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Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-12 23:10
by B0ng_McPuffin
My only gripe is that the title of this mod sets unrealistic expectations about "realism".

This game/mod is only as realistic as the DEVs are willing to research into the physics of vehicles, ballistics, solider movement, and the dynamics of actual war.

One thing that would make this mod slightly more realistic feeling is to give us more of a reason to fight aside from a small paragraph blurb on the map-loading screen. As in, WHY am I fighting so hard to keep control of Muttrah City or Fallujah? Why am I putting my life on the line?

Also, I have one odd/funny comparison with this mod to a Call of Duty 4: Modern Warfare 1 mod I used to play that was ironically called "82nd Airborne - Tactical Realism" even though it was anything but realistic (it was basically just more organized than your regular public matches, with some run-speed, ammo, and respawn adjustments).

This mod felt more realistic to me than Project Reality does, because when you died, YOU DIDNT RESPAWN until the next round. Now given that the maximum round time limit on these servers was 5 minutes, it was the PERFECT amount of punishment for dying early in a round, without it being just ridiculous like if it was a 3 hour match like PR can be sometimes. Now of course the scale of CoD was very limited and was exclusively infantry, so we'd have to adjust the death punishment timer to reflect the longer rounds, because being out of the round early on and not being able to respawn for 2 hours wouldn't go over very well at all.

I do believe that a 3-5 minute death timer MINIMUM would foster more realistic gameplay decisions in the players because 30 seconds is a minor inconvenience. I just gotta grab a drink of soda, belch, scratch myself a bit, and bam, I'm back in the action like I didn't just get my face shot off 30 seconds ago. This will also make medics far more valuable targets than they already are, because people will be far less likely to go "eh screw it, theres a fob 2 grid spaces away, I'll just run over there in 30 seconds or so". They will be more likely to hang on and wait for the medic (which is more realistic BY FAR, because on a real battlefield, YOU DONT RESPAWN AND YOU HOPE TO GOD THAT THE MEDIC WILL TAKE CARE OF YOU BEFORE YOU BLEED OUT, you don't just go "Meh, fudge it, *die*").

Project Reality in its current incarnation is more like "Project Zerg Rush" most of the time, and less like "Project Tactics and Strategy".

The biggest problem with this mod by far and large (aside from optimization problems) is the total lack of fear of death. Why should I be scared of that BTR coming down the street when I can rambo out, kill a few people, and get a heli ride back, and literally be in the fight again in less than 2 minutes?

Also, asset respawn times should be increased from 20 minute respawn to 30 minute respawn, just to make them that much more precious to each side.

Sorry if this belongs more in the suggestions section. I was torn between where to place it, its half a suggestion, and half a comparison to another "realistic" game mode I've played that had some desirable characteristics that I believe Project Reality would benefit from.

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-12 23:26
by rushn
so you want the game to be as real as possible?
making it hard and not fun to play?

games are made to be fun

war is not fun

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-12 23:36
by Arc_Shielder
Some people have yet to absorb the logic that making hardcore rules even more hardcore will only change the habits of those that are knowledgeable and experienced of such. It would be a niche inside another niche, it's simply impractical for the public server mentality - mainly newbies and casual gamers as they often make reckless actions out of ignorance.

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-12 23:47
by Zoddom
rushn wrote:so you want the game to be as real as possible?
making it hard and not fun to play?

games are made to be fun

war is not fun
PR was not made to be "fun".
it WAS freaking hardcore back than in 0.25 even though now its even more realistic now, but many ingame jerks and noobs are destroying this (AND if i might say so insurgency gamemode destroyed this imho, as it gives possibilities for unrealistic "funny" tactics/actions). PR used to have an awesome and frightening atmosphere. id like to have it back again.
if anyone doesnt believe me, im just saying: Bi Ming Night, Raid of Fallujah, Road to Kyoga'Ni, Z*** Security Area.
i had so many tough matches back then

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-12 23:59
by Gaz
B0ng_McPuffin wrote:My only gripe is that the title of this mod sets unrealistic expectations about "realism".

This game/mod is only as realistic as the DEVs are willing to research into the physics of vehicles, ballistics, solider movement, and the dynamics of actual war.
:confused: :-| :shock: looks at sig :p PR is a game. A computer game. One I or anyone else doesn't write to your mother about because you had your face blown off. We have debates every day between real life actions/kit/tactics and what actually makes PR playable (read - enjoyable and makes people feel like they want to come back). We have real world experience, yet have 9 years experience in gameplay from the mod. We have gone out of our way plenty of times to try something new, and half the time it's worked. Other times, it's been a cluster-f**k ingame and real world fails. We DO consider this.

