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Salutations Fellow Realism Lovers. ;)

Posted: 2005-10-03 10:11
by The Wicked One
First and foremost, I would like to introduce myself. My name is Dave. Say Hi to Dave. "HI DAVE" Anyway . .Before you move me to another forum catagory, I am putting this thread in suggestions since that will be the majority of this post. The introduction is minor. :)

A bit of my Backround: I am in no way invovled in the Military and never have been, nor will be enlisted. I do not assume to know more than actual military personel, and if I am ignorant on a particular weapon/tactic/asset please feel free to correct/inform me. ;) The majority of my tactics/millitary/weapons knowledge either comes from my own experiments and feild runs, or from other people who know more about such things than me.* I am however, considerably versed in FPS games. I pretty much have played almost every FPS since the dawn of the genre, including modifications. (realisic or otherwise) The exception is AA, and a few others that required more than just 'install-play'. (actually there was some massive error on the AA site that prevented me from moving past Basic Training. I couldn't register.) So generally when it comes down to a realistic or semi-realistic FPS, Multiplayer or not, my friends usually come to me and ask, "Should I get it? What do you think Dave?" Lol I always stay reasonable, objective, and consider everyone's opinions.

Questions: Understandably, one must be very careful about deciding what to make realistic, and what to make fun (not to say realism can't be fun). I have played realism mods/games that are in fact, so realistic, that the majority of your average gamers simply cannot stand to play it. Be it annoying, or just unmanagable, TOO much realism can slow a game down, make players bored, or otherwise make them go "Hm, I think I'll go play *instert game here*." So my first question is, is this going to be a total, all out, ultimate realism mod? Regardless of playability/fun factor? Or are we trying to do the ballancing act?

*NOTE* I have only briefly skimmed over the suggestions section regarding other players suggestions. What I say henceforth (not just this post) might be unoriginal, yet it might pose new ideas to the team. We'll see. I shall keep this as basic as possible, regardless of the fact that I have an almost astronomical multitude of ideas and concepts that I could go into extensive detail about. This post will be long enough as it is. lol

Suggestions: While I have been a successful member of dev teams in the past (non technical), I will not sit here and TELL you what to do with your mod. I merely pose generalized suggestions. (Maybe later I'll suggest things that actually sit in game. Weapons/Vehicles/playability aspects)

Functionality: Lets face it, no mod can get off the ground and survive for long if there is little or no functionality. I am sure I don't have to explain this, but if you're going to include something in your mod, be it anything, make sure it works and works well. There is nothing worse than having something at your fingertips, that looks good, feels good, but doesn't do jack. What I mean to say is, a mod can include a myriad of things, be it weapons, vehicles, maps, etc etc. If they don't blend smoothly with the rest of the game, people will ignore it and pretend its not there. Or, on the downside, see it as a 'bad' part of the mod that should have never been included or should be reworked on the drawing board. If you're insistent on putting something in the game, don't concentrate soley on THAT particular thing. I.e. "We're going to put this weapon in. Its really fun and accurate and etc etc." While ignoring the possible scenario of, "That weapon seems to work better than all of these. Guess I'll drop this weapon and use that new one." Basically, if its going to be in the game, make sure it has a purpose and that people will need, or at least be inclinded to use/experience it. With that, I shall continue. .

Ballancing: Fucntionality is the groundwork for any mod, but once you've made things work well and have a purpose in the game, you have to consider the "ballance". I don't mean something simple-stupid like "GOD that weapon is way overpowered and it needs to be fixed." I am reffering to a rather subtle "Feel". What do I mean? Well, most modifications that have successfully survived their first or second year and still have a good populace (or if all goes well, has increased from the mod's quality/fun), usually has something that makes it unique and addicting. I cannot tell you how many modifications I have seen bite the dust from introducing something that altered the 'feel' for the game. Sometimes if a mod is going well, the dev team goes, "Oh, they think THATS good eh? We'll show them just how GOOD we can make this game." <<Famous last words. Do your absolute best to never overlook what keeps people coming back to your game. You can introduce all the new content you want, but be keenly aware of what the new content can possibly do to your game. Why do you think, just as an example, there are so many people that still play Counter-Newb 1.6 instead of Counter-Newb:Source? Functionality and ballance. Counter-Newb:Source is basically the same game, just on a different, higher quality engine. Bottom line? Physics aren't the same, weapons don't act the same, aim is slightly different, etc etc etc. Some people simply miss the feel of 1.6 in Source. (merely an example)

Environment: If its going to be a realism mod, make sure it feels realstic. And I don't mean just the weapons and vehicles. I mean, make it all realistic. Trees, buildings, shell casings, NO crosshairs (with the exception of scopes and other crosshair equipment IRL), only ironsights, fragmentation grenades that actually send fragments, not just an explosion, etc etc etc. Sometimes the client (customer/player) can get confused in a game if his gun action looks and feels real, while it doesn't have a realistic effect on the environment. I.e. "My .306 just went through that wall, but the guy behind him is perfectly fine, etc etc."

