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Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-17 12:01
by pr|Zer0
FlamingSoul wrote:Qadis, play on Russian Reality. Is has been moved a few days ago on more powerfull server, and has no pussy rules, just skilll ! If you want more hardcore, you can play on server 2 (0.61 ver.)
:31_spam: :shrk:
u populated huh? 'specially by vanilla wheels of fire i guess

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-17 12:13
by saXoni
FlamingSoul wrote:Qadis, play on Russian Reality. Is has been moved a few days ago on more powerfull server, and has no pussy rules, just skilll ! If you want more hardcore, you can play on server 2 (0.61 ver.)
LMFAO67

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-17 12:37
by LieutenantNessie
saXoni wrote:LMFAO67
Yea, one does not simply put "skill" and "PR" into the same sentence :D There is no skill in PR, thats why you need teamwork

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-17 12:53
by saXoni
LieutenantNessie wrote:Yea, one does not simply put "skill" and "PR" into the same sentence :D There is no skill in PR, thats why you need teamwork
Not necessarily. It was more the way he wrote it that made me laugh.

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-17 14:39
by Web_cole
This community does have a tendency to condemn what I would call smart play as "unrealistic" or "abusive". How many people here know that if you jump you can throw your grapple just a little bit further? Or that you can place a mine in water by left clicking while prone and then standing and moving to where you want to drop it? How many of us here know a hundred little tricks like this that we never even think of as "tricks" or "exploits" any more?

We are all gamers, and the hallmark of a gamer is that we are very, very good at gaming the system. If its broken, we'll find it and exploit it. That one cheap move in Punching Faces IX, that gun that is sick OP in Shooting Faces XXIV.

Of course then there is the other side of the spectrum. How many people here would glitch inside a building and use it to rack up kills? Hopefully none of us. Why? Because we know its not just cheap, its actually cheating. Because we are invulnerable and invisible, whilst being able to kill anyone who walks by. Therefore: cheating.

To bring it back around, things like repetitive road killing being banned are that way because the community feels it is enough of an exploit that it actually shouldn't be allowed (for reasons stated by others.) It may feel somewhat arbitrary although in that case I happen to agree with it. In certain other cases I might feel you have a point, but for the most part not the ones you mentioned in your OP.

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-17 20:53
by LieutenantNessie
saXoni wrote:Not necessarily. It was more the way he wrote it that made me laugh.
I understood, just wanted to point out that those "pure skill" servers usually are not good as there is no skill in PR, therefore the quality of game depends on the teamwork

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-17 21:58
by illidur
lol how is pr not better for those skilled in it? teamwork matters alot less if im good enough to gun each person down one after another. both matter. i have no problems pwning ppl trying to run me over.

i agree with OP

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-17 23:07
by fredo456
Skill maters, not as much as teamwork IMO, but you definitely need skills or solid training to fly choppers or planes effectively and on real servers.

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 00:35
by Brainlaag
OFc you need skill and knowledge, it just drops in the background as teamwork is more vital, unless you use cheap tactics.

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 01:01
by LieutenantNessie
fredo456 wrote:Skill maters, not as much as teamwork IMO, but you definitely need skills or solid training to fly choppers or planes effectively and on real servers.
No you don't. Jets- it's who's gets on someones tail first, theres no escaping from there. And choppers, well the physics are this and that but you just need to know the basics.

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 01:10
by saXoni
illidur wrote:i have no problems pwning ppl trying to run me over.
LMFAO v2.0

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 01:38
by PricelineNegotiator
LieutenantNessie wrote:No you don't. Jets- it's who's gets on someones tail first, theres no escaping from there. And choppers, well the physics are this and that but you just need to know the basics.
I'm not going to type out a wall of text, but you're wrong. There is a lot more to it than that. I've been able to escape and have people escape me when they are on my tail. And helicopters are a lot more difficult than most anything else in a mod for a 6 year old game..

Sometimes you have to think about it before you answer..

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 02:29
by Arc_Shielder
'= wrote:H[= EasyAlpha;1734261'] -sip-
I think it's also relevant to mention that most of Hardcore's gameplay negative comments (and I will not quantify this time) were directed to the INS mode. The rules you applied were convenient to your teamstack methods. Sum that to the community opinion about your server and respective rules and it's not hard to figure out where the common sense prevails.

So it's a good thing that you've mentioned your ex-server as it serves as an example to what happens when a certain community promotes ill-natured rules - as it is undoubtedly correlated to ill behavior.

