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Project Reality and it's target player base.
Posted: 2008-10-02 14:22
by M.Warren
I found myself to have put the Project Reality experience down for the past month or so. Mostly because of certain approaches on gameplay and the fact that I just needed a rest. But on the other hand, something more subtle has come to view in my little vacation to reflect upon what has taking place.
This brings up a question of a serious matter.
Of course we all know that Project Reality is about "Realism" and "Teamwork", that is a given... But I want to know truely is what player base is it really being aimed at anymore? As time goes on, things get worked on, refined and revised. This usually results in more rules and details being placed upon combat in an attempt to 'eliminate' or 'encourge' a certain player category.
But what are we working to? Is this modification really being aimed at the common community player? Or has it evolved from an open player base to more of a reclusive modification orientated around clans such as [TF-21]?
I'll admit that I'm a teamwork orientated person, but at the same time the gameplay has become so demanding that I cannot teach everything a common player must know in order to survive efficiently. It takes atleast a month or more to begin teaching soldiers how to use tactics for survival. Things such as fireteams, kill zones, cover fire, flanking manuvers, suppression, etc.
From a public day-to-day basis, myself and a handful of other players who are veterans to PR take the initiative to lead five other people in a squad we've never even met before. How could we possibly teach them what they need to know within 2-3 minutes prior to starting a round?
Although I admire a clan's generally experienced and skilled teamwork player base... But it's clear that at the same time they could possibly care less about what anyone outside of thier squad is doing. It's a cold hard fact, but it's true and that is just the way it is. I've seen it happen on more than one occasion. This even applies to some PR developers which will remained unnamed. Situations where there are locked squads that have even been just two people from the same clan doing thier own little task simply because thier other clan-buddies aren't around.
It's pretty obvious that if anyone trains together, they will succeed together. This is an aspect that is impossible to accomplish while playing in a public senario on a day-to-day basis.
For me, I'd like to consider myself a representative for enthusiastic and responsible casual gamers. Everytime I played with a squad of people I attempt to teach my squad members something. From new comers to seasoned players. Unless you're being an outright fool, you won't be kicked from my squad. I cannot say the same for other clan-based players who would much rather not even be in the same room as another human being outside of thier little flock. Take note that I am not pointing out any particular clan, however if you find yourself meeting the previously mentioned criteria... Then you know who you are.
And so the question remains... Is Project Reality being slowly and most subtlety custom tailored to clan-based reality combat where common players end up as cannon fodder? Or is it going to serve and provide a realistic experience to even a casual player, but still encourage the positive highlights of clan-based teamwork?
I personally would like to hear the developers opinion or approach on how PR's future is. For me, it seems as if Project Reality is trying to slowly squeeze out certain common players in order to achieve a form of tactically immaculate gameplay.
Re: Project Reality and it's target player base.
Posted: 2008-10-02 14:43
by Rhino
I think you have some valid points, IMO I agree with you, the older versions where more aimed at the casual player where the newer versions have moved slowly towards more towards the "hard core group" of players that like to play with each other, not going to say "clan" because I dont believe that PR is that clan originated as in the way of having competitive clan matches etc which is what clan base play is more about and something I would like to see more of thou with PR requiring really 64 players in a server to get the most out of it there isn't that much chance.
I would like to see PR shifted a little bit more towards the causal player thou I still believe that the casual players can still have very good games in the current new releases, thou I agree, its harder than the previous versions.
Re: Project Reality and it's target player base.
Posted: 2008-10-02 14:49
by Rudd
in iGi we try to get out of our 'Clan' squads and do as we say "Share the love"
I remember once we had an entire team with 100% iGi squad leaders with an iGi commander back in 0.7 and it owned so hard
But I agree that its harder for new players, but there are some good ideas to make it easier, like a nice chap on the forums (sorry I can't remember ur name mate) is putting together some tut videos to be presented on in a friendly flash format, which helps loads I think.
I always thought that if it could be done, PRSP should be advertised more, since this allow players to be in a comfort zone of you vs bots to learn the basic game mechanics
Re: Project Reality and it's target player base.
Posted: 2008-10-02 14:52
by Harrod200
Gameplay-wise, .75 was IMO spot on; it had the unique modes, well balanced sides (asymettry ftw) and you valued your life more. If I could take the new maps, vehicles and weapons from .8 and put them into .75 mechanics, I would be very, very happy.
Right now it's silly little things like collaborators and high deviation that ruin it on the whole, as well as the standardisation of Militia and Ins.
Re: Project Reality and it's target player base.
Posted: 2008-10-02 14:53
by daranz
If PR was aimed at clans/competitive play, it would have a whole lot less teamwork-enforcing features. These are there for the average player in a pub, in an uncontrolled environment where lonewolf sniperwhores are a possibility, and everyone doesn't automatically know what their role should be. On top of that, PR caters towards large servers with lots of players. Most competitive gaming out there involves way less than 64 players.
Personally, I don't really believe that making the game more difficult/complicated makes it less suitable for the non-clanned players. Being in a clan does not mean you automatically know the game better, and vice-versa. Yes, clans probably get a lot more practice, but that doesn't mean they are the only ones that are gonna figure out how to play the game in the end.
In fact, I find PR to be very well suited for non-clan gameplay, when compared with other, similar games. The SL role, as commonly employed in PR, is rather unique; in most other games, you don't ever follow strangers' orders, and if there is someone dictating the tactics for the time being, it's usually done internally in a clan. It's a feature of both the game and the community, really, and I don't see it changing soon.
As to clans liking to play with themselves, and not others, it's another common trait of clans. It happens in every game. You experience it more in PR because of how central teamwork is to PR. However, clans are generally used to playing with each other, and tend to prefer to do so (after all, this is the reason people create clans and other clan-like entities).
I've never played PR with a clan, and yet I feel like I can count on teamwork and fun experiences when playing with most of the PR community, regardless of their affiliations.
Re: Project Reality and it's target player base.
Posted: 2008-10-02 15:09
by bosco_
ArmA - players.

