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UK_Force
2010-09-30, 06:16
Welcome to the September Edition of the PR: ArmA2 Highlights Reel.

http://media.realitymod.com/headers/prarma2_highlights_reel.png

This month has once again been a busy time for the team, with a lot of outside influences affecting development. Within the Project Reality team we have a lot of serving British Army soldiers, and although we demand realism where possible, we have to realise that this needs to be balanced with the fact that it is also a game that is intended to be enjoyable. We are not a Hardcore Mil Sim and do not claim to be, but we do like to get that balance correct. As you can see we have however made a lot of progress since our last update, some of which is not mentioned here but can be found on our forums.

As promised we are featuring gameplay this month, so here is an introduction to our current gameplay modes:


- Project Reality Gameplay

In PR:ArmaA2 we will be introducing some of the proven modes from PR:BF2, however they will not be exact replications. The ArmA2 engine allows us far more freedoms than the BF2 engine, and this is something we are taking advantage of. Firstly we find the strategy level a lot more intense as this is all based on the real life players decisions. We currently have the following modes:

Assault and Secure (AAS)
Advance and Defend (AAD)
Counter Insurgency (CI)
Command & Control (C&C)
Skirmish

Assault and Secure Overview
AAS is a linked objective mode. The ArmA2 engine now gives us the possibility to design complex and varied size missions. This engine theoretically gives us the possibility of 200 objectives in one mission. For the player it's simple; you just have to follow the attack and defend markers on the map as is currently seen within PR:BF2. Once one side lose or capture objectives, they are switched automatically to the next possible objectives in sequence.

Objectives are sometimes just simple single locations, while others consist of a group of objectives. For your team to advance, you'll have to capture this group of objectives. The size of these objectives can be set up individually and will strongly depend on map design, therefore the size of it will not be predefined as it technically could be 30m, 100m or 300m. Of course, this is all dependent on what the mission designer sets out to achieve.
Vi669iRPD0o

Advance and Defend Overview
AAD is very similar to AAS. The main gameplay difference is that in AAS, all sides move from a similar starting position and could attack and defend at the same time, fighting to establish dominance over the opposition. However AAD is one way directional gameplay. One team defends specific points. Once a flag has been taken by the attacking team, they cannot recapture that point and have to fall back to the next defensive location.

Counter Insurgency Overview
CI is based on the PR:BF2 Insurgency mode, where BLUFOR have to find and destroy the enemy's ammo caches.
However in PR:ArmA2 we have added some new features, like gathering information from dead or captured insurgents to reveal ammo cache positions. Insurgents will know also know all the ammo cache locations but they will not know which one has been revealed to BLUFOR. This opens a battle up to strategic chase play and will be an even more deadly game of cat and mouse.

Command & Control Overview
C&C brings new features too. Again as in PR:BF2 you first build your FOB. But now FOBs are flexible, and can be redeployed so as you advance you'll get closer to the enemy main base. As your FOB gets closer to the enemy main base, the enemy's ticket count will start to bleed at a higher rate. At the same time you will constantly be attempting to push the enemy back to keep their FOB as far from your main base. This gives the player unique situations where the same C&C mission will never play out the same, due to everything being based on Human decisions where each side decide their own frontline by use of the FOBs.

In the near future we intend to record a PR Dev Q&A podcast, so stay tuned for details of how to pose your questions to the team.

http://media.realitymod.com/news/arma/prarma_07/thumbs/armour_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/armour.jpg) http://media.realitymod.com/news/arma/prarma_07/thumbs/convoy_ambush_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/convoy_ambush.jpg) http://media.realitymod.com/news/arma/prarma_07/thumbs/cover_fire_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/cover_fire.jpg)
http://media.realitymod.com/news/arma/prarma_07/thumbs/danger_close_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/danger_close.jpg) http://media.realitymod.com/news/arma/prarma_07/thumbs/hill_defence_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/hill_defence.jpg) http://media.realitymod.com/news/arma/prarma_07/thumbs/holding_the_hill_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/holding_the_hill.jpg)
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- Other WIP Work

- FOB

A lot of time has been spent on creating our own Large scale FOB for the British Army, this will be a main feature on our Map, and almost its own town. The pictures show the sheer size of it, and we are trying to keep it as realisitic as possible, but still in perspective. As you can see however, there is still a lot of the detail to add:

http://media.realitymod.com/news/arma/prarma_07/thumbs/fob_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/fob.jpg) http://media.realitymod.com/news/arma/prarma_07/thumbs/fob_search_area_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/fob_search_area.jpg) http://media.realitymod.com/news/arma/prarma_07/thumbs/fob_barracks_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/fob_barracks.jpg)


