Some problems with PR?
Posted: 2010-06-22 14:57
I met the guys I play online with through Project Reality some 3 years ago, and whilst I still love the game to bits, many of my friends groan when I mention playing a round or two of it, and have seemingly moved on to other things. I've made a thread on our forums to find out why that is, and due to some good points being raised, I thought I quote them here for open discussion:
Point 2, not sure what to make of it myself but included for others.
I agree in principle that AAS3 keeps the game from getting stale like AAS2 where everyone knew all the point-cap-orders on every map, but I think it's overstepped the mark in undermining map design in favour of spontinuity which has brought the game in full circle back to being boring (due to lack of creativity of random cap points).
Plus with so many arguments about snipers - Why not just scrap them? With them and jets gone, it's more people on the field, less people sitting at main.
Anyway, discuss?
Point 1 I don't think can really be blamed on the game; that's just simple replayability at work, I guess.* Game changes have made me dislike it. The PR team continues trying to shoe horn in 'realism' features that do not work in a public game. Rallies is a casing point. Keeping a group together is almost impossible now because of the way the unit falls apart once people start dieing.
* Lack of freedom to approach the battlefield as I wish to do so. In PR you are stuck doing this or doing that 90% of the time. After playing ArmA heavy for the last few years I want to be able to have a real choice in how I approach my objective not just do you want to come in from the North or South. Also being unable to access a critical kit for your chosen approach due to it having been used by some nobber in a squad that didn't need it.
Point 2, not sure what to make of it myself but included for others.
Completely agreed. There are some brilliant maps of undergrowth / woodland with the odd base scattered here or there, but they're completely neglected due to the complete random AAS3 logic. I can't remember the last time I fought over helipad/radio tower on Fool's Road because random hills now take presidence.* Many maps have been ruined. Fools Road is my casing point. Hill 68 is not a blooming objective. That hilltop estate is however, as is that train yard.
I agree in principle that AAS3 keeps the game from getting stale like AAS2 where everyone knew all the point-cap-orders on every map, but I think it's overstepped the mark in undermining map design in favour of spontinuity which has brought the game in full circle back to being boring (due to lack of creativity of random cap points).
This sums up one of my feelings in a nutshell; we struggle to keep jets fitted on a 4km map (the max we can have), and although we've strained to keep those assets in the game, all it's done is created problems for infantry and the 32-max players per team in general. Repeal back to 2/3km map sizes that utilize choppers, infantry, and ground assets, and just forget about jets?* The strange scale. Pr now has massive maps that forever feel empty and the amount of assets in teams of 32. If I had my way snipers and jets would be deleted.
Plus with so many arguments about snipers - Why not just scrap them? With them and jets gone, it's more people on the field, less people sitting at main.
Again, simple mechanics I imagine; not much can be done with this point?* That fact that no matter how they dress it up Pr is still very much battlefield two. No matter how much they claim realism. Stealing a landie and bombing it towards the cache and chucking a nade at it is just as likely to work as a tactical advance under the cover of an APC.
I've said myself we should have a game mode where there's no respawns; a small skirmish mode where 2 teams fight over an objective to the last man - I can't find the thread I made. (no just because I used the word skirmish it doesn't mean "BUT WE ALREADY HAVE SKIRMISH!!!"* Respawns lead to 'who cares' behaviour, I find I like the scared of being shot feeling you get in arma much much more interesting.
Anyway, discuss?