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Old 05-30-2012, 05:16 PM   #11
mad rabbit

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Default Re: 0.20 how long?

Quote:
Originally Posted by [R-DEV]epoch View Post
When I was a kid in the 70s, we'd amuse ourselves with such simple basic things as clackers (until banned), marbles, space hoppers, or even by swinging a corrugated plastic tube around our heads to produce a pleasing sound. Oh the fun.

Fast forward to 2012 and we work our butts off to bring you something a little more engaging, yet it seems nothing's ever enough.


To directly answer the OP's question - months. Probably quite a few of them too. The reason: most of the core code is being completely rewritten.


If that's not enough, and what we've given you so far bores you, then that's just too bad. It is what it is. Get a plastic tube, get out in the sun, and swing it around. Have fun!
For myself epoch I think the current version 0.15 and map selection is great! More than happy with it.

In addition I very much agree with the "It's done when it's done" development process.

I was just expressing my regret at the lack of players on the servers lately due to various factors outside of the PR community be it DayZ, Diablo III, real-life plastic tube playing, etc.

Hope the DEV team is well and I'm sure all of us appreciate the hard, and FREE, work you guys do!
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Old 05-30-2012, 08:22 PM   #12
[508th_PIR] Grey

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Default Re: 0.20 how long?

Quote:
Originally Posted by [R-DEV]epoch View Post
When I was a kid in the 70s, we'd amuse ourselves with...
I hear you, epoch. My friends and I would spend the first weeks of summer vacation "building out" the woods behind our houses - forts, tracks for our bicycles (safety? we didn't need no stinkin' safety.), huge battlefields for our Airfix army guys...

The best.

SGT Grey
Charlie Company, 2nd Battalion
508th Parachute Infantry Regiment
US Army
C/2B/508

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Old 05-30-2012, 09:25 PM   #13
[R-CON]James2464
PR:A3 Contributor

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Default Re: 0.20 how long?

Epoch, I understand however history tends to repeat itself in different forms.

"Nothing has ever been too good for the public.
Nothing has ever been good enough for the public."


- Orson Welles, he said this in 1942 on the opening night of a new film.


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Old 05-31-2012, 01:07 AM   #14
Late
Default Re: 0.20 how long?

Quote:
Originally Posted by [R-DEV]epoch View Post
When I was a kid in the 70s, we'd amuse ourselves with such simple basic things as clackers (until banned), marbles, space hoppers, or even by swinging a corrugated plastic tube around our heads to produce a pleasing sound. Oh the fun.

Fast forward to 2012 and we work our butts off to bring you something a little more engaging, yet it seems nothing's ever enough.


To directly answer the OP's question - months. Probably quite a few of them too. The reason: most of the core code is being completely rewritten.


If that's not enough, and what we've given you so far bores you, then that's just too bad. It is what it is. Get a plastic tube, get out in the sun, and swing it around. Have fun!
Quote:
Originally Posted by [R-DEV]epoch View Post
Regarding missions, we will try to get some new ones out at some point, though I am amazed that the 19 missions you already have is not enough.

Sadly enquiring about PR's time-frame warrants such a brash response these days. I'm sure if we wanted to hear pretty little anecdotes about your childhood we would have asked. Hopefully you won't misconstrue the above, it only serves as a level headed answer to your quoted response.

It is abundantly clear that individuals in the development team have put in tireless amounts of work towards the PRAA modification, don't get me wrong. However, for a free modification, it is also the people who form the groups, provide the copious amounts of feedback, structure the events and donate their valued time to such a great cause. Without each party, we would be nowhere.

As much as the average daily player base of PR:AA has dropped over the last month or two, the community continues to foster new people here and there. As is the inquisitive nature of human beings, there will naturally be questions. It should be seen that an interest shown, is a gain for the community and not a struggle. Albeit sometimes things can get repetitive but that is just the nature of any project based on development.


Player-base Issues: (For those concerned)
The best thing we can do as a group is acknowledge that we struggling. This is not a matter of my own opinion but something that is already proven in statistics; passing back several months. - Personally, (now this is of my own opinion) there are a number of factors which have defined this slump, internally and externally from the community.