Welcome to the forums by the way :) As a suggestion, I'd go with not putting suggestions into a thread until you have contributed to the community enough to be allowed to actually post suggestions as opposed to stuffing them in somewhere ;) Whilst I am glad to see a new user contributing, the lock-out is there for the reasons listed above....and plus your 3 infractions already for flaming after 14 posts, and telling one of my team to 'go fuck themselves' makes me rather wary of your 'opinions'.

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-13 00:00
by Spec
imo PR is just as frightening as it always was. You just got used to it. I've been introducing new players to PR for a relatively long time, I see their opinion shifting from "zomg this is so intense" to "not another round on Muttrah", too. But it's just that you get used to a game, not much that can be done about that without drastical gameplay changes.

PR hadn't had a massive 'zomg this is gonna be a game breaker' change since the rally point removal a few versions ago, so maybe that made it feel as if it didn't change as much. But that's because gameplay doesn't seem to need as many massive adjustments anymore now.

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-13 00:04
by Solver
I was scared when APC/tank guns got these complicated visors with all the lines and numbers ;)

I think one of the scariest things for new players is the relative lack of game info. The manual covers the basics, but has no details on maps/vehicles/weapons, so those are all new and confusing for quite a while.

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-13 00:09
by Gaz
Solver wrote:I was scared when APC/tank guns got these complicated visors with all the lines and numbers ;)

I think one of the scariest things for new players is the relative lack of game info. The manual covers the basics, but has no details on maps/vehicles/weapons, so those are all new and confusing for quite a while.
We've a wiki, but finding it hard to get it off the ground info wise. As such it's not public. Worst thing we did was take the old one offline tbh.

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-13 00:11
by Zoddom
[R-MOD]Spec wrote:imo PR is just as frightening as it always was. You just got used to it. I've been introducing new players to PR for a relatively long time, I see their opinion shifting from "zomg this is so intense" to "not another round on Muttrah", too. But it's just that you get used to a game, not much that can be done about that without drastical gameplay changes.

PR hadn't had a massive 'zomg this is gonna be a game breaker' change since the rally point removal a few versions ago, so maybe that made it feel as if it didn't change as much. But that's because gameplay doesn't seem to need as many massive adjustments anymore now.
yeah, after the rally points were "useless", firefights became shorter and fewer ... of course youre right that i got used to it to some extent. but if you think back to those old days (of course maps were also smaller etc) and compare it to a insurgency round on kokan for example..... you walk 30 minutes find some talibans and think "finally, a cache", but it was just a hideout and then you start walking again for 30 minutes.
many changes had impact on the gameplay and AASv4 did a big step back in the direction of nice long firefights, but ... its not played that much as before ... in my case, nearly every "nextmap" after joining a server and playing for 10 minutes, is an insurgency map, and that is starting to piss me of and reduces the quality of my game experiences :/ :(

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-13 00:23
by Solver
[R-DEV]Gaz wrote:We've a wiki, but finding it hard to get it off the ground info wise. As such it's not public. Worst thing we did was take the old one offline tbh.
I remember the wiki, I started playing in 0.7 and it was up then. Found it useful. Some time ago on this forum, I said it'd be a good idea to open the wiki to the public even if it has very little content, as little is better than none, but some dev (Rhino?) said that's not happening for now. I still feel that way though. Even if all the wiki includes is a list of maps with no info beyond teams on it, and screenshots of vehicles with names, that'd be uber-useful.

Vehicle screenshots would probably be the most useful. I remember playing after a break, and people on my squad were talking about a spandrel, I had no idea what it means. The biggest change to PR since the wiki went down is the sheer number of factions and weapons introduced. In 0.7, it was vanilla factions + Brits, so most vehicles were familiar from vanilla or fairly obvious. Now there's German Forces and IDF and Russia and whatnot, so it's a lot of weapons platforms to learn.