- Portacabin

To compliment the FOB, we are working on a portacabin static, something you will always see inside FOBs of this scale, and another addition to our objects pack:

http://media.realitymod.com/news/arma/prarma_07/thumbs/portacabin_2_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/portacabin_2.jpg) http://media.realitymod.com/news/arma/prarma_07/thumbs/portacabin_5_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/portacabin_5.jpg) http://media.realitymod.com/news/arma/prarma_07/thumbs/portacabin_4_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/portacabin_4.jpg)


- Updated UI

Work as ever continues on improving our UI. Here's some information on our latest work.

Project Reality Main Menu concept
We now have a fully working proof of concept of the main menu. While there is nothing wrong with the original per se, we felt a unique main menu would fit Project Reality's image much better.

Project Reality Main Menu warning
Project Reality introduces two new key assignments: A Player menu (default: T key) and the Interaction menu (default: Left Windows key). These controls are critical for the gameplay, hence why we implemented a warning screen to alert players who do not have the keys assigned. This can be done easily in the new Project Reality controls category in the Controls options.

Project Reality Controls
Within the Interaction Menu we have now added a dedicated section for the Project Reality Controls to keep things organised and simple for the player.

http://media.realitymod.com/news/arma/prarma_07/thumbs/pr_mainmenu_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/pr_mainmenu.jpg) http://media.realitymod.com/news/arma/prarma_07/thumbs/pr_mainmenu_error_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/pr_mainmenu_error.jpg) http://media.realitymod.com/news/arma/prarma_07/thumbs/pr_mainmenu_controls_thumb.jpg (http://media.realitymod.com/news/arma/prarma_07/pr_mainmenu_controls.jpg)


- Become a PR Developer or Contributor

The Project Reality Team are still actively recruiting talent! If you would like to be a part of an established development team, with some experienced developers and many more contributors, or you have a skillset within ArmA2 and would like to help out, please don't hesitate to contact any of the team, or email [R-DEV]UK_Force (ukforce@realitymod.com). Whatever your skill, let us know. We are always recruiting.

So thats it for September, we still have so much to show you all and still a lot of work. Every month something else is being reworked, tweaked or improved, and that may delay us even further. What we can promise you though is that the wait should be worth it. Thanks once again for reading this Highlights Reel and supporting Project Reality as a community. Until the next time.....


- The Project Reality Team

Scot
2010-09-30, 06:29
WOW! That video looks amazing! Excellent work guys!


Oh and is that Afterdune's sexy voice I hear?? ;)

crot
2010-09-30, 06:29
This makes me wanna get arma... Looks very professional.

Spush
2010-09-30, 06:36
Looks great so far. Keep it up :P

TomDackery
2010-09-30, 06:39
MMmmmmmMMMmmmmmMMMmmMmm release date tomorrow RIGHT?

Spartan0189
2010-09-30, 06:48
Sweet, the voice in the first vid was nice too :P

AfterDune
2010-09-30, 07:25
Oh and is that Afterdune's sexy voice I hear?? ;)
~ wink ~ wink ~ wink ~

SnR
2010-09-30, 07:26
Very Pro

Cant wait 8-)

Spyker2041
2010-09-30, 07:27
Look great I just hope the heli sound improves from the merlin in this vid :D

Psyrus
2010-09-30, 07:40
Looks amazing :)

I'm really impressed guys

http://rlv.zcache.com/great_job_a_sticker-p217085688877392375qjcl_400.jpg

Hablos
2010-09-30, 07:53
Looking good guys! Hat's of to the devs!

Waiting patiently ;)

Deadfast
2010-09-30, 08:34
AfterDune;1453360']~ wink ~ wink ~ wink ~

[R-DUB]AfterDune ;)

John-117
2010-09-30, 08:45
This is simply epic. Whom must I pester to get it released earlier

Web_cole
2010-09-30, 08:54
Looking guuurd :D

Question: Rally points are 'permanent' or disappear after X amount of time?

UKrealplayER666
2010-09-30, 09:34
That fob is gonna lag like hell with 30+ people in it, i know, ive tryed it.

UK_Force
2010-09-30, 09:42
That fob is gonna lag like hell with 30+ people in it, i know, ive tryed it.

