PR:ARMA 2 - Highlights Reel #5

Project Reality announcements and development highlights.
Incognito84
Posts: 473
Joined: 2009-03-10 02:55

Re: PR:ArmA2 - Highlights Reel #5

Post by Incognito84 »

It comes out in July. There goes the second half of my summer... :)
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: PR:ArmA2 - Highlights Reel #5

Post by =Romagnolo= »

releasing in july ?

My reaction:

[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: PR:ArmA2 - Highlights Reel #5

Post by temexter »

I just <3 this :shock:

I wonder if there's any plans for PR:ArmaII community factions.

P.S. Anyone having a time machine 4 sale
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Zulnex
Posts: 622
Joined: 2009-03-23 22:12

Re: PR:ArmA2 - Highlights Reel #5

Post by Zulnex »

Fantastic highlights as always. 8) Looking forward to the release very much.
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williejones
Posts: 72
Joined: 2008-04-01 15:11

Re: PR:ArmA2 - Highlights Reel #5

Post by williejones »

in the words of charlie sheen, EPIC WINNING!
Mellanbror
Posts: 320
Joined: 2009-09-05 10:56

Re: PR:ArmA2 - Highlights Reel #5

Post by Mellanbror »

Fantastic! Can't wait. It all looks so damn good =)
DeanosBeano
Posts: 1686
Joined: 2009-09-06 10:24

Re: PR:ArmA2 - Highlights Reel #5

Post by DeanosBeano »

Perhaps we can see a few pics without blur in near future ???
well i cant seeing there being many between now and the Release but there are maybe 100 or more in the past that you can see ;)

feel free to browse here

https://www.realitymod.com/forum/f440-pr-arma2-general-discussion/88667-pr-arma2-online-album.html
"There is a forgotten, nay almost forbidden word, which means more to me than any other.
That word is ENGLAND."
Im2limp4urMom
Posts: 68
Joined: 2011-03-14 21:11

Re: PR:ArmA2 - Highlights Reel #5

Post by Im2limp4urMom »

this is more than I expected!
Fuzzy McDoodle
Posts: 63
Joined: 2009-05-17 03:18

Re: PR:ArmA2 - Highlights Reel #5

Post by Fuzzy McDoodle »

Nice screenies...
Jaydee9175
Posts: 11
Joined: 2009-05-31 13:38

Re: PR:ArmA2 - Highlights Reel #5

Post by Jaydee9175 »

Looking good...very good.
Atkinson
Posts: 357
Joined: 2011-02-10 21:02

Re: PR:ArmA2 - Highlights Reel #5

Post by Atkinson »

Darn, i was hoping to spend July at beach playing volleyball... damn u! :D \0/
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: PR:ArmA2 - Highlights Reel #5

Post by sharpie »

****, i still need OA...next on my wish list.

Can't wait to rock this game on all low, it will still be sexy.


I <3 DEVs
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

[DM]P*Funk: its like a funk guitar seminar up in that *****

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RinWarZip: Your butthurt is like cold september morning by the seashore for me. Refreshing. Pepper mint.

ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: PR:ArmA2 - Highlights Reel #5

Post by ShockUnitBlack »

The interface and models both look good, but something's nagging at me.

I'm honestly surprised you guys didn't decide to go for a killing blow against the BAF DLC by releasing either the Challenger, Scimitar, or Mastiff in .1. Currently, you're offering a fairly similar dose of content, at least in terms of new units, as the BAF expansion and yet you could easily offer more by throwing in any one of the aforementioned vehicles. If you guys want to get people to download the mod, particularly BAF DLC owners, you're going to need to offer more content than Bohemia's quasi-expansion.

Obviously, you're offering multiplayer gameplay improvements and the PR-made Panther, Apache, and MAN vehicles. The problem here is gameplay improvements aren't necessarily as tangible as vehicles and weapons and thus are less likely to draw in players outside of PR's existing playerbase to the mod. In addition, the Panther and MAN, aren't, despite being incredibly well-made, huge draws for the mod - truth is people who are thinking about downloading PR aren't going to be all that excited about a truck - stuff like attack helos and tanks are bigger carrots for potential downloaders. The Apache, while better made than BI's, is still a replacement for an asset already in the game rather than a completely new asset and is thus less of a draw than, for example, a new CR2.

I'd like to point out I'm not trying to be pessimistic or critical here, rather I'm trying to offer feedback from the perspective of the businessman in what I think is a genuine tactical blunder by you guys. Again, having a big, tangible centerpiece not offered by Bohemia's DLC - like a CR2, Scimitar, or Mastiff - would be a great poster-boy for the mod while also more than swaying those caught between downloading the BAF DLC or downloading PR towards your work rather than BI's.
"I Want To Spend The Rest Of My Life With You Tonight."
RomeoDelta
Posts: 30
Joined: 2008-11-16 03:46

Re: PR:ArmA2 - Highlights Reel #5

Post by RomeoDelta »

I would argue that people who are just enticed by vehicles that are already available in the BAF DLC, and decide not to download the mod just because those vehicles aren't in the mod yet, are not the kind of people I would want to play PR with. Honestly I rather play with people who can appreciate good gameplay instead of cool toys that they can already play with in a different sandbox.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: PR:ArmA2 - Highlights Reel #5

Post by Psyrus »

Totally agree romeodelta, the draw of the mod should be the fantastic pvp experience being offered imo.... People looking for new shiny toys (generally speaking) wouldn't necessarily be particularly interested in the teamwork manta of pr.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: PR:ArmA2 - Highlights Reel #5

Post by doop-de-doo »

Congrats, DEVS. Keep on pushing the envelope!!!

:evil: B4TM4N :evil:
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: PR:ArmA2 - Highlights Reel #5

Post by Snazz »

The Apache is listed as a retexture, not a new model. AFAIK the Challenger 2 is not used in Afghanistan so it wouldn't be authentic for the current scenario.

Whilst gameplay isn't as tangible as content is when promoting the mod, hopefully people realize it's merely an initial barebone release and more will follow. Ongoing updates are a fundamental difference between DLC and mods.

Also consider that PR started out as a modest gameplay minimod for BF2. Amongst a crowd of content-heavy mods (eg. POE2, USI, FH2, EOD2, DCon, AIX), as well as 2 booster packs and an expansion.
UK_Force
Retired PR Developer
Posts: 10823
Joined: 2005-04-07 12:00

Re: PR:ArmA2 - Highlights Reel #5

Post by UK_Force »

Snazz wrote:Also consider that PR started out as a modest gameplay minimod for BF2. Amongst a crowd of content-heavy mods (eg. POE2, USI, FH2, EOD2, DCon, AIX), as well as 2 booster packs and an expansion.
Indeed and look who is still in the mix in the BF2 scene ?

I understand the points made by adding a "poster-boy" asset or two - and indeed I did toy with the idea initially, however as has been said this is v0.1, and is being released to draw in players who want to experience the Gameplay and start to form a PR: ArmA2 Community.

As time progress's more content will be added as you all know - however we need to establish the gameplay and build a decent player base for PvP, otherwise we willl be drawn into the ArmA2 scene of simply creating "cool addons" for people to use for SP ......... something PR is NOT about at all.

Assets are created in Project Reality to assist in its gameplay and enhance it, not created and then "squeezed" into the gameplay to make it work - thats how we have always developed over the years, and its also how Mod teams fail sometimes, by throwing loads of cool stuff in with no forethought or planning.



This approach ensures people download PR for its gameplay, and not for its assets only.



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