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-13 09:29
by Brainlaag
Zoddom wrote:yeah, after the rally points were "useless", firefights became shorter and fewer ... of course youre right that i got used to it to some extent. but if you think back to those old days (of course maps were also smaller etc) and compare it to a insurgency round on kokan for example..... you walk 30 minutes find some talibans and think "finally, a cache", but it was just a hideout and then you start walking again for 30 minutes.
many changes had impact on the gameplay and AASv4 did a big step back in the direction of nice long firefights, but ... its not played that much as before ... in my case, nearly every "nextmap" after joining a server and playing for 10 minutes, is an insurgency map, and that is starting to piss me of and reduces the quality of my game experiences :/ :(
This is were 128 wins on all levels :thumbsup:

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-13 09:48
by Gotrol
128 wins on all levels generally- specifically it wins on player quality.

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-13 09:57
by Brainlaag
Gotrol wrote:128 wins on all levels generally- specifically it wins on player quality.
Well, true :D

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-13 10:08
by Gotrol
Ahh, Pretty sure I meant quality. It's the only server where I have seen Landrovers being stationed inside foxholes like they were meant to (done by my squad).

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-13 14:14
by Wicca

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-14 10:57
by B0ng_McPuffin
[R-DEV]Gaz wrote: :confused: :-| :shock: looks at sig :p PR is a game. A computer game. One I or anyone else doesn't write to your mother about because you had your face blown off. We have debates every day between real life actions/kit/tactics and what actually makes PR playable (read - enjoyable and makes people feel like they want to come back). We have real world experience, yet have 9 years experience in gameplay from the mod. We have gone out of our way plenty of times to try something new, and half the time it's worked. Other times, it's been a cluster-f**k ingame and real world fails. We DO consider this.

Welcome to the forums by the way :) As a suggestion, I'd go with not putting suggestions into a thread until you have contributed to the community enough to be allowed to actually post suggestions as opposed to stuffing them in somewhere ;) Whilst I am glad to see a new user contributing, the lock-out is there for the reasons listed above....and plus your 3 infractions already for flaming after 14 posts, and telling one of my team to 'go fuck themselves' makes me rather wary of your 'opinions'.
Fair enough, I was having a bad week that week I said that... nothing personal. Not really an excuse, but its the truth.

Also, it was half comparison/half suggestion, so like I said, I was torn between where to put it, and it seemed to fit into this thread, so I just rolled the dice and decided to put it here for better or worse!

My main gripe outlined above is simply the lack of fear of death in Project Reality. If there were somewhat stiffer punishments for dying (instead of 30 seconds to a minute, make it 2 to 3 minutes minimum, or a full 5 minutes if you want to be really stiff with the punishment). It worked beautifully on CoD4:MW1 to make players think before they acted, but it was only on a limited basis due to CoD's limited team-work, lack of medics, and lack of scale (even the biggest CoD map is a postage stamp compared to the smallest Project Reality map).

I always thought CoD could benefit from that realism mod + larger maps + vehicles, and thats essentially exactly the role that Project Reality fills, it has the realism, the vehicles, and the huge maps, even greater team-work than found on that mod... but its lacking the fear of death I felt on that restricted game-mode. If we could just somehow merge the best of both worlds I think it would be an improvement.

Note: This is just a rebuttal to your post, to further clarify exactly what I meant, and that I didn't mean any offense in my first post. I figure if we're discussing it, I might as well clarify what I meant. Feel free to move/delete this, but I feel its valid, so I hope it stays around here somewhere so it can be discussed.

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-14 13:09
by Lugi
B0ng_McPuffin wrote:My main gripe outlined above is simply the lack of fear of death in Project Reality. If there were somewhat stiffer punishments for dying (instead of 30 seconds to a minute, make it 2 to 3 minutes minimum, or a full 5 minutes if you want to be really stiff with the punishment).
Won't ever happen, CoD kids lobby is still very strong in PR.

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-15 07:23
by illidur
Sgt. Mahi wrote:I hate progress :( ... I hate BF3 :)

I've just dicsonnected from a game at PRT: 0:10, which used to be TG's prime time but the server list is just a ghost town!!!
Besides "Hardcore something something with something on top" there are no full servers!!! I leave this mod for 3 months and it's pratically dead?... sad :'(
im not seeing it, but then again i play on a great server called Hardcore. haters gonna hate though.

Re: Project Reality - Realistic Gaming Redefined

Posted: 2011-10-15 09:43
by AK47 WARRIOR
You guys did,nt tell us what's PR Drawbacks

and what its need more to be more realistic ?