There is a lot of emphasis put on PR:BF2 and the fact that PR:A2 should immediately live up to its standard. The reality is that both products are different, to the extent that one is a game and one is a simulation. (99% of us know this.) PR:BF2 was not a polished diamond from the start and it took several years to become what it is today.

As of recent, ARMA:2 sales have increased by 500%. (VG 24/7) This is thanks to new additions from the community, primarily DayZ. Therefore in the long run this can only mean good things for the PR and ARMA:2 in general. For those concerned about the PRAA playerbase, as soon as word begins to spread regarding 0.20?s release, I'm sure numbers will be higher than ever, as witnessed with 0.15.

Granted, right now this is a shame, but a small and dedicated community is better than none at all. The news about rewriting the code is also a good insight into current happenings. Hopefully I have provided a few points for discussion and as highlighted, PR has a good future to look forward to.


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Last edited by Late; 05-31-2012 at 01:34 AM.. Reason: Spelling.
Old 05-31-2012, 06:59 PM   #15
[508th_PIR] Grey

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Default Re: 0.20 how long?

Quote:
Originally Posted by Late View Post
Sadly enquiring about PR's time-frame warrants such a brash response these days.
Too often, matter-of-factness is misconstrued as rudeness. The notion that we, the members of what is ostensibly a mil-sim community, need to be handled like delicate flowers is sort of silly.

SGT Grey
Charlie Company, 2nd Battalion
508th Parachute Infantry Regiment
US Army
C/2B/508

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Old 05-31-2012, 07:16 PM   #16
Late
Default Re: 0.20 how long?

Quote:
Originally Posted by [508th_PIR] Grey View Post
Too often, matter-of-factness is misconstrued as rudeness. The notion that we, the members of what is ostensibly a mil-sim community, need to be handled like delicate flowers is sort of silly.
Thus, if "matter-of-factness" was the issue at hand then you would be right. However, with regards to what I posted, it is not. Please don't think of me as being pretentious, I just want to be understood.


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Old 05-31-2012, 11:32 PM   #17
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Default Re: 0.20 how long?

Can the R-devs do anything to change the player movement? I enjoy the .15 but cant stand the player movement
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Old 06-01-2012, 12:13 AM   #18
[R-COM]MaSSive
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Default Re: 0.20 how long?

Quote:
Originally Posted by xambone View Post
Can the R-devs do anything to change the player movement? I enjoy the .15 but cant stand the player movement
Nah. Thats cause of animations. Possible to shorten them with some tweaks but not sure if they will do it.

I know of PvP tweak called very long names, blah blah... I dont know if you will be able to get in PR server with it ( probably not ) but try it out.

PvPscene Tweaks [PvPscene]

Epoch I never knew you're actually older than me. Back in 70s when you were a kid? Damn....but I guess you meant 80s

Quote:
Originally Posted by [R-DEV]epoch View Post
Get a plastic tube, get out in the sun, and swing it around. Have fun!
Cant agree more with this. Ill be damn if I let my kid rot in front of PC and consoles. Out on the SUN!


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Old 06-01-2012, 02:04 AM   #19
[R-DEV]epoch
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Default Re: 0.20 how long?

Quote:
Originally Posted by [R-COM]MaSSive View Post
but I guess you meant 80s
Nope. .


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[R-MOD]Cp: epoch if I wasn't dancing right now I'd shoot you.
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Old 06-01-2012, 04:14 AM   #20
Atkinson
Default Re: 0.20 how long?

Quote:
Originally Posted by xambone View Post
Can the R-devs do anything to change the player movement? I enjoy the .15 but cant stand the player movement
What exactly is troublesome with the movement? If it is the head bobbing, you can remove it from game options. If it is the momentum, which at first might feel clunky, I would say that just play, play and play and u will get accustomed to it. In fact u get so used to it that other games without it start to feel that u are a hovering on top of magic-magnets with zero friction. But still A2 animations would need some tweaking. I literally hate the way the binocs work atm.


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