My appologies, I know I can be longwinded and detail orientated. I cut this post short. Hopefully this wasn't too much for your eyes. Please feel free to email me with questions/comments at [email protected].

I appriciate your time and consideration in reading thus far. Perhaps at a later time I'll give a minor list of in-game suggestions.

The Wicked One
Dave (aka Dave-God/Über-Com) - NS
WickedDevil - BF2

*In regards to my weapon knowledge, it is rather limited. I have only had the luxury of handling the classics like the AR15, Colt 1911, although the one I was using was a licensed Remington copy. I've used the M1 Garand (Pissed me off that the guy only had an 8 round clip and only brought four boxes of extra. I could have fired that M1 off into infinity and died happy), Several AK variants, (SKS, etc) .44 Magnum, .38 special, M1 Carbine, and some pea shooters for shits and giggles. (Pea shooters being 9mm, .22, etc.) So in a nutshell, I am just a civilian enthusiast. :grin:

Posted: 2005-10-03 10:52
by Schlumpfy
Hi Dave!

Posted: 2005-10-03 13:50
by Troels
You're my wife now, Dave.

And true that on the CS 1.6/Source thing, all my friends who play CS refuse to transfer over to source because the recoil patterns and lots of other stuff has changed. I tested it myself, and I found 1.6 to be more enjoyable(I don't own any of the versions, I've only tried them.).

Posted: 2005-10-03 14:28
by Artnez
Environment: If its going to be a realism mod, make sure it feels realstic. And I don't mean just the weapons and vehicles. I mean, make it all realistic. Trees, buildings, shell casings, NO crosshairs (with the exception of scopes and other crosshair equipment IRL), only ironsights, fragmentation grenades that actually send fragments, not just an explosion, etc etc etc. Sometimes the client (customer/player) can get confused in a game if his gun action looks and feels real, while it doesn't have a realistic effect on the environment. I.e. "My .306 just went through that wall, but the guy behind him is perfectly fine, etc etc."[/QUOTE]

You city the post short? :P I'm just pulling your leg... I have about 20 posts that length on this forum lol.

Regarding your above comment, I will make a reply that basically pertains to your entire post (mostly to the above comment though).

Because this is the year 2005, you still need to play video games with a sort of imagination. Just like the used to play those space fighter games in 1985 and pretended they were a real space ship, etc etc etc.

We still haven't reached the technilogical advancement of completely realistic game.

Thus, while making the mod, the devs should factor in:

1. Speed of computer processing power (for example, when working with explosions) and frames per second.
2. Timeframe (can't take 4 years to make a mod -- its stupid)

Looks like you're just as excited as we are.. problem seems that you are still floating in the clowds over a descent realism game (cant wait for Operation Flashpoint 2, huh?) ---- so all i can say is bring yourself down from that cloud every once in a while to take into consideration a couple things, like the ones I posted above.

That way, we can help the devs create the most realistic and fun mod possible. I'm sure alot of their ideas they have gotten from this forum.

EDIT: While scrolling up, i noticed.. lol... you introduced the introduction of yourself.

Posted: 2005-10-03 14:52
by gnwbumblino
Hi "The Wicked One"

Have you tried .02 PRMM?

In it's current build it makes BF2 something quite original - with really well balanced realism.

The sniper's alley 'thing' can get a bit tedious in some servers, but when there's a good group of people wanting to have an 'Assault on Assault' firefight it's immersive and a damn-sight better than vanilla BF2.

Hope to see you (or anyone) in a server very soon!!!!

C'mmon populate them servers soldiers!!!!!!!

Posted: 2005-10-04 04:08
by The Wicked One
Troels wrote:You're my wife now, Dave.

