.

Posted: 2008-05-14 20:20
by Rico11b
Wolfe wrote:Reducing the run speed might be a good idea... again.. Wasn't it lowered in the recent past? I agree with Rico; slower run speeds would help reduce run'n gun, and also help prevent speed from being used as an automatic "haha you can't hit me" button. It would also make the maps feel somewhat larger.
Yes the sprint speed was lowered a teeny tiny bit. Back in the .6 release I think. The normal walking/trotting speed was never reduce that I know of. Kinda funny that it is referred to as a walk, when really it is more like a medium trot or jog. Or an Airborne shuffle, for us super duper paratroopers :) Hehe

But then they increased the length of time that your sprint meter lasted. So instead of sprinting for 50 or so meters, you can sprint for something like 400 meters, then do a high speed walk/trot for 20 seconds and then sprint for another 400 meters. All without getting tired, and having uber shooting skills.

Re: The biggest problem with online “realism” games.

Posted: 2008-05-14 20:31
by Sabre_tooth_tigger
Rico11b wrote: All without getting tired, and having uber shooting skills.

At some point it was suggested that the sprint meter have a relation to weapon accuracy in addition to the deviation timing we have now. Not sure if its possible but it'd discourage running all the time and jumping

Re: The biggest problem with online “realism” games.

Posted: 2008-05-14 20:41
by SethLive!
want realism? play arma with no respawns ;)

Re: The biggest problem with online “realism” games.

Posted: 2008-05-14 20:57
by Dosedmonkey
Depends which server you go on, it's more of a teamplay mod then a realism mod for most people I guess. And most RPGs are unbelievably unrealistic, the players just get absorbed into the game world more then a FPS player does I feel.

But the goals in a FPS and a war are much similiar, especailly under the ticket system.

However I find some servers, not going to name any, but I gather it might just be due to the nationalities involved, or sometimes language barriers, teamplay completely breaks down, hell it happens on all servers sometimes! And even in real wars in the worst of cases! But I think this is mainly because players do not get bonus' if their team wins the whole battle, only the commander.

Re: The biggest problem with online “realism” games.

Posted: 2008-05-14 21:56
by Rico11b
SethLive! wrote:want realism? play arma with no respawns ;)

Na, if i want that much realism I'll just re-enlist. I do want my weapons to be realistic as well as my human player character model. I would also like my player model character to have human abilities, not SUPER DUPER human abilities.

Besides respawns are needed to simulate a much larger force. Each time you spawn into the game, you spawn in as a replacement soldier. Not the same guy you were before you were KIA. Think of it as a way of getting around the 32 player per side limitation ;)

Re: The biggest problem with online “realism” games.

Posted: 2008-05-14 22:02
by Sirsolo
The thing is, No respawn on vehicles and people would do the following:

1) No mistakes. "****.. Didnt expect to blow up on that bump in the road.."

2) No idiots. Teamkilling happens. Want it to end you?

3) Idiots. "N0 |31tch iz |\/|41 h3li lolololol" *Explode*. There goes our air support.

4) Where are the medics? Maybe next round...

5) Imagine playing COD4- Search and Destroy on a PR sized map. And at the end of the round, loading a new map. Would that suck?


Their current thinger for this is extended spawn times, Suppression, and vehicle spawn times.
It's doing a good job so far. The rest is up to you to roleplay.

*Note: Sniper's do NOT join other squads and do NOT go to cap flags. Cause you have a pistol does NOT mean that you can pwnz at close range. Just something that owns all aspects of reality =)*

~Sirsolo

Re: The biggest problem with online “realism” games.

Posted: 2008-05-14 22:49
by Scot
what scares me is you say well people don't fear to die. But IRL suicide bombers and terrorist don't fear for their lives, which means they want to die, and will take down hundreds of people if they can.

BUT on topic, rico11b, i agree the sprint needs to be shorter, however you would be surprised how quick you can run when rounds are whizzing around your head and feet and kicking up dust beneath your feet.

Re: The biggest problem with online “realism” games.

Posted: 2008-05-14 23:15
by Rico11b
TheScot666 wrote:what scares me is you say well people don't fear to die. But IRL suicide bombers and terrorist don't fear for their lives, which means they want to die, and will take down hundreds of people if they can.
Yes, but those are insurgents, and knuckleheads, not trained conventional forces like MEC, US, and BRITS are supposed to be. NATO forces do not train their troops to be "suicide bombers, at least not that I'm aware of. And WE don't WANT to die, but make our enemies die instead :)

TheScot666 wrote:BUT on topic, rico11b, i agree the sprint needs to be shorter, however you would be surprised how quick you can run when rounds are whizzing around your head and feet and kicking up dust beneath your feet.
Do you really think I would be surprised??? ME??? Where you been???