How do you know that.......... have you ran it in PR, and with that FOB ??

cocobutter333
2010-09-30, 09:44
Appriciate the update : D

CAAAANT WAAIIIT!! AAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH

Koolaid-maker
2010-09-30, 10:18
Amazing :I

I especially love the UI-Changes, I think theyre gonna make it way more accessible, which was the point that bugged me most with vanilla arma 2.

I think Im gonna have to get Operation Arrowhead after all :)

martinhjerpe
2010-09-30, 10:26
This is so awesome. Any estimated time of release?

Dredge
2010-09-30, 10:51
This is so awesome. Any estimated time of release?

When it's released. ;)

UKrealplayER666
2010-09-30, 11:06
UK_Force;1453424']How do you know that.......... have you ran it in PR, and with that FOB ??

Its ArmA 2, ive played enough ArmA 2 to know thats going to lag, sorry if that hurts your ego :)

Slightchance
2010-09-30, 11:22
Well, now I'm going to have to get a new computer for this. I can't say I've ever played any Arma game (computer is too terrible), but from what it appears this is probably going to be consuming a lot of my time in the potentially near future. I wonder if there will be a new update next month.

Foxxy
2010-09-30, 11:23
i can see myself and my squad getting lost in the fob :D

Jeepo
2010-09-30, 11:23
Its ArmA 2, ive played enough ArmA 2 to know thats going to lag, sorry if that hurts your ego :)

UK_Force doesn't have an ego.......he has Gaz for that! ;)

But I do ask the following question of you. How do you know? Are you a tester? A modder? I have played the series since OFP and let me tell you this as a PR:ArmA tester. The optimisation I am seeing already at this stage is unreal. 70+ FPS in a busy airport with about 20-25 testers on in the same direct vicinity......Maybe you need a new PC, or a better quality server?

Now what are people to believe, a tester with first hand experience or someone who has played "enough ArmA 2?" :)

i can see myself and my squad getting lost in the fob :D

I advise you to get the basics of map reading sorted then! ;)

UKrealplayER666
2010-09-30, 11:31
Maybe im wrong, so be it, but from my experience as a mission maker and island builder (theres a good reason i dont want to join the PR team, your responses being one of them, take somones opinion without being a total a**e about it, its called maturity, try it) a large mass of statics like that will lag even the best of servers and computers once it is fully populated, its how the engines been made, unless youve managed to change how the engine loads its textures and objects then its going to lag, ive seen it before.

I dont want an arguement with you guys, im simply putting my opinion across (clearly somthing you cant seem to handle), your doing a fantastic job with the mod and i cant wait for its release so you can prove me wrong :)

XXLpeanuts
2010-09-30, 11:32
Its ArmA 2, ive played enough ArmA 2 to know thats going to lag, sorry if that hurts your ego :)

The FOBs in arma 2 only lag if theres a LOAD of AI stationed there doing "Ambient" things like fixing vehicles, patrolling and manning weapon systems, that aint gonna be the case, Arma 2 doesnt lag just because theres a few objects placed on the map!

MaxBooZe
2010-09-30, 11:35
Maybe im wrong, so be it, but from my experience as a mission maker and island builder (theres a good reason i dont want to join the PR team, your responses being one of them, take somones opinion without being a total a**e about it, its called maturity, try it) a large mass of statics like that will lag even the best of servers and computers once it is fully populated, its how the engines been made, unless youve managed to change how the engine loads its textures and objects then its going to lag, ive seen it before.

I dont want an arguement with you guys, im simply putting my opinion across (clearly somthing you cant seem to handle), your doing a fantastic job with the mod and i cant wait for its release so you can prove me wrong :)

opinion =/= fact...


Good job there, Looking forward to it

xxxpsychoxxx
2010-09-30, 11:38
That looks amazing !!!
Excellent work guys !
Cant wait...

XXLpeanuts
2010-09-30, 11:38
One thing i have been wondering is, is there going to be a realistic Artillery system, where Blufor can have Artillery placements way away from battle and teammates call in coordinates and then boom! lol

cyberzomby
2010-09-30, 11:44
Very nice! I really gotta start saving up for a gaming computer or better work computer!

Jeepo
2010-09-30, 12:02
Maybe im wrong, so be it, but from my experience as a mission maker and island builder (theres a good reason i dont want to join the PR team, your responses being one of them, take somones opinion without being a total a**e about it, its called maturity, try it) a large mass of statics like that will lag even the best of servers and computers once it is fully populated, its how the engines been made, unless youve managed to change how the engine loads its textures and objects then its going to lag, ive seen it before.

