little things
Posted: 2010-03-19 06:09
i have some things i wish to discuss, but if they belong in the "suggestion" board or deleted/ put elsewhere, then so be it.
project reality is, and has been for some time now, one of my all-time favorite gaming experiences. i began playing in 2006. it was a refreshing way to approach the generic arcade shoot and scoot that we were all accustomed to. the rounds were five times longer than anything else out there... the teamplay was necessary and evident... the coordination was engaging, and kept me coming back for more.
so what has changed? what, between now and then, has me so pissed off before the end of each round? why do i feel like throwing my coffee through the window as children laugh and skip by? it wasn't always this way friends. i used to be a happy player. i'd end a round with a sense of something that just isn't attainable any longer, i personally believe, or is so hard to find that it may as well be lost.
rally points- a rally point signal, when indicated by your squad leader, is a signal that defines where your squad should meet in the event that you become scattered during a firefight. in the past, a squad in pr would advance to a point, "pop a rally," and move into the objective. for those who were not around, let me describe what was wrong with the system first- rp's were exploitable. oh so exploitable. you could jump, and drop them during a slide into the base of a tree for concealment. you could crawl beneath stairs and corner yourself as to hide it inside of walls, or statics. there were so many ways to make an rp a badass ninja spawn, which was only given away by that bzz fzzz szzz radio shit you hear when nearby. that exploitive style was a bad thing, of course.
why were rally's good, you might be asking? they were good because they kept the pace of combat. they allowed a squad which had crossed through the shit and into the fire a chance to continue their assault. it gave them a certain fighting chance that kept my attention. what doesn't keep my attention- walking 600 god forsaken meters only to get tk'd by an apc that's sitting where i spawned in 10 minutes ago. an explitive resonates in my walls. you can hear it echoed when the wind is just so, as its been said so often here at my pc.
how i think the system should change- a firebase is a base of local operations. a point from which your squad deploys. you begin at central operations, you establish a defensive (or offensive) fob, and you move the hell out unless you plan to sit on your assets or protect it from assault. so then, a rally point is the continuation of this flow- a rally point should be deployable within a certain range of an established fob. your squad leader designates a point to "rally" up when the bullets begin to fly and heads begin to roll. and by god... they should last longer than a minute. this isn't my mod, but it is the mod i love to play, so please take this bit here as genuine critique- 60 seconds is such an arbitrary amount of time that it may as well have been 58 seconds, or 49 or 63. a minute itself, no matter how you cut it, is too short, regardless. having the constrictions in place as we see in today's incarnation undermines the rp's original intention, and so may as well not exist at all. it's no longer a point where your squad "rallies." it's broke. squad vs squad combat was what made this mod fun for myself to begin with. flanking and hunting rallies was what separated the wins from the losses, and i dearly miss those fights.
i've included a picture. it's not necessary, but it's simple. plus, presentations are always better with a visual aid.
fall damage- it's been around forever, but i don't believe that i'll ever accept it. a twelve year old can handle more acrobatics than my simulated battle-hardened veteran. there's no reason a 6 foot drop should put me into bleed. there's no reason i need to hear a man choking in his deaththroes for 2 minutes or more after a twisted ankle anyhow. bleeding out implies that you've sustained a wound that has caused hemorrhaging. ie- getting shot. can it not be changed so that fall just takes a certain % based on height or momentum, and leaves it be?
deviation- you round a building in the city, crouched and gun on hand. there, at the end of this 50m alleyway, is your enemy. his eyes are facing west, binocs out and scanning for hostiles. he's standing up, his gun is shouldered. you fall into prone, pull that stock to your cheek and place your sights to his temple. you wait, knowing that project reality has something called deviation, and requires a certain amount of patience. your bullet emerges, propelled by the gas expanded in a controlled explosion. it's traveling at maximum awesome. he's still looking west, unaware of his imminent fate. your bullet, however, does not give a shit. it slides awkwardly away, fumbling retardedly into a brick 5 meters behind your mark. binocs still in hand, your target dolpin dives, rolling here and there, screaming to his god for forgiveness. ug
look- i know that all this has been discussed to death, but these things are simple things. they are the simple aspects of project reality that have me "so pissed off before the end of each round," as i stated before. their realistic qualities are questionable at best. i love this mod. my girlfriend hates it passionately. she hates everything about pr, and that should tell you how good of a job you devs have done, and the quality of the players you have attracted and i play with everyday. as pr evolves, i'd like to see less punishment, and more twitch. by punishment, i mean not using my coffee mug to afk march while i use the restroom. by twitch, i mean that pulling your shotgun out means it's already charged and ready to fire when you let go of that rope. why do i have to "chk-chk" this thing every time it sees daylight? little things. thanks for reading. haters gonna hate.
