Re: Is PR really a reality mod?
Posted: 2010-03-02 07:59
I would love a Canada vs USA map set in down town manhatan.
As stated by others in this topic, PR's focus is on realistic weapons and realistic tactics (ie, gameplay).UberWazuSoldier wrote:I guess PR's focus is on realistic teamplay rather than realistic storylines. In an ideal world it would be both of them, but when the mapper's made up his mind, it's hard to get him to back down.
I guess it's just that as PR has progressed, it's fanned out from the US vs. PLA and MEC to being pretty much every single country in the world fighting each other - and that's not too realistic (even if the gameplay is a good representation of modern combat)
I only saw that video a few days ago because it was posted on our forums suggesting we should deploy stuff in the same way you guys do which isn't going to happen for reasons I've explained in that topic already but deployable TOWs we have had planned for a very long time, has been suggested constantly and the main reason we didn't do it in the past was because we didn't think the mod was ready for them and they where possibly too powerful (which many ppl think they are now they are in). If you guys want to go into "who copied whos idea" ****, you guys obviously copied our "deployable" idea since we where the first mod to do it, a very, very long time ago....Vepr wrote:Both actually, i have been noticing some similarities between PR and GC. When GC started it was completely unique and had nothing that PR had. Now GC is being upgraded time to time and we release a video on spawning stuff. As you may recall "[tutorial] Georgian Conflict creating a firebase" When .9 (2 releases after that was introduced to GC) i noticed the Anti tank rocket launcher, almost the same idea as we had.
My question is, and i am speaking for all the smaller mods, Why is PR taking ideas from smaller mods?
So you came over to our forums to claim that we are now stealing away players from your mod? Your mod is very late into the game on BF2 modding and its tough to get any mod to have players playing it let alone when you guys "copy" the realism mod "idea" of an existing mod (us)...UberWazuSoldier wrote:That's exactly the thing. Mod of the Year is based on popularity, so by its nature it links quality with quantity. PR is a fantastic mod, but it really does monopolise due to the feedback effect of its initial popularity. Two mods can do the same thing, but PR's will be seen as the original and better. That's what this thread is about to me at least.
Who's going to care about a little conflict in Georgia when the whole world is at war in PR? Yes it's life, but it's not really fair. Just be a little kinder to the little mods before you overshadow them.
No the reason why players dont play other BF2 mods is because of the way BF2 is setup with ranked servers etc. Why do you think no one these days plays POE2, USI, Battleships, BF Pirates and 100s of other grate mods out there that all offer something unique and all of what I mentioned very different to PR and its not because there quality is bad or they aint fun, its because the BF2 player would rather play on a vBF2 ranked server to unlock his next unlock than play a mod, fact. We had to work so damn hard in the early days of PR to get anyone to play our mod and the only reason why the players we got to play it have stuck with PR is because it offers something totally different from any other mod or game out there. If your mod is going to get any players your going to have to offer something totally different that will attract and keep the players playing and its going to need to be more than just a deployable AT, air lifting and stuff like that in order to do so.UberWazuSoldier wrote:"Hogging" means that so many people play PR that it's now past the critical mass whereby it is actually physically impossible for you to be anything less than most popular. The word of mouth has so many people coming in that it is actually sucking dry mods around you. I know that's not your fault, and congratulations for getting in early and lasting the distance, but just know that we're painfully aware of how hard it is to maintain an orbit around the sun of BF2 modding with the Jupiter of PR drawing in all the asteroids of players.
You would be surprised at how many mods the guys over at moddb play in fact. They try pretty much every mod they can on there release.UberWazuSoldier wrote:And hell yes Editor's Choice is based on popularity. You think the editor has the time to play every mod? Get real.
Wow grate idea vepr we never thought of a nuke just like we never though of deployable AT and things like that. We better steal that idea and make it quickly before you guys can so we can claim ownership!!!Vepr wrote:So basically pr is a bunch of ideas grouped together?
Well what if they added a nuke? i'm sure that is insane but some one has to say NO! to that.
its not a matter of 'make a US map'Vepr wrote:
But i am hoping i get to see some maps fought on US soil, if the setting is that fictional.
