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Old 11-05-2009, 04:03 AM   #81
ender[fdn]
Default Re: Project Reality v0.874B Open Gameplay Beta

Just played this for about 6 hours tonight, here's my feedback:

- First off, this change is awesome, please keep it
- I saw a lot more squads sticking together (which I wasn't really expecting)
- It made playing defense A LOT more satisfying. It wasn't wave after wave after wave.
- On offense it was fun to build firebases and then have to defend them.
- Transport became a much more tactical consideration, which is good
- This change makes current insurgency maps impossible for the US/UK. The insurgents need their spawns reduced/removed and they need to have to use the same mechanism (placing their FBs).

Overall, again, this change is really good. Please keep this change, it makes the game much more tactical.
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Old 11-05-2009, 04:12 AM   #82
Infamous[fdn]
Default Re: Project Reality v0.874B Open Gameplay Beta

We just put about 5 hours worth of play in on the TG server and I have to say I love the changes. Having no rallies adds more depth to the realism and forces players to be more responsible with vehicles, while encouraging teamwork.

The only thing we found to be a problem were some of the insurgent maps, Korangal valley namely. They had far too many random spawns throughout the map. The U.S. had a very hard up hill battle, we ended up getting pushed back to main and camped. Ramiel was balanced though.

Overall, excellent idea. Keep up the hard work, its much appreciated.
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Old 11-05-2009, 04:28 AM   #83
pacman[fdn]
Default Re: Project Reality v0.874B Open Gameplay Beta

Played tonight with the above clan mates.

I do agree with them. Seeking and destroying incoming squads/choppers trying to drop in and set up FOBs to get a foothold was great fun. And they had to really work for it to make it happen.

Please keep the changes.
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Old 11-05-2009, 05:12 AM   #84
PLODDITHANLEY
Supporting Member
Default Re: Project Reality v0.874B Open Gameplay Beta

I have had my best blufor insurgent games using the realistic tactic of going out in Land Rovers or Humvees, find the cache, return to main to repair/rearm and rinse repeat.

Strikes me as a realistic gameplay as there is no way blufor would stay out of their base any longer than they need too.
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Old 11-05-2009, 06:55 AM   #85
Kruder

Kruder's Avatar
Default Re: Project Reality v0.874B Open Gameplay Beta

Good idea and worked all right on a symetrical map i've played last night,but it'll make OPFOR even harder and a lot less fun,because

a)OPFOR doesnt have TS choppers(kashan quinling exc.),while BLUFOR has many of them on many of the maps,as you'll agree its really easier to find transport pilots to ferry troops compared to boring job of truck driving troops back and forth.

Just imagine the example of ,you are the only who got killed and must hook up with your squad either

in Muttrah as USMC
in MUTTRAH as MEC

which one sounds easier?

b)general tendency in maps are,well,people do drive to their destination with trucks and leave them there,now FOBs being able to be built with only 1 crate squads will do it more often=IF you do not have choppers ,probably no more transport for you for a while(you see, i still dont count on average APC crews)

But having transport choppers on your team is even better now,because nobody leaves the choppers on the scene once they arrive their destination.
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Old 11-05-2009, 05:58 PM   #86
jathlon77
Thumbs down Re: Project Reality v0.874B Open Gameplay Beta

Quote:
Originally Posted by mightymints View Post
I think all of you who are posting saying it sounds great needs to go and play it. Ive been playing it for a while now, so I can make up m y own mind before posting.

I had mixed feelings about these changes, but it seems that it is very one sided in terms of how it works. I am all for teamwork, but this DESTROYS PR on many levels, and it seems that everyone ive played with agrees.

First of all, its now very hard to get any bases up outside the main base now, because at the start of each game, the enemy just has to destroy your means of dropping crates out, which isn't that hard if everyone focuses on it. You then have to keep spawning at main, and all that happens then is the enemy swarms the main base and thats it for the rest of the game.
This has happened to me many times, and even on the odd chance that it doesn't happen, and you manage to get a base up outside main, it doesn't last long.
The next point is that squad leaders no longer seem to actually use the squad leader kit as theres hardly any point in it any more besides the occasional building. Which they can just get from the crate when they get there anyways, and then switch back. Even if you somehow forced them to use it, PR has still become a major running fest if you manage to get out somewhere.
Lets give you an example. Playing the korengal valley for a while, it took us about 25 mins to get a squad out of main which was basically me driving a humvee at full speed with the 50 shooting all over the place just incase. We didnt really have much of a plan apart from get out alive, so we decided to try and take outpost. We actually managed to get there, and parked up. We roped up into it, and actually got in there. After being there for about 2 minutes we were surrounded, and pelted with RPGs. The medic went down, dead dead. His kit was no where to be picked up, so we basically lasted about 2 minutes after that. Back to spawning at main base. Most of the squad quit after that.
On another similar occasion on korengal valley, we decided that when we got out, we would then sweep back on foot and try and kill all the people hiding around base, which got us allot of kills, but you still end up losing it and spawning at main again.