I dont want an arguement with you guys, im simply putting my opinion across (clearly somthing you cant seem to handle), your doing a fantastic job with the mod and i cant wait for its release so you can prove me wrong :)

Sorry if you think that my attitude was "immature", however most people who know me know that is not my MO. I am merely stating facts as I see them from first hand experience, and attempting to understand your credentials so as to ascertain on what grounds you can claim that something in a closed controlled mod can be called laggy, when you can't possible have played it and experienced the amazing things so far done by this mod team. Please refrain from throwing round the immature tag when someone attempts to answer your question, its not.....mature! ;)

Opinions are more than welcome, and do bear in mind I don't speak for the team, I am just a tester. But opinions based on fact are preferred to those based on experience in an entirely different game mode and on a vanilla game.

Evox
2010-09-30, 12:05
haaaaaaaaaa waiting! :D

volks
2010-09-30, 12:10
well finally, Arma looks like something playable anymore.

Sekra
2010-09-30, 12:25
First of all I will point out that the following comments are not meant to start a flamewar (this post starts promising eh?) but as creative criticism and worries I have towards the A2 version of PR. Stating this I will say that I'm not going to reply to anyone but the devs themselves regarding these matters providing they want to discuss them. Now on to the business itself (sorry this will be a long one and forgive my english since I'm not a native speaker):

I would like to say that the first time I heard about PR team actually officially announced that they are going to release an A2 version I was ecstatic. FINALLY a "gamemode" for A2 that will kick ass in PvP / TvT play. I have been a fan of the whole BIS gameseries since OFP and I have a pretty good picture of what is possible and what is not with the engine (even though every now and then people release stuff for the BIS games that were thought impossible). And yes I've done quite a lot of editing with the games too even though 99% of it is unreleased. With PR my experience is much shorter, only for around a year now, but I fell in love with it instantly. I like the way things are handled in PR and in the PR community in general. Both games are great in my opinion and both have their strengths and weaknesses. As a coop game with friends A2 is superior to anything with the amount of mixed fun vs. realism that you can have with the game with all the different mods available. But it has always lacked that crucial kick ass PvP gamemode. Even with 20+ players the PvP games of A2 are boring besides the fact that unless these matches are setup in advance there may be only a few servers that sometimes have this many players. In my opinion one of the biggest problems is also one of the biggest strengths and that is the mods. Since there is a million micro / mini / single unit / single weapon addons it is a really difficult platform for "random playing". That is why gamemodes like Domination and Warfare rule in the A2 scene; they are easily jumped into at any point of the mission, they don't require addons and theres a lot of servers hosting them. Even though I do play them they dont quench my need for a PvP "realism" gamemode and thats where PR kicks in. If I play as an infantryman I don't want to "buy" my weapons based on my effectiveness on the field. I dont want to solo tanks or attack choppers as a normal grunt. If I play as a ordinary rifleman just give me the weapons I'm "supposed" to have and point me to a friendly squad and then to the enemy! I love the fact that I play my role and I know what my role is and I have people in my squad / team who play their roles and together we work to achieve a common goal. For me it doesn't matter if we win or lose if I feel like I've been able to do what I'm supposed to in my role (but of course winning is always better).

I would like to point out that I have the utmost respect for people like the PR team who provide us with free content and often with the cost of personal relationships keep on doing what they love. But the more I read from these Highlights Reels that are being released the less enthusiastic I get about the project. As a player who has knowledge of "both sides" to me it looks like you are taking features that take advantage of the strengths of the BF2 engine and turning them into features that are / will be limited by the weaknesses of the A2 engine. Let me start unraveling this whole mess from the premises, the maps. This is one of the biggest differences between the two engines, traditionally A2 maps or islands as they're called (even though they dont have to be islands anymore) are big, spanning over hundreds of square kilometers of terrain. The biggest island project for A2 that I know of is 40km x 40km. And while playing in a map of that size in a coop mode isnt that big of a deal, no matter if you play with 3 guys or 30 guys. But when youre talking about a PvP game with lets say even a 100 players that would mean that there is one player per 16 square kilometers. I wouldn't call that very intensive playing. Of course the flow of the battle can be controlled in various ways but the problem with maps this big are that the terrain itself becomes very.. how would you call it.. "round" as in you lose all the small "sharp and pointy" details in the ground where in PR you can find ten small terrain features around you where you can take cover from fire in A2 the terrain itself is usually extremely "flat" around you and the only place for cover are rocks, walls etc objects. I do understand that the engines have a different sense of scale and all but quite honestly when playing on a full PR server, do you feel like the maps are too cluttered? And you say you are starting as a minimod, but at the same time you are starting with a 20km x 20km map, which in regards of intensive gameplay would in my opinion require that 200 players mentioned in one of the posts in the A2: PR threads. I do fear that scaling up the original gamemodes from PR to these scales will undoubtly make them "void of life" and boring specially when you are playing on a 20km x 20km map on a server waiting to fill up with just 20 players. Also I do know from the horror stories of A2 mapmaking that the development times of the (good) maps are very long. I would rather have 20 4km x 4km maps for A2: PR than 4 20km x 20km maps. And who wouldn't want to see some of the classic maps of PR in A2?

