Deviation needs to be revisited.
Posted: 2010-01-07 03:46
As a person who has been playing and analyzing PR for about 3-4 months now, and I think we need to revisit one of the very basics of PR: deviation.
As I played PR, I have begun to notice a type of gameplay that seems to be encouraged that I really have never seen before.
To me, it seems like a system in which firefights are drawn out and killing, which is, in both reality and this game, made a secondary point. This is strange to me because most of the tickets we get are from killing. In essence, we seem to just be taking fire and returning fire until luck means that we get killed.
Deviation is the center of this.
With the deviation of all builds, starting from .8 to .87, deviation has been taken to what I consider astronomical levels. No mod nor game has ever had deviation taken to levels like these.
So I started digging. I used the search button to find all threads related to deviation, and it's taken quite a while to really get to the bottom of where the trend of being in favor of heavy deviation and long scope-in times came to be.
After lots of digging and asking, I found two threads that I will henceforth refer to as ground zero, where everything started.
If you would want to know, the two threads of importance that are being discussed here would be here: https://www.realitymod.com/forum/f388-c ... n-wip.html
and here: https://www.realitymod.com/forum/f388-c ... s-wip.html
So allow me to do examination of this, if you would prefer me to do so. If you do not wish to read on, then you should stop here. If you don't want to read the in-depth version, skip to the bottom, where I will include a fast summary of the points.
It seems to me, a person who is relatively seasoned with Project Reality and Combined Arms, that deviation in Project Reality contains flaws, which generally make it's representation of marksmanship in reality unrealistic.
Many forum members, many highly regarded in this community, say it is not so, but in truth, marksmanship is not like this. In reality, you shoot where you aim, even when walking. Shooting is not as complicated as some say it to be. In reality, although it is true that your heartbeat, breathing, natural wobble, and sway all affect your accuracy. However, it is definitely not to the extent that is depicted in Project Reality.
If you are a dedicated infantryman, then you can say that you can shoot minute-of-badguy out to at least 300 yards. US Marines train to hit targets at 500 yards with standard iron sights in the M16, so accuracy is not an issue.
Now, it is self-evident through the evidence provided at ground zero that through the heavy influence of a clan called Task Force 21, Project Reality changed dramatically, as their beliefs of taking fire and returning fire was implemented in Project Reality. This had the effect of drastically reducing accuracy in weapons and things that could be made to fit this idea, and would marginalize all other roles. Infantry fighting is where this is especially obvious, since it has been affected the most.
The concept of taking fire and returning fire is peculiar though, because of the way to win the game. In this game, the main mechanism that reduces tickets to win the game is killing. Not flag capping. Ticket bleed is a factor, but it is not a significant factor in the outcome of the battle and only serves to quickly end a game in which one side has been decisively overpowered.
So the system of taking fire and returning fire is a contradiction to the main mechanism in which one can win the game. Since the words "taking fire and returning fire" implies that both sides are simply suppressing each other. Suppressing does not imply that you are killing the enemy.
Marginalization of anything in Project Reality that does not fit into the system of taking fire and returning fire seems evident to me now that I look at Project Reality. In Project Reality, warm up times in which applying throttle creates unstable helicopters is a way of simply making a potentially offensive helicopter never leave the ground. The changing of how attack helicopters used their missiles was an attempt to make them have to take fire in order to return fire.
To us, people who flip choppers are considered noobs, and this sentiment that people who want accurate weapons and realistic capabilities are 'nilla nubs, and these people tend to be used as a scapegoat. With the previous statements, it is obvious that we need to examine many parts of Project Reality closely. Project Reality is trying to change player behavior, but as the saying goes around here, players are hardcoded.
The main points in the post are:
As I played PR, I have begun to notice a type of gameplay that seems to be encouraged that I really have never seen before.
To me, it seems like a system in which firefights are drawn out and killing, which is, in both reality and this game, made a secondary point. This is strange to me because most of the tickets we get are from killing. In essence, we seem to just be taking fire and returning fire until luck means that we get killed.
Deviation is the center of this.
With the deviation of all builds, starting from .8 to .87, deviation has been taken to what I consider astronomical levels. No mod nor game has ever had deviation taken to levels like these.
So I started digging. I used the search button to find all threads related to deviation, and it's taken quite a while to really get to the bottom of where the trend of being in favor of heavy deviation and long scope-in times came to be.
After lots of digging and asking, I found two threads that I will henceforth refer to as ground zero, where everything started.
If you would want to know, the two threads of importance that are being discussed here would be here: https://www.realitymod.com/forum/f388-c ... n-wip.html
and here: https://www.realitymod.com/forum/f388-c ... s-wip.html
So allow me to do examination of this, if you would prefer me to do so. If you do not wish to read on, then you should stop here. If you don't want to read the in-depth version, skip to the bottom, where I will include a fast summary of the points.
It seems to me, a person who is relatively seasoned with Project Reality and Combined Arms, that deviation in Project Reality contains flaws, which generally make it's representation of marksmanship in reality unrealistic.
Many forum members, many highly regarded in this community, say it is not so, but in truth, marksmanship is not like this. In reality, you shoot where you aim, even when walking. Shooting is not as complicated as some say it to be. In reality, although it is true that your heartbeat, breathing, natural wobble, and sway all affect your accuracy. However, it is definitely not to the extent that is depicted in Project Reality.
If you are a dedicated infantryman, then you can say that you can shoot minute-of-badguy out to at least 300 yards. US Marines train to hit targets at 500 yards with standard iron sights in the M16, so accuracy is not an issue.
Now, it is self-evident through the evidence provided at ground zero that through the heavy influence of a clan called Task Force 21, Project Reality changed dramatically, as their beliefs of taking fire and returning fire was implemented in Project Reality. This had the effect of drastically reducing accuracy in weapons and things that could be made to fit this idea, and would marginalize all other roles. Infantry fighting is where this is especially obvious, since it has been affected the most.
The concept of taking fire and returning fire is peculiar though, because of the way to win the game. In this game, the main mechanism that reduces tickets to win the game is killing. Not flag capping. Ticket bleed is a factor, but it is not a significant factor in the outcome of the battle and only serves to quickly end a game in which one side has been decisively overpowered.
So the system of taking fire and returning fire is a contradiction to the main mechanism in which one can win the game. Since the words "taking fire and returning fire" implies that both sides are simply suppressing each other. Suppressing does not imply that you are killing the enemy.
Marginalization of anything in Project Reality that does not fit into the system of taking fire and returning fire seems evident to me now that I look at Project Reality. In Project Reality, warm up times in which applying throttle creates unstable helicopters is a way of simply making a potentially offensive helicopter never leave the ground. The changing of how attack helicopters used their missiles was an attempt to make them have to take fire in order to return fire.
To us, people who flip choppers are considered noobs, and this sentiment that people who want accurate weapons and realistic capabilities are 'nilla nubs, and these people tend to be used as a scapegoat. With the previous statements, it is obvious that we need to examine many parts of Project Reality closely. Project Reality is trying to change player behavior, but as the saying goes around here, players are hardcoded.
The main points in the post are:
- Task Force 21 heavily influenced Project Reality development, and has attempted to implement a system of taking fire and returning it.
- This system calls for the marginalization of anything in the game and anyone who tries to get around it.
- So called "nilla nubs" are in general, blamed for negative aspects of this system.
- Task Force 21 is disbanded, however it's influence continues to weigh heavily on Project Reality's development.