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Re: Features Vs. Aesthetics

Posted: 2015-11-04 22:31
by doop-de-doo
If you're not willing to deal with all the threads about how something is broken, wait for aesthetics.

If you need to know gameplay impact, go for features.

I can't say both or either. So to be safe, I'll say wait for aesthetics which doesn't have the drawbacks of releasing early.

Re: Features Vs. Aesthetics

Posted: 2015-11-04 23:38
by Roque_THE_GAMER
mybe going a bit off but how about give the mec some AKs so they cam represent some other factions like Iraq and make some maps based on actual historical fights?

Posted: 2015-11-05 07:56
by Mineral
You are right, completely off topic :p

Re: Features Vs. Aesthetics

Posted: 2015-11-14 17:11
by Ranzpirat
Pushing out new features with placeholders as a general practise would lower the overall quality of the mod, so I would prefer to wait till an asset is fully finished before adding it.

Re: Features Vs. Aesthetics

Posted: 2015-11-14 18:03
by pedrooo14
I just want night muzzle flashes back. Its to much to ask?

Re: Features Vs. Aesthetics

Posted: 2015-11-14 18:04
by Madar_al_Fakar
Roque_THE_GAMER wrote:mybe going a bit off but how about give the mec some AKs so they cam represent some other factions like Iraq and make some maps based on actual historical fights?
I had the same idea (about MEC having some russian weapons).
pedrooo14 wrote:I just want night muzzle flashes back. Its to much to ask?
They were removed for a reason (that being that they caused crashes), engine limitations I guess, not a question of would they want to do it.

Re: Features Vs. Aesthetics

Posted: 2015-11-15 18:32
by communistman
Naturally I only speak for myself, but I particularly enjoy the immersion factor of PR. Placeholders disrupt this, and can affect gameplay at the end of the day. This game is already loaded with content and features, I understand if they are put in with a more 'public beta' angle, but generally I'd say implement it when it is ready.

Re: Features Vs. Aesthetics

Posted: 2015-11-20 20:37
by pedrooo14
Madar_al_Fakar wrote: They were removed for a reason (that being that they caused crashes), engine limitations I guess, not a question of would they want to do it.

Before they remove it, I never heard anything related to they caused crashes, and I don't remember having any issues. But, even if they cause some crashes, they were so amazing that the cost/benefit relationship is positive without a doubt. Do I want to play amazing night battles even if they had crash issues?: Off course... Do I want to play night maps now?: No.

Maybe this is the reason night layers are almost not played and weird to see a server with it. And don't forget that PR still have crash issues on some maps, and they're still in game.

Re: Features Vs. Aesthetics

Posted: 2015-11-21 18:01
by Mongolian_dude
The level of immersion that textures, effects and models bring is limited.
True immersion comes from PR's gameplay, whereby the realism of a situation, consequences and causation follow the real world logic they emulate.

Posted: 2015-11-21 20:09
by Portable.Cougar
Don't forget the player base Mongol.

No matter how pretty the graphics are or how real the gameplay. The people have to buy in for it to work.

Re: Features Vs. Aesthetics

Posted: 2015-11-22 19:13
by communistman
[R-MOD]Mongolian_dude wrote:True immersion comes from PR's gameplay, whereby the realism of a situation, consequences and causation follow the real world logic they emulate.
Beautifully written, but I'd still disagree to an extent--it's definitely a sum-of-the-parts thing. The graphical presentation does not exist in a vacuum separate from the gameplay experience, they are two different components that are highly dependent on one another. There's something of a je ne sais quoi quality to PR that distinctly separates it from other fps experiences, part of the reason for this is things like highly accurate vehicle and weapon representations, visually and tonally atmospheric environments, great sound design. These are all aesthetic items at the end of the day, but they also contribute hugely to PR's allure. I'm not so starved for new features that I feel it necessary to roll out content before it's completed, unless it's something that needs a broad public test.

Re: Features Vs. Aesthetics

Posted: 2015-11-27 20:29
by Cavazos
The BF2 engine isn't known for it's aesthetics. Get dem features rolling in boys!

Re: Features Vs. Aesthetics

Posted: 2016-02-25 22:30
by X-Alt
Wing Walker wrote:I am surprised that this conversation is so inspiring to people.

The fact is, no one in a game will be paying that close of attention to what the character is wearing.

But people would be commenting all the time on the new weapon and how it looks and works.

If the change was just made with out this discussion I doubt most people would even notice the gear on the back was different from in hand.
This x100

Re: Features Vs. Aesthetics

Posted: 2016-02-25 23:33
by Gen.Aladeen002
GIVE ME A ROPE UNDER MY HUEY SO I CAN FLY TANKS AROUND NOMNOMNOMNOM I miss BFV...

Re: Features Vs. Aesthetics

Posted: 2016-02-26 07:37
by LiamNL
Problem is that most vehicles in PR would not realistically be flown under a helicopter, they're simply too heavy. And ofcourse it looks like you would need to edit the game engine as that was made in the same engine as battlefield 1942 (only updated) and BF2 runs on a different engine.

Re: Features Vs. Aesthetics

Posted: 2016-02-28 03:03
by X-Alt
You can do an airlift script from the Georgian Mod, who cares since nobody plays it anyways? Chinook and Super Frelons could be allowed to do it, no?

Re: Features Vs. Aesthetics

Posted: 2016-03-01 04:02
by beefstake2
I don't get it, why does adding more work will help than finishing the presently unfinished work?

Re: Features Vs. Aesthetics

Posted: 2016-03-06 12:05
by Mongolian_dude
Features always.
Immersion through visual and audio is fantastic, but ultimately I'm more immersed when I feel that the scenarios I find myself in, and the tactical and equipment options available to me to approach those situations, are as complex and varied as the real world.

It sucks to bombed out but know deep down "In real life, a force like this in a place like this would have tons of AAA..."

Re: Features Vs. Aesthetics

Posted: 2016-03-13 13:16
by Zan
I voted for features, but keep in mind that there will be a lot of people to ***** about place holding, and in the end it might affect the image of the game..