And for the gamemodes described in the latest Highlights Reel. I sure do wish that you will include them as the "classical versions" from PR too. With the new counter insurgency gamemode all it takes is one teamswitcher or one person just giving the cache locations in a private mumble or where ever to the other team to ruin the whole round. Plus it seems quite obvious that these gamemodes seem to be aimed at player amounts larger than the 64 we are used to in PR. I just hope you remember to take in account that when ten players join a server it doesn't play the same way as it does with 64 or 100 players. Also what caught my eye in the videos was that you actually had to drag / Carry the ammocrates to the chopper? I quite honestly wish that was something for the video eyecandy only. While I've heard that some of the dev team has a history in the logistics units in the army I can just see myself telling my friends "I just spent the last 2 hours hauling ammocrates into vehicles in A2: PR and it was awesome!" ;) The same goes with the supply crate being slingloaded under the chopper.. For those of you who haven't tried Arma 2 before, there are no such things as "ropes" in A2. What you see in that video is a static "stick" made from supermans hair sticking out from the bottom of the chopper and if the chopper would do a barrel roll (which you can btw do with choppers in A2) the crate would stick at the exact same position relative to the chopper model for the whole roll. Plus the fact that if you land with the chopper the crate below will be pushed underground. While 10% of the time it would look nice, 90% of the time I see this system used in other missions it looks rather silly. So why not just use the "good old way" like in PR because it works all the same in A2? With the dev team seemingly filled with "just" people from the Arma community I fear that the A2: PR will end up being "just another mod" for A2.

The way I see it you should first win the hearts and minds of both communities by providing something familiar and something new to both people. A lot of the people in the Arma community don't have a clue what PR is about and vice versa. Providing an initial release which would be "faithful" to the original PR in more than just name would provide a familiar style of play in a new engine to PR people and a new style of play in their familiar engine for Arma people would help bring these two communities closer together because we all know that there is a lot of misinformation and prejudice in both communities towards each others. In BF2: PR you have a proven concept that works so you should start from that and after you bring that to A2 start developing new concepts that take more advantage of the things that can be done better in A2 like upping the scale. Now I would like to remind here in the end that I'm in no way opposing progress and new ideas but when you lose sight of playability for eyecandy and other stuff like that you need to reconsider what you are doing. For me it looks like you are "Armafying" PR where I would like to see you "PRfying" Arma like you have done with the BF2 engine. I do hope that my worries are for nothing and that you already have these things figured out but I just wanted to voice my concerns as I do love PR as a PvP game over A2 anytime and I know if anyone can revolutionaise the PvP MP in A2 it is the PR team.

BabylonCome
2010-09-30, 12:27
All I can say is that I was not shot in vain (2nd video, Brit soldier being shot on street corner), the videos look the dogs balls and just show off a small section of the hard work from the dev's involved....

10/10 to Trinni for making the vids...

UK_Force
2010-09-30, 12:28
Please don't "assume" knowledge or quote the team as "immature" or "having an ego", they do not add to the discussion that much really.


We have invested heavily on Optimising the engine, and will be carefully selecting servers to be the official PR Servers. Also most of our team have come from the ArmA2 world, some being very well known to that community for many years, so to say that is to question the skills of these developers.

Do you also think Project Reality would create such a large static (yes it will be one static that can be moved around onto other maps etc) if it was going to lag badly, bearing in mind our Mod is 100% focused on PvP in a MP environment ?


theres a good reason i dont want to join the PR team

Finally, I don't actually remember asking you to join the team UKrealplayER666 ?


.

D33PS1X
2010-09-30, 12:30
PR to these scales will undoubtly make them "void of life" and boring specially when you are playing on a 20km x 20km map on a server waiting to fill up with just 20 players.