Pal, I've had bullets whizzing past my head, back and BALLS! I don't think there is much that will be "surprising" me, when it comes to stuff like that. Unless it happens in my own home. Then I might be "surprised" again, but only for a moment ;) I've done my share of running from bullets, trust me.

Re: The biggest problem with online “realism” games.

Posted: 2008-05-15 17:02
by frrankosuave
Rico11b wrote: First the assault rifles are WAY to uber accurate. Much more so than real world "standard issue" weapons. Head shots are soooooooo common in game (regardless of range) that it isn't even funny anymore. Yes I am aware that the ballistics and such are being worked on at this time. I'm hopeful that they can pull it off.
Why is everyone so surprised that weapons are accurate IRL? Do you only want what was available in the Smooth-Bore-Ball Musket days? We might as well stand in formation like they did then. I suppose taking away the "run" would be a direction toward that.

I for one am very opposed to any artificial deviation that is not reflective of where my cross hairs or irons sights are lined up. I hear that it's hard coded, but weapon movement should be visible on screen (a la 1942 sniper and many other games). Why that was taken away, I may never know.

oh yeah, like it has been said above, this is only a game. we get to live out an alter ego through this. we aren't training for warefare here, and if you are, good luck with that.

Re: The biggest problem with online “realism” games.

Posted: 2008-05-15 18:17
by Zimmer
Maybe do as in rainbow six v2 with all the heavy armor you can only run for like 10 seconds before you go back to walking. THat makes me when I am playing it more aware of possible cover and I have to think about whats the best cover to reach. Possibly its also because if I die I get game over but I have never runned and gunned at multiplayer either. So I believe keep the speed but just for few seconds. SOmething else that will improve is extraction with choppers and transport since you cant run for very long and then you have to walk for a long time if your tank or something else gets shoot right in the middle of kashan.

Re: The biggest problem with online “realism” games.

Posted: 2008-05-15 19:45
by Wolfe
frrankosuave wrote:I for one am very opposed to any artificial deviation that is not reflective of where my cross hairs or irons sights are lined up.
In that case, play the .6 version of PR. Wherever your aim was, that's where the bullet went. It was a complete disaster. Except for those who liked to move and shoot with zero deviation.

Re: The biggest problem with online “realism” games.

Posted: 2008-05-15 23:01
by frrankosuave
Wolfe wrote:In that case, play the .6 version of PR. Wherever your aim was, that's where the bullet went. It was a complete disaster. Except for those who liked to move and shoot with zero deviation.
Where ever my gun aims, that is where the bullet should go. It is the same in real life. But, if I do not have a steady hand, then I can cause the aim of the gun to move off target. Inducing accuracy deviation that is not reflected by the on-screen movement is like boring my .223 rifle out to .5 diameter. If I don't know with certainty where the bullet is going, I shouldn't fire. Don't get me wrong, what we have in PR is great and far above vBF2.

Here's the question, do you want your game to be as close to the BEST SOLDIERS in real life, or as close to WORST? Why model the game after the average Joe (or worse), why not model it after perfection?

Shooting a gun with a mouse will never be similar to shooting real life small arms...

Re: The biggest problem with online “realism” games.

Posted: 2008-05-15 23:14
by HughJass
good points guys but there is limitations to bf2 python.

Re: The biggest problem with online “realism” games.

Posted: 2008-05-15 23:20
by HughJass
frrankosuave wrote:Where ever my gun aims, that is where the bullet should go. It is the same in real life. But, if I do not have a steady hand, then I can cause the aim of the gun to move off target. Inducing accuracy deviation that is not reflected by the on-screen movement is like boring my .223 rifle out to .5 diameter. If I don't know with certainty where the bullet is going, I shouldn't fire. Don't get me wrong, what we have in PR is great and far above vBF2.

Here's the question, do you want your game to be as close to the BEST SOLDIERS in real life, or as close to WORST? Why model the game after the average Joe (or worse), why not model it after perfection?