Re: Project Reality and it's target player base.
Posted: 2008-10-02 15:11
by Pariel
PR is the only game I come into specifically seeking a squad that will work together, because that's the only way I enjoy it.
I think that's a good thing, and if it drives some people away, so be it. I really like .8, I think it's upped the realism factor way up in a lot of ways (specifically, firefights take a lot longer. It's silly for a squad to wipe another one out from 200m in 30 secs, which was par for the course in previous versions of PR), but I also agree that it rewards clan-play more.
Re: Project Reality and it's target player base.
Posted: 2008-10-02 15:58
by Smegburt_funkledink
M.Warren wrote:it seems as if Project Reality is trying to slowly squeeze out certain common players in order to achieve a form of tactically immaculate gameplay.
Common players that used to annoy me in vBF2, bunny hoppers, stat padding medics, support playing nade spammers etc... People that play BF for these reasons have been eliminated, that's what I'm here for and I'm not in a clan.
My tactics are not immaculate but I'm working on it...

Re: Project Reality and it's target player base.
Posted: 2008-10-02 16:33
by SuperTimo
i like the reasonably realistic jet stuff.
no were else can i (without blowing up my computer)shoot at air targets yet also get feedback from ground troops and targets from then.
i also like infantry cordination and armour stuff.
i dont think that pr is being tailored to clans, yes its more diffiuclt for new commers but its still can be grasped after playing a couple of hours.
Re: Project Reality and it's target player base.
Posted: 2008-10-02 16:42
by Hauler
Right now since the mod is so new we are seeing hackers, exploiters, and people who aren't good teamplayers. I haven't been playing all that much cause there are just tards out there right now. I'm sure in a month or two time it will be much better to play with people who actually do a good job working together. I would like to see insurgents get a better medic option. That bleed effect sucks when you can't do anything about it. Maybe give them a couple extra quick fix medic bags. Or maybe make a house that can be used for healing a player. Kind of like a safe house.
I feel .8 is great but it does need a little work in some areas to become legendary.
Re: Project Reality and it's target player base.
Posted: 2008-10-02 18:29
by Drav
I dunno, I'm not in a clan and I still get some very good games with ppl I've never met before. This evening we had gunship and spotters working awesomely on muttrah and this was totally out of the blue.....
I think ppl need to play with randoms more rather than join up only with their friends. I see the iGi and T+T guys doing this a lot, as well as the TB guys.
Once ppl have played with some good players a bit they will see PRs best bits. With a random noob squad they will only see the bad bits.
I for one have a MUCH better time in 0.8 than 0.6
Re: Project Reality and it's target player base.
Posted: 2008-10-02 19:12
by Masaq
I forget where the exact quote is, but it's out there, and from Eggman I believe...
...PR is aimed at being the kind of game that the Devs want to play.
If other people want to play with them that's great, but it's not aimed specifically at a certain type of player other than being how the Dev team want it.
Re: Project Reality and it's target player base.
Posted: 2008-10-02 19:29
by Alex6714
I am inclined to agree, I love all the new models, maps etc in PR but I do think it has gone a little to far towards the ARMA side of things and is a little bit demanding on your team. Kind of trying to be arma but with the wrong engine. Anyway, the future is bright, the future is orange! Or maybe blue as it may be.