KingOfCamelot who was a Project Reality developer until he "retired" many years ago was the first who invented the entire getting python to spawn objects etc and its what sandbox, our deployable system etc was all based on and it all came from us I can tell you that for a fact. We also had our deployables ingame (I think v0.5?) etc before the first version of sandbox was releasedUberWazuSoldier wrote:Actually we didn't "steal" your deployable idea, I used to play Sandbox - so I assumed PR had been inspired by that, I don't know which had deployable objects first - and it really doesn't matter at all.
Wouldn't it be more offensive if there were Ukraine forces, and they were OPFOR in your own country? Just like Chinese forces, Russian forces, in practically every game ever made?Vepr wrote:Future? are you blind? What does Ukraine have to do with it?
How can you predict the future?
Most of all, where are you coming up with this nonscense?
Just to touch on the 'luck' part... Perhaps it does play a role, but I would say marketing and POIs play a far greater role in a mod's success. PR attracted/attracts a specific type of player, and these players don't get similar gameplay from any other game in the market, past or present (OFP comes close but not quite) and thus the following is extremely loyal. Of course each release brings a slew of BF2 players over to give it a try, but 6 months down the track it's generally the old populace again + maybe 10% new players who have stuck on. You've mentioned expanding your mod's horizons, and I think that'll be the turning point in terms of player attraction. Again I can't talk for the dev team but I would love to see someone of high quality work and commitment working alongside the devs of PR to achieve something even more spectacular!UberWazuSoldier wrote: I respect you hugely, but it really is crushing to turn down parties so I can finish up a zombie or ninja or helicopter, but get no outside acknowledgement and be bombarded with unanswerable questions about why I wasn't there. I know you didn't mean to cause offense, but nobody should get too self-congratulatory about their achievements - luck is a factor, and it is not on my side.
I have no problem with you guys as long as your not claiming we steal anything which I've seen posted in a bunch of different places.UberWazuSoldier wrote:@Rhino - Here's hoping we'll still be friends eh? I do disagree with the idea of "hard work and offering something different = success". For years I've been working on mods, and and reject your idea of them being same-ish. This last year-and-a-bit I've been working on multiple mods, I don't even have time to play any rounds with my clan or visit my friends' houses. I am in 4 mod teams, 3 of them are 3 persons or less (2 are 2-person). When I'm not modding for one of those, I'm crawling bfeditor.org, so don't get me started on hard work, that's like saying E=MC and forgetting the squared - it's not just hard work and new ideas. I've had BF2 for 4.5 years, and for 3 years I was a Private First Class; that's how little free time I have. I know you didn't mean it, but that's twisting the dagger a bit - Why do I even bother with all of this? No sir, I couldn't disagree with you any more. I respect you hugely, but it really is crushing to turn down parties so I can finish up a zombie or ninja or helicopter, but get no outside acknowledgement and be bombarded with unanswerable questions about why I wasn't there. I know you didn't mean to cause offense, but nobody should get too self-congratulatory about their achievements - luck is a factor, and it is not on my side.
Pardon me? Are you trying to lose an argument?I'll take a fictional mod with realistic aspects over a Historically correct mod with unrealistic and bad gameplay any day.
Hence why I'm referring to GC as a whole and not just yourself since I've seen at least two GC devs claim we have stolen stuff from them and I dunno who is the leader of GC but you all need to say we have stolen stuff, or none of you.UberWazuSoldier wrote:@Rhino - I don't think you copied a thing. I was trying to act as a mediator until some of your fans started throwing some very low punches about our mod (and that's not just restricted to this thread - every time somebody mentions airlifting, someone mentions Georgian Conflict, and a torrent of PR devs post **** about the system I coded just because they lack the patience to do it themselves)
No all the stuff is free for use anyways but this is the main way I'm aware of but I dunno the full extent to it: King of Camelot and his host.rcon_invoke("object.create - Official BF Editor ForumsUberWazuSoldier wrote:I'd like to finish up by saying that there are 3 methods for spawning objects in-game, and GC uses a hyrbid of two of them - so you can't say we stole that either. Anyway, how can you possibly claim we "stole more than" you? We've both stolen precisely nothing, so perhaps you'd like me to dispel that idea if you could provide of list of what we've supposedly stolen.