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 03:39
by Wicca
I think Project Reality isnt a game modification anymore, we the group of modified gamers. We few, we brave. Venture into servers, that has rules to cover up the unintended errors of its engine to ensure we get the right gameplay. I speak of the hardcoded issues, and limitations.

We still play this game, even with all those errors or limits, and it seems for many the possibility to do wrong is held back by their sense of fairplay and good will. This is something we should all be proud of. Do not condemn it as a mere retarded approach of gameplay, it is the will to do things right. And therefor it is healthy, regardless if its possible or not. This should come down to the basic instinct of a person, just because you can do something that is wrong, doesnt mean you should.

Also, I do not know if there has been any official developer announcment on baserape or roadkills. The only glitches that you get globally banned for in PR, is cheating and griefing. I would suggest that the status quo in PR, is to play PR the right way, as is understood by its military approach, as opposed to its arcady roots. But this is what makes PR so great. And the teamwork that arisis, opposed to the skill that some individuals produce, with so little effort is why we keep coming back.

These oppositions played well in the hands of the devs, and supported by us the fan base, can only be a great example of what people can do togheter.

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 07:09
by zloyrash
Mb DEVs should release their own view of PR Rules? Or just say a couple of words here.
Too many rules are not doing good to PR. Sometimes its like a waypoints for bots!

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 10:34
by L4gi
Funny that there hasnt been any discussion about rushing, since it seems to divide a lot of the player basr.

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 12:18
by LieutenantNessie
PricelineNegotiator wrote:I'm not going to type out a wall of text, but you're wrong. There is a lot more to it than that. I've been able to escape and have people escape me when they are on my tail. And helicopters are a lot more difficult than most anything else in a mod for a 6 year old game..

Sometimes you have to think about it before you answer..
That's obviously because the enemy pilot didn't know how to win. As soon as you get a lock, spam all the AA missiles, one of them will hit it, if not, the HUGE splash damage will kill it.

E: Never have failed me, it's just if you want to be a tactic00l r3alistic pilot who wants to act like in a "real dogfight"

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 12:32
by Brainlaag
LieutenantNessie wrote:That's obviously because the enemy pilot didn't know how to win. As soon as you get a lock, spam all the AA missiles, one of them will hit it, if not, the HUGE splash damage will kill it.

E: Never have failed me, it's just if you want to be a tactic00l r3alistic pilot who wants to act like in a "real dogfight"
I partially agree with you but there is a tad more behind that.

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 13:02
by Dev1200
Another rule that is common is no baseraping. Although the game itself partially restricts this with the DoD, bases usually have some kind of defense (TOWs, MGs and AAs), and I really don't see why you should remove the fighting from this place of the battlefield completely. It is, effectively, taking complexity and fun out of the game. Fun Fact: The NWA Insurgency server allows insurgents to attack the BLUFOR's base, but not vice versa.

That's the only problem I have with your post.

There can only be 64 players, 32 people on each team. If you need to defend main, you will lose. Because another squad at main is another 6 people lost, so 26 v 32 seems a bit unbalanced.


Also, people who baserape are looking for easy kills with .50 cals against helis and people who spawn. I have no problems with ambushes -Outside- of main.

NwA is sexy :)

Re: The ridicilousness of some artificial in-game rules

Posted: 2012-02-18 13:16
by Xander[nl]
L4gi wrote:Funny that there hasnt been any discussion about rushing, since it seems to divide a lot of the player basr.
Because that, unlike rules like baserape and roadkilling, is something purely gameplay wise and it is only up to the admins to decide what to do with it.

On NwA, we want teamwork to prevail and we want people to experience fun over winning. Rushing the first flag and winning the round like that might be totally awesum suyper leet ninja for your squad, but it leaves 32 people on the other team unhappy and the rest of your team (especially heavy asset squads) will also have a crappy round.

This is something else entirely than lame tactics which abuse faults or limitations in the game ('s engine).
Dev1200 wrote: NwA has this "opposite" rule because "in real life" insurgents attack blufor bases, but "blufor doesn't attack insurgent bases". Yup. I know.
We do not.
We had this rule mainly to prevent Blufor from camping within the safety of their Hesco barriers and fire away at insurgents with their superior firepower. But the rule got abused by some INS players, using techies to raid the bases and kill the assets (choppers on the pads mostly) and it has now been changed. In view of gameplay, so that both teams can have proper fun, it is now forbidden to attack Blufor main bases.