Shooting a gun with a mouse will never be similar to shooting real life small arms...
By reality mod the devs mean: as close as to reality as possible with the bf2 engine (and with gameplay in their head, but they are willing to sacrifice some of that)

but anyway, the whole deviation thing is to simulate your hand being unsteady. You cant have sway or anything like that with bf2 python, you might get close but its just terrible.

So you want devs to make everyone rambo basically? You have to model soliders after avrage joe soliders because those are common, and add to the challange of the game. (aka you cant run for 2 hours with dual .50 cal snipers.)

Re: The biggest problem with online “realism” games.

Posted: 2008-05-15 23:43
by [T]Terranova7
Killer-Ape wrote:This may sound corny but “It’s just a game”. If you want better squad play join a good clan, but don’t expect other players on a public server to act as a trained army. And you can’t really judge them. It depends on the mood, sometimes you want to be “that special” role and follow orders like in real life. Sometimes you just want to “play”. :wink:
Actually, in many ways clan matches are very run & gun too. There is some strategy involved but for the most part tactics are very similar to pub games. This is only because it's the most effective way of playing the game right now. You sprint toward your objective/s, use your hyped up reflexes to drop to the floor and headshot any opponents you come across, and continue what you were doing. Stacking up on a door before breaching, using suppressing fire, bounding over watch etc. may be cool, but such tactics still don't provide a significant advantage over the typical FPS syndrome of run n gun.

Truth is, there never will be an ultimate realism game because it's still just a game. Players don't worry about real world consequences such as death, loss of a limb, court marshals (Teamkillers & disobedient squad members), getting back to a loved one etc. All PR can hope to do is create a realistic environment where real world reactions, tactics and methods become the best way of playing the game. The problem is though that in order to accomplish that goal, radical changes we have to be done (Which I would have no problems with mind you)

Re: The biggest problem with online “realism” games.

Posted: 2008-05-16 01:07
by Psyko
BeerHunter wrote:After giving it some thought, trying to figure out why games such as PRM , ArmedA ,Americas Army etc which are supposed to be “realism” based games all seem to end up playing like CS/DoD it finally dawned on me.

These are basically RPG’s and few actually immerse themselves in the game and play it as it was meant to be played..realistically. Instead they simply bring their normal FPS techniques to the game and barge ahead almost hindered by the developers attempt to instill a sense of realism in their game.

For example, if you are trying to qualify as a pilot in the armed forces and during a simulator training exercise decided to do a barrel roll at 50’ just to see if it can be done, you’d be dropped and out on you arse before the ink on the discharge papers dried.

In RL , in combat , if you see an enemy running into building you certainly wouldn’t simply kick open the door and charge in as there are too many ambush spots inside right? You’d either flag the building as potentially hot or use back up and clearing techniques.

How many times have you seen some player simply go “Hollywood” and charge in guns blazing?? In RL there are established techniques for clearing a building and none of them involve kicking open a door and charging in blind. Not very realistic is it?

Now I realize that the vast majority of gamers online are young, immature and that most lack the imagination to role-play or simply don’t wan to bother. This is no fault of theirs; it’s simply their nature or upbringing.

But it did shed some light on why, every once in a while you get into one of those magical squads in PRM that work as a solid, cohesive unit while quit often you may as well log off and go play CoD4 because that’s what it feels like your playing.
We get the army guys in TCC to teach and practice FIBUA every thursday.

Re: The biggest problem with online “realism” games.

Posted: 2008-05-16 13:27
by Waaah_Wah
'[T wrote:Terranova7;676037']Actually, in many ways clan matches are very run & gun too. There is some strategy involved but for the most part tactics are very similar to pub games. This is only because it's the most effective way of playing the game right now. You sprint toward your objective/s, use your hyped up reflexes to drop to the floor and headshot any opponents you come across, and continue what you were doing. Stacking up on a door before breaching, using suppressing fire, bounding over watch etc. may be cool, but such tactics still don't provide a significant advantage over the typical FPS syndrome of run n gun.

Truth is, there never will be an ultimate realism game because it's still just a game. Players don't worry about real world consequences such as death, loss of a limb, court marshals (Teamkillers & disobedient squad members), getting back to a loved one etc. All PR can hope to do is create a realistic environment where real world reactions, tactics and methods become the best way of playing the game. The problem is though that in order to accomplish that goal, radical changes we have to be done (Which I would have no problems with mind you)
Ehehey! Supressive fire is actually effective in PR now