A few suggestions...
Posted: 2009-05-06 20:17
I was brought to project reality by my cousin, who found it on ModDB. We both have a long history of FPS gaming, and we're generally pretty good players, so, the promise of more realism was appealing.
This is the ultimate mod, so far, but a few small issues stick out.
1) CQB. The close quarters portion of the game seems lacking. Firing from the hip is much more difficult than it is in real life. I'm not sure how to improve this without some kind of cross-hair, but it should be looked into. It is exceedingly easy for someone to run into a room while someone is guarding the door, jook behind or beside them, and start spraying bullets, and actually meet with some modicum of success based on the random "spray" of bullets the defender would likely issue... I dunno, maybe I'm just not practiced enough in PR yet to be able to adequately defend a doorway......
In short, I've played a ton of FPS games, and the close-quarters portion of PR seems a bit lacking, even when compared against America's Army, which also doesn't have a crosshair from the hip.
2) Map size vs. Number of Vehicles... More troop transports, or faster spawning troop transports could greatly help matches from devolving into one-sided massacres so easily. Not every map has this problem, so I understand that finding a solid solution is a bit tricky, but, Operation Barracuda comes to mind. The majority of the Chinese army on that map will be walking great distances, especially if the other team is good enough to take out their rally points and firebases quickly. This is so frustrating that I've often had squad mates, and I myself have, on a few occasions, simply disconnected after being killed and finding that my spawn had been overrun and I didn't really have the 10 minutes to waste getting back to the front line. I've seen others complain about this, as well.
3) The location of the player is not very evident on the map. A small directional indicator that we could see turning a bit as we moved on our dot would be plenty. I understand that "realism" would not have me knowing my precise geo-aligned heading, but, seeing as how I don't have a mini-map at all times on foot (this is a good thing), it would be nice to have a stronger indicator of which of the little green dots I am... the original "field of view" indicator may have been heavy-handed, but some indication would help squad cohesion a bit and I think actually be "more" realistic than just a compass. Real life doesn't have lag, respawning, and various other video-game induced challenges that throw off a person from knowing his approximate location.
4) Directional hit indicator... I don't understand really why this was removed. Does not one at least know the approximate 90 degree angle from which a bullet hit him once he is shot? In real life, bullet-holes are very telling, even on objects examined well after bullet impact. If I hear bullets spraying the next room over, I can walk in and, with a glance, determine through which window/opening they came, and thus derive the approximate location of my enemy. I don't expect project reality to be able to allow this kind of quick sleuth-work, but, I would think that a bullet that literally hit my body armor or went through my leg would at least give away something about the location of my enemy beyond "he can see me from somewhere in a 360 circle."
Anyway, I love this game. It has replaced all of my other FPS games, so please don't take these few suggestions as strong criticisms of the game. I gave it a shining review on my blog, which gets about 100 visitors per day (http://www.judgex.com/), and, I very rarely give fully positive reviews of anything (digg it if you like it, btw, the more people that see it the more people that might try PR with us).
I understand there are reasons NOT to do any of the things I've suggested, but, in trying to be "too" realistic, it's very possible to go beyond the point of realism where the game is no longer enjoyable because the interface, display, and sound mechanisms that we interface with are less than optimal...
This is the ultimate mod, so far, but a few small issues stick out.
1) CQB. The close quarters portion of the game seems lacking. Firing from the hip is much more difficult than it is in real life. I'm not sure how to improve this without some kind of cross-hair, but it should be looked into. It is exceedingly easy for someone to run into a room while someone is guarding the door, jook behind or beside them, and start spraying bullets, and actually meet with some modicum of success based on the random "spray" of bullets the defender would likely issue... I dunno, maybe I'm just not practiced enough in PR yet to be able to adequately defend a doorway......
In short, I've played a ton of FPS games, and the close-quarters portion of PR seems a bit lacking, even when compared against America's Army, which also doesn't have a crosshair from the hip.
2) Map size vs. Number of Vehicles... More troop transports, or faster spawning troop transports could greatly help matches from devolving into one-sided massacres so easily. Not every map has this problem, so I understand that finding a solid solution is a bit tricky, but, Operation Barracuda comes to mind. The majority of the Chinese army on that map will be walking great distances, especially if the other team is good enough to take out their rally points and firebases quickly. This is so frustrating that I've often had squad mates, and I myself have, on a few occasions, simply disconnected after being killed and finding that my spawn had been overrun and I didn't really have the 10 minutes to waste getting back to the front line. I've seen others complain about this, as well.
3) The location of the player is not very evident on the map. A small directional indicator that we could see turning a bit as we moved on our dot would be plenty. I understand that "realism" would not have me knowing my precise geo-aligned heading, but, seeing as how I don't have a mini-map at all times on foot (this is a good thing), it would be nice to have a stronger indicator of which of the little green dots I am... the original "field of view" indicator may have been heavy-handed, but some indication would help squad cohesion a bit and I think actually be "more" realistic than just a compass. Real life doesn't have lag, respawning, and various other video-game induced challenges that throw off a person from knowing his approximate location.
4) Directional hit indicator... I don't understand really why this was removed. Does not one at least know the approximate 90 degree angle from which a bullet hit him once he is shot? In real life, bullet-holes are very telling, even on objects examined well after bullet impact. If I hear bullets spraying the next room over, I can walk in and, with a glance, determine through which window/opening they came, and thus derive the approximate location of my enemy. I don't expect project reality to be able to allow this kind of quick sleuth-work, but, I would think that a bullet that literally hit my body armor or went through my leg would at least give away something about the location of my enemy beyond "he can see me from somewhere in a 360 circle."
Anyway, I love this game. It has replaced all of my other FPS games, so please don't take these few suggestions as strong criticisms of the game. I gave it a shining review on my blog, which gets about 100 visitors per day (http://www.judgex.com/), and, I very rarely give fully positive reviews of anything (digg it if you like it, btw, the more people that see it the more people that might try PR with us).
I understand there are reasons NOT to do any of the things I've suggested, but, in trying to be "too" realistic, it's very possible to go beyond the point of realism where the game is no longer enjoyable because the interface, display, and sound mechanisms that we interface with are less than optimal...