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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#1 |
![]() Join Date: Feb 2006
Location: Toronto, Ontario
Posts: 10
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Well, after playing PR for two days straight I have concluded that it is superior to what the HL2 mod Insurgency was attempting to achieve. (This is a pretty bold statement coming from the person who started and led the design and development of Insurgency)
There are several factors though in comparison of where they both sit on the spectrum of tactical shooters. The determining factor for superiority, I believe, lies in the players. Both as multiplayer games based upon hobbyist and community development (I know, hardly a hobby), it makes all the difference. I am no longer affiliated with the development of Insurgency (in fact I am banned from the community I formed because I called out the incompetence of the current dev leadership), and those who are running it now are inexperienced and lack the vision to move the mod or genre forward. Frankly, it seems they are only in charge of the mod as opportunists to seize upon the positive reputation that it had already forged. Most of the talent that made Insurgency any good have moved on to work professionally in the industry. Simply, the players of PR are better. They communicate to use teamwork. That's all we could hope for as a designer of a reality-based tactical shooter. Part of it is the games they are mods for: Insurgency gets players coming from CS and DoD, while PR gets BF2 players. But ultimately, the players looking for a tactical experience are who decide and they have chosen PR over INS. The strength shows in game, in this community and at TacticalGamer.com. Insurgency's community is dismal. Insurgency had the potential, but I also see some downfalls in the engine. It had to be built from scratch, and did not have the benefit of a similarly designed game such as BF2 to build on top of. The levels are not open enough. Those levels that allow greater freedom of movement to flank and breathe seem to be the most successful. However, the mod is mainly a shooting gallery with one-shot kills and RPG's that are way too effective. It has some realism at the individual level (weapon behaviors, sounds, effects, etc) but at the squad, team, and overall match levels it is not very realistic and frustratingly so. So I commend you PR devs for what you have produced. I am in the early stages of a new project - one that will be further from Insurgency and closer to PR, ArmA2, OFPDR, etc. One that will hopefully move the reality-based tactical shooter genre forward, and most importantly have its strength in the community. CryEngine 3 anyone? PS: Say hello if you see me in-game with the name: Spearin PPS: I want those Canadians! |
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Founder of the Insurgency Mod for HL2
Former Canadian infantry soldier Photojournalist & Graphic Designer |
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#2 | |
![]() Join Date: Oct 2008
Location: chicago
Posts: 380
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#3 |
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PR Developer
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Yikes.. I had no idea that things were that way.
I'm sure the Project Reality staff are greatly flattered by your praise, and hope that you would keep us on track haha On a side note, I'm glad to hear that most of the previous art staff went on to bigger and better things professionally. Their work, especially the animation work, became a great reference point for aspiring artists such as myself. Btw, those canadians are coming! |
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Last edited by [R-DEV]Chuc; 10-18-2009 at 12:59 AM..
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#4 |
![]() Join Date: Sep 2008
Posts: 2,197
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Sucks you got outed on your own project. But yeah, when you have a bunch of CSS players as your base it's difficult for them to get past the whole run around aiming at the head mentality.
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#5 |
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INS is pretty cool, but it's still a linear twitch shooter. Source doesn't have the capability for large maps though does it?
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#6 |
![]() Join Date: Jul 2008
Posts: 965
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Great to hear from someone with your broad background and appreciation of the factors involved in making a realism mod.
It's also interesting to see how a project that focused on the individual weapon characteristics and the individual soldier ended up when compared to the direction that PR took post 0.6. Can't wait to see your contributions to discourse about the direction of PR. |
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#7 |
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The crappy release fiasco and poor assortment of bugs in the release convinced me not to stay with Insurgency mod. Combine that with lack of squad talk and poor engine VOIP handling in general, and I saw no point to staying around at all.
Good to have you over here. If your project's going to be on Cry Engine 3, I could quite possibly be a mapper, as I've done some nifty things with Cry Engine 2's editor. M. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Former [DM] captain. The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky |
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#8 |
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good luck on your new project. if you are a supporter of PR then I know your new project will probably kick lots of ass.
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known in-game as BOOMSNAPP
' To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#9 |
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PR Developer
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Spearin? You were in the same squad as me, yesterday on TG, on Barracuda, US team
Sad story about INS, never knew. I have enjoyed it a lot in the past. I hope you will find what you're looking for in PR. CryEngine? A dedicated team started working on PR2, on the C4 engine |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#10 | |
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Well the only reason i dont play source games is i dont have a steam game good luck with your work ill be sure to try it out if i can | |
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"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain |
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