Re: Project Reality and it's target player base.
Posted: 2008-10-02 19:32
by Zimmer
I like everything except the deviation if it was less noticeable on shorter distances (0-20m) PR would be the win.
Re: Project Reality and it's target player base.
Posted: 2008-10-02 19:36
by Tartantyco
-Judging from the last six or seven squads I've lead I'd say that the pubbies are more than content with 0.8 and it's gameplay. Every round I get feedback from the players about the level of teamwork, no one whining about something being difficult or complicated, and I've had three newbies(First or second time playing) in my squad lately with no issues getting into the game. I don't mess around with anything too complicated, and if I do then I explain it to them, and I've only had one "bad apple" in two weeks.
Re: Project Reality and it's target player base.
Posted: 2008-10-02 22:22
by shifty66
All i know is all the previous versions of PR i downloaded i would stop playing after a little while for some unknown reason.
This version though i have been playing as much as i can and i still love it....i guess its the one that has really got me hooked and i cant explain why

Re: Project Reality and it's target player base.
Posted: 2008-10-02 22:25
by vishuddaxxx
I love especially the deviation...
Re: Project Reality and it's target player base.
Posted: 2008-10-03 06:55
by cyberzomby
[R-CON]Mescaldrav wrote:I dunno, I'm not in a clan and I still get some very good games with ppl I've never met before. This evening we had gunship and spotters working awesomely on muttrah and this was totally out of the blue.....
I think ppl need to play with randoms more rather than join up only with their friends. I see the iGi and T+T guys doing this a lot, as well as the TB guys.
Once ppl have played with some good players a bit they will see PRs best bits. With a random noob squad they will only see the bad bits.
I for one have a MUCH better time in 0.8 than 0.6
+1 for me! Im bummed out that my internet provider takes this long to switch my internet over to my new place! Ive been missing some good quality PR action! Im not in a clan, I play at the TG and T&T servers and almost every game is as good as the next. With pubbie's! Now Im starting to see some common names in the game and I know some people who are good. But most of the times Im playing with unknown people and its just as good as some of the better players out there. I agree that the more rules a game has, scares of some players. But this means that the ones who decide to try it out are probably of the mindset we want in this game!
Re: Project Reality and it's target player base.
Posted: 2008-10-03 07:18
by hx.bjoffe
I've stated before that i personally would never have gotten into PR if i hadn't gotten into it at an earlier state, 0.8 wouldn't be for me.
It might not be the easiest for the new guys, but each new version brings in alot more new players then the previous so somethings gotto be working.
I don't feel a responsibility to 'train' newbs every time i play, playing with people i know is why i still play this game. Yet i find the avarage 0.8-newb who played a few rounds and comes back for more has in general a much broader mind and learns faster then the 0.<8-newb.
Re: Project Reality and it's target player base.
Posted: 2008-10-03 09:55
by Nitneuc
I just love the way PR evolves.
Yes this isn't really newb-friendly but there are plenty of mods/games easier to handle while PR is just one of a kind. So please don't move back closer to previous versions gameplay.
Everyone can still learn how to play properly by simply RTFM and practicing a little, even without clannies (Just had some great rounds on TG with random pubbies and I'm clearly not fluent in english).
+ It seems that the average level of players increases after each version (who saw a Muttrah.v1-like choopers wasting fest in 0.8 ? :mrgreen

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