PLEASE DONT remove RPs. PR is a very very fun game, but theres only so much you can do with a game over real life. Its allot easier to aim and kill someone in real life, which makes it all the more frustrating in PR. Thats fine though, I can live with that. But if I die and have to spawn 3000m away because the medics dead, then that just makes me want to play something else after a while.

I AGREE 100%. This will destroy the game. We have enough idiots on the servers as it is and this will make the game very unpleasant to play...I tried playing on tactical gamer server last night and got so BORED of walking by myself for half that map that I left the server. I am a true hardcore PR Gamer. This is the only game I play. It would suck to see the game go to waste for all the people who have enjoyed as much as i have. Maybe just make it a server side option for who ever is hosting and wants that type of gameplay but dont make the changes accross the board to everyone. THAT WOULD SUCK!!
Thx for hearing me out.... {NO2}Crazy_T
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Old 11-06-2009, 12:45 AM   #87
witty_pseudonym
Default Re: Project Reality v0.874B Open Gameplay Beta

OK I've tried it - what resulted was squads and the team spread out all over the map even on Sunset City, and that's a small map. When people got killed and couldn't be revived, it resulted in them spawning at the FOBs and dribbling one by one (or maybe in twos) back to their objective. Without more vehicles that hold a whole squad, maps like Kashan will be torture.

For pubbing, it seems to me like it is asking too much of random individuals to work out the logisitcs of no mobile or capturable spawnpoints - RPs really do promote squad cohesion.

I think if you are going to get rid of RP's, you need to make flags into spawnpoints that change sides when they are capped (keep the cap order). Each team should only get two FOBs then, which can also be capped (by say a minumum of six guys) or destroyed.

War is about territory - make the territory valuable, and it will be properly and carefully defended and attacked. Insurgency - different subject, kind of.

FOBs should come with TOWs and Humvees - absolutely. The HMGs are rarely useful because the terrain is never so limiting that you have to charge straight into them. FOBs should be spawnable right up until capped or destroyed.


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Old 11-06-2009, 12:50 AM   #88
gomimin

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Default Re: Project Reality v0.874B Open Gameplay Beta

What made PR differ from other BF2 stuff ?!? What made PR more tactical than other BF2 stuff?

It's up to you to bow for the crowd that overrunned PR servers not thinking PR but Karfragkand...

disappointed...


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Old 11-06-2009, 09:54 AM   #89
Mr_B.A.Baracus
Default Re: Project Reality v0.874B Open Gameplay Beta

I played this for the first time last night and was very open minded. Unfortunately after 40 mins on Quinling I decided it was the worst game I had ever played on PR (since 0.3!!) although I think the fact that it was a large map probablly made it worse.

I spent about 30mins getting to the combat zone, alot of which typing trying to get an APC to collect me, died within a couple of mins (without even seeing the enemy!) then spent at least 5 mins trying to get the medic from another squad who was standing right beside me to revive me, he didn't and he didn't even answer any of my typing.

I think this may work well for arranged clan games and possibly on smaller maps, but it ruins the larger maps and in my opinion is likely to make an already small community even smaller. It might even work ok if you could integrate mumble into PR so that everyone had to use it, but with text typing and only being able to see the last 5 lines of text I think it's a recipe for disaster!

In short, I agree with most, at worst case make it a server side option but please don't make it compulsory.
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Old 11-06-2009, 03:28 PM   #90
Kruder

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Default Re: Project Reality v0.874B Open Gameplay Beta

Quote:
Originally Posted by Mr_B.A.Baracus View Post

small community...
There are 1000ish players playing it on weekends around 1900 GMT...Dont think its a small community,given that its a mod on 4 year old game
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