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Old 05-26-2008, 03:50 PM   #41

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Re: PR: Bf2 vs BF3

Well it will be worth changing. Also the voip system will be "clan-firendly"
Quote:
- VoIP, friends list, in-game IM-client and “extensive clan support”
Squads could also be improved:
Quote:
- Squads and Commanders are present, introduced are “Battalions” which consist of three to four squads.
Have that information from the leaked info letter of bf3:
Breaking: Battlefield 3 Leaked Info » DigitalBattle

Ah man I can't stop thinking about bf3r xD Just imagine the gameplay... Tanks which could REALLY BLOW STUFF UP =) No hidding behind 2cm thinn metall walls

Sorry for my bad english ^_^'

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Old 06-06-2008, 02:41 PM   #42
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Re: PR: Bf2 vs BF3

Quote:
Originally Posted by [R-MOD]Brummy View Post
There are no plans yet for PR to move to BF3 anyway as far as I know.
I wouldn't believe so. It would be silly to hang along a outdated engine when BF3 with Frostbyte DX comes out. Q is when it will come, my feeling is bad as there are so little info given out and no TBA. I think people will run away from BF2 and it's mods now when games like Mass Effect with stunning graphics are released, it just feels like playing a game that is ancient.

Question is how long will it take for PR to be converted to the Frostbyte DX engine. Will it take some months or a year before we see PR on Frostbyte DX. If it takes long to convert will we have to wait before everything is done or will there be a one map release, at least so we can get a fast wrap of it?

Although there is long time to wait. I predict BF3 in mid 2009, and are adding that EA once again turned it's back on it's most hardcore players and concentrated on games like Bad Company instead of giving BF3 right now in June.

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Old 06-06-2008, 03:06 PM   #43

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Re: PR: Bf2 vs BF3

The major issue with BF3 is its system requirement. An huge open field with lots of trees, buildings and all other objects will require a NASA pc to run nice and smooth on the highest settings.

I mean i can not even run BF2 maxed out while i should be able to so.

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Old 06-06-2008, 04:08 PM   #44
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Re: PR: Bf2 vs BF3

I don't think Frostbite is that advanced and that it will require a high end PC. Besides today you can highend upgrade your PC for very cheap $, even cheaper if you get the stuff used.

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Last edited by nicoliani; 06-06-2008 at 04:19 PM.
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Old 06-06-2008, 04:15 PM   #45

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Re: PR: Bf2 vs BF3

Actually BF3 was planned to be released for about the end of 2008.
Think i'll upgrade my pc only for it

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Old 06-06-2008, 04:24 PM   #46
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Re: PR: Bf2 vs BF3

Quote:
I dunno why people would want to move to Bf3... the leaked info looks like they're doing another bF2142 and taking the players further down to a max of 48 players... a full 16 players (more than 1 squad per side) less!~ PR is moving towards epic gameplay, we don't need to be cutting back on player numbers
^^^^

Sigh... that's what I get for posting after a 8 hour shift finishing at 3am and then making the post at 4:30am...
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Last edited by Psyrus; 06-06-2008 at 05:22 PM.
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Old 06-06-2008, 05:01 PM   #47

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Re: PR: Bf2 vs BF3

Quote:
Originally Posted by Psyrus View Post
I dunno why people would want to move to Bf3... the leaked info looks like they're doing another bF2142 and taking the players further down to a max of 48 players... a full 16 players (more than 1 squad per side) less!~ PR is moving towards epic gameplay, we don't need to be cutting back on player numbers
Tell me if i'm wrong, but i read "40 players on EACH side".
That means 80 in total

btw i think i'll remain ALSO in PR.
It will ever be installed in my pc by default

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Old 06-06-2008, 05:17 PM   #48

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Re: PR: Bf2 vs BF3

They don't release the source code for a few reasons. Number one is ideological. Companies are really kind of like perfect capitalists and that overriding psychology is rather sociopathic and fascist. They love control and they don't want to lose control of their intellectual property. Its funny cause in economics the fiscal conservatives love to tout the natural competitiveness of the capitalist free market but really the irony is that a successful capitalist venture leads to extreme conservatism (don't want to lose their established profit margins) and as a result they don't take risks (risks cost money and if it doesn't pan out it costs them more money... that means making less money actually but they view it as real money even if it isn't brought in yet). The second oddity of the result of a successful capitalist venture is that it tends to not only hate competition (competition is a threat to their existing profit margins) but as a result of self defense destroy it by several means. Which leads us to our second reason why they won't release the source code.

Competition. Why was a C&C Generals mod remaking Starcraft ordered to cease and desist? Why do most Stargate SG-1 mods get shut down also by MGM? Why did Ubisoft not release the source code to Silent Hunter 3 like it did for SH2?

Its a simple reason. They view mods as competition for their market base. Mods which improve their products actually attack their market share because it is feared it will inhibit the future sales of new releases which will ostensibly be meant to address the very issues that mods do.

Take Silent Hunter 3, a WW2 Atlantic U-boat sim. The biggest hurdle in modding that game is the lack of source code. But also the developers and publishers KNEW that all sim game communities are fanatic modders who are never happy with their own work let alone vanilla. So wouldn't an SDK improve sales? Not really when you consider the fact that the community of Silent Hunter 2 (the previous release) took that code and created a fully realized and amazingly well done mod called Pacific Aces, depicting life for the Silent Service in the Pacific Theatre. This was a threat to Ubisoft with SH3 because guess what the next game in the Silent Hunter series was... you guessed it; Silent Hunter 4: Wolves of the Pacific. Any attempt to create a pacific mod, which inevitably would have happened, would have significantly hindered sales of an inferior one which, despite the increased numeral, was still made within the same slightly modified engine.

So you see its a paradox. The consumers which buy the product are inevitably, in their minds, the competition which keeps us from buying their next game cause we apparently make something better than they do and they're not willing to satiate us. I guess its kind of similar to why they've invented everlasting light bulbs but are never going to sell them.

There's a term in economics called planned obsolescence. Built in life of the product so that you have to buy a new one eventually. Why else are there ovens from the 20s still in rental homes working beautifully but anything you buy today at Sears breaks in less than 10 years?

Or as Chris Rock said once: "They're never gonna cure AIDS, cause there's no money in the cure. But they're make it manageable! In 50 years you are gonna be sayin' 'Damn! My AIDS is actin' up again!'"

Gamehandle: P*Funk A||$ta|2s
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Old 06-06-2008, 05:23 PM   #49
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Re: PR: Bf2 vs BF3

Quote:
Originally Posted by Fabryz View Post
Tell me if i'm wrong, but i read "40 players on EACH side".
That means 80 in total

btw i think i'll remain ALSO in PR.
It will ever be installed in my pc by default
My apologies, I'm very tired and fired off the post without double checking. 40 a side is in fact very good news, thanks for clarifying
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Old 06-06-2008, 05:50 PM   #50

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Re: PR: Bf2 vs BF3

Well i dont see PR a threat to EA or DICE.

EA will never release a realistic battlefield game.
So they can release the code only for the PR mod.

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