project reality is, and has been for some time now, one of my all-time favorite gaming experiences. i began playing in 2006. it was a refreshing way to approach the generic arcade shoot and scoot that we were all accustomed to. the rounds were five times longer than anything else out there... the teamplay was necessary and evident... the coordination was engaging, and kept me coming back for more.
so what has changed? what, between now and then, has me so pissed off before the end of each round? why do i feel like throwing my coffee through the window as children laugh and skip by? it wasn't always this way friends. i used to be a happy player. i'd end a round with a sense of something that just isn't attainable any longer, i personally believe, or is so hard to find that it may as well be lost.
rally points- a rally point signal, when indicated by your squad leader, is a signal that defines where your squad should meet in the event that you become scattered during a firefight. in the past, a squad in pr would advance to a point, "pop a rally," and move into the objective. for those who were not around, let me describe what was wrong with the system first- rp's were exploitable. oh so exploitable. you could jump, and drop them during a slide into the base of a tree for concealment. you could crawl beneath stairs and corner yourself as to hide it inside of walls, or statics. there were so many ways to make an rp a badass ninja spawn, which was only given away by that bzz fzzz szzz radio shit you hear when nearby. that exploitive style was a bad thing, of course.
why were rally's good, you might be asking? they were good because they kept the pace of combat. they allowed a squad which had crossed through the shit and into the fire a chance to continue their assault. it gave them a certain fighting chance that kept my attention. what doesn't keep my attention- walking 600 god forsaken meters only to get tk'd by an apc that's sitting where i spawned in 10 minutes ago. an explitive resonates in my walls. you can hear it echoed when the wind is just so, as its been said so often here at my pc.
how i think the system should change- a firebase is a base of local operations. a point from which your squad deploys. you begin at central operations, you establish a defensive (or offensive) fob, and you move the hell out unless you plan to sit on your assets or protect it from assault. so then, a rally point is the continuation of this flow- a rally point should be deployable within a certain range of an established fob. your squad leader designates a point to "rally" up when the bullets begin to fly and heads begin to roll. and by god... they should last longer than a minute. this isn't my mod, but it is the mod i love to play, so please take this bit here as genuine critique- 60 seconds is such an arbitrary amount of time that it may as well have been 58 seconds, or 49 or 63. a minute itself, no matter how you cut it, is too short, regardless. having the constrictions in place as we see in today's incarnation undermines the rp's original intention, and so may as well not exist at all. it's no longer a point where your squad "rallies." it's broke. squad vs squad combat was what made this mod fun for myself to begin with. flanking and hunting rallies was what separated the wins from the losses, and i dearly miss those fights.
i've included a picture. it's not necessary, but it's simple. plus, presentations are always better with a visual aid.
fall damage- it's been around forever, but i don't believe that i'll ever accept it. a twelve year old can handle more acrobatics than my simulated battle-hardened veteran. there's no reason a 6 foot drop should put me into bleed. there's no reason i need to hear a man choking in his deaththroes for 2 minutes or more after a twisted ankle anyhow. bleeding out implies that you've sustained a wound that has caused hemorrhaging. ie- getting shot. can it not be changed so that fall just takes a certain % based on height or momentum, and leaves it be?
deviation- you round a building in the city, crouched and gun on hand. there, at the end of this 50m alleyway, is your enemy. his eyes are facing west, binocs out and scanning for hostiles. he's standing up, his gun is shouldered. you fall into prone, pull that stock to your cheek and place your sights to his temple. you wait, knowing that project reality has something called deviation, and requires a certain amount of patience. your bullet emerges, propelled by the gas expanded in a controlled explosion. it's traveling at maximum awesome. he's still looking west, unaware of his imminent fate. your bullet, however, does not give a shit. it slides awkwardly away, fumbling retardedly into a brick 5 meters behind your mark. binocs still in hand, your target dolpin dives, rolling here and there, screaming to his god for forgiveness. ug
look- i know that all this has been discussed to death, but these things are simple things. they are the simple aspects of project reality that have me "so pissed off before the end of each round," as i stated before. their realistic qualities are questionable at best. i love this mod. my girlfriend hates it passionately. she hates everything about pr, and that should tell you how good of a job you devs have done, and the quality of the players you have attracted and i play with everyday. as pr evolves, i'd like to see less punishment, and more twitch. by punishment, i mean not using my coffee mug to afk march while i use the restroom. by twitch, i mean that pulling your shotgun out means it's already charged and ready to fire when you let go of that rope. why do i have to "chk-chk" this thing every time it sees daylight? little things. thanks for reading. haters gonna hate.