And true that on the CS 1.6/Source thing, all my friends who play CS refuse to transfer over to source because the recoil patterns and lots of other stuff has changed. I tested it myself, and I found 1.6 to be more enjoyable(I don't own any of the versions, I've only tried them.).
Lmfao, too bad I am married eh? :) Actually, the only real reason I own and occassionally play source is because its simply pretty. With the more advanced engine it can be enjoyable eye candy. The old HL mods just don't seem to cut it for me anymore. Methinks my graphical/functional standards have increased since UT2k4 and HL2. lol
Artnez.com wrote:Looks like you're just as excited as we are.. problem seems that you are still floating in the clowds over a descent realism game (cant wait for Operation Flashpoint 2, huh?) ---- so all i can say is bring yourself down from that cloud every once in a while to take into consideration a couple things, like the ones I posted above.
No I am fully aware of my 'imagination' and how powerful it is. I understand that at times I can go into 'fantasy' land in which my suggestions probably won't be able to be incorporated untill the technology required to enable such things is available on a consumer level. So just in case some of my suggestions are 'up in the clouds' let me know. ;)
gnwbumblino wrote: Have you tried .02 PRMM?

In it's current build it makes BF2 something quite original - with really well balanced realism.
I don't think I have, since the version I downloaded from the files page is the .1 MM I believe. Either I am blind or just lazy, but I cannot seem to find a link or download location for MM.2. Is it an internal release? Would I have to email a dev to test it? All I have seen so far on the forums is a changelist, in which it says that it is not final.

The Wicked One

Posted: 2005-10-04 07:18
by Wolfmaster
he made a mistake i think.. .02 is in testing now so i guess he means .01. ;)

Posted: 2005-10-04 08:35
by gnwbumblino
Wolfmaster wrote:he made a mistake i think.. .02 is in testing now so i guess he means .01. ;)
(not sure how to insert and embarrased blushing face on this forum, but it would be quite appropriate....... :( )

Sorry Wicked One..... I meant .01

With all this talk about .02 I'm getting confused!!!!!!


Just curious.... does ANYONE actually play PRMM - or just talk about it????
I frequently check the servers & sometimes sit in one on my own to attract more players. (insert frustrated face emoticon) to no avail.

Get in those servers, soldiers!

Posted: 2005-10-04 17:20
by The Wicked One
Ah don't worry about it.

Actually, I seem to enjoy the .1 even though it is just a mini-mod. I am very anxious to see what they do in .2 and beyond.

Couple minor qualms though: I understand running speed is decreased to represent the weight of the soldiers loadout, but I wonder why the Sniper or Special Forces class has been decreased as it has. Considering most types of soldiers that would fall into the recon/specialist class don't walk into battle with 150lbs on their back, I am just curious as to if the speed handicap on the 'light' classes will remain in effect.

Secondly, if I am correct you guys tweaked the Tank turret rotation speed. Was this to mimic reality? Merely curious. No qualms just wondering. ;)

Thirdly, It can be a little irritating to not know how many rounds you have left in your clip. I understand that in battle you're not going to eject your mag to count how many rounds you have remaining, but considering most classes seem to have a very minimal mag loadout, I was wondering if there was a method of at least assuming, and not having to count rounds in your head. lol The issue with this is a combination of just low mag count, and the ROF of some of the weapons. Also on mounted weapons, it would be helpful to know what ammo capacity we have. It is generally easier to see how many rounds are remaining if sitting next to your chamber you've got an open box of ammo, belt fed mind you. Considering most modern tank/apc/aircraft/helicopter/electronic vehicles have some method of knowing what their ammo count is, via a simple readout, I don't see how that would be a non-realistic addition to the heavier vehicles.

Finally, I believe that the weapons currently in .1 are a touch TOO accurate. No, I am fully aware that they are very realistic, but considering the BF2 engine has a draw issue, in the sense that past a certain point your horizon or view of the land dissapears completely, perhaps tone down very slightly on distance accuracy? Or, if you guys can manage it, try to find a way to remove that draw limitation. That would be fantastic. :) Otherwise I believe the only advantage to being a sniper is to have a scope, not nescessarily to have any increased accuracy since most everyone has the same level of accuracy you do. ;)

Anywho, I am tired and off to bed. You guys have fun.

The Wicked One

Posted: 2005-10-04 18:11
by Artnez
The Wicked One wrote:Otherwise I believe the only advantage to being a sniper is to have a scope, not nescessarily to have any increased accuracy since most everyone has the same level of accuracy you do. ;)
I agree with this.

Although the "sniper" discussion has been going on for a while. It is my opinion that they should remove the sniper entirely and replace it with designated marksman.

Snipers usually operate at long distances and have a priority target. They wouldn't carry a rifle such as an SVD.

The only real reason for them to keep the sniper in-game is if they find a way for a sniper to "prioritize" his targets.