That's the only problem I see, Also, great job!

Sekra
2010-09-30, 12:31
Also for those people who are saying that you need to buy a new computer to play Arma 2, while it is true that the game can suck the living life out of any computer mankind has been able to produce for public sales in the same time it is one of the most scalable engines of all times. I play Arma 2 OA with a pretty old computer with a Intel C2D E6400 with factory clocks, 4gb of ram and GF8800GTS 640mb (yeah that's the older G80 chip one) and its still playable. What you need to remember that the main thing about the Arma engine is your viewdistance. For infantry I would suggest a VD of around 3km +- 1km and for flying jets add a kilometer or two to those.. While it is nice to be able to see that pile of 4 pixels that is the outhouse of the base from 8km away it doesn't serve any kind of purpose for playing. And if you tried A2 when it was released this is not even the same game with the performance increases that came with the patches in the last year or so.

Drav
2010-09-30, 12:31
Good feedback Sekra, thanks. I'm not going to reply to all your points individually as theres simply too many!

Rest assured many of the points you've mentioned are actually being worked on already, and many of the bf2 devs have been providing input and crits where possible.......

The void of life problem is something we are all keen to avoid, and the essential conflict is this:

You need big enough maps so aircraft can operate semi-realistically.

You need big enough maps so vehicles can operate semi realistically, and can be ambushed semi realistically

You need small enough 'action zones' so infantry fighting is large scale and focussed, with lots of players.


Thats the holy grail for everyone from devs to testers, hopefully the team can pull it off.

Burningpunk
2010-09-30, 12:39
When you say "Official PR Servers", what do you mean exactly?

I ask that because we run a BF2:PR server and we can't wait to run also a ARMA2:PR server (everything is ready, just missing the mod so far :) )

Btw, amazing work.....looking forward for the release...

UK_Force
2010-09-30, 12:45
After a quick read through the large post there Sekra, I can answer a few of them now for you pal.

Also please bear in mind, this Mod was not done on a whim, it was thought out for over a year before I put the team together to start work, so we had process's in place already.

However these things are not of interest to the Public, as its PR Business if you like and how we work as a team.

Anyway a few things:


1. We have small 4km x 4km maps in production already for our Skirmish mode, these will be highly detailed, created by deanosbeano, they have now gone over to a new member of the team who is a "professional" external environments designer working on them as we speak. (This allows for good old PR infantry battles).

20km maps will come into their own still however, and also bear in mind with "objectives" its quite easy to channel the gameplay on different missions as required.
If the objective where centre/bottom left, then that map is where the play would be, and if guys wondered of elsewhere - then they are clearly not working as a team anyway, and the game would be pointless.

So really its now down to the size of the Map, but more how our Mission Designers put it together.

2. We have many, many new concepts that have not been seen in A2 or BF2 before, these are what they are "concepts" that are not ready to be discussed with the public yet, some of which are truely "jaw dropping".

3. In regards to the gamemodes ......... I can assure you they play like PR. When our testing team say "It feels like PR now", then we are getting it right I would say.

4. Bear in mind it is not just the ArmA2 Dev guys that are working on this. There are at least 10 of our BF2 Devs working on it aswell, in between jobs. Even the testers are a good mix of BF2 and ArmA2 guys, so we get both sides of the feedback we need.


Now a working relationship has been created I speak quite regular with Bohemia Interactive (Lead Developer, and Community Manager), about our Multiplay work, providing advice and vice versa. I recently released a working document to them of our intentions and design plans for PR MP, of which they will provide feedback and advice.

So as you can see we are working with them, which aint a bad thing - lets be fair.

CCCode
2010-09-30, 12:46
Simply amazing stuff :D

Sekra
2010-09-30, 12:59
As I read my post again I do apologize if it has a more hostile tone than I intended (probably roots back to my experiences in the A2 community :oops: You know how it is back there..). And your team providing feedback also was mentioned in the skype chat that Dwarden started about improving the MP of A2 (nothing specific, just that you had provided them with a document about it). With everything they seem to be planning to improve it I believe a lot of the obstacles about MP with A2 engine will be overcome soon and it will open up a whole new world of playing Arma online. :-)

Urbanxfx
2010-09-30, 13:10
The long awaited wait was soooo worth it. Its going to be awesome!

Scheintot887
2010-09-30, 13:20
Hope this PR:A2 Mod have enough people for a good PvP experience.
Enough from the PR Community AND the A2 Community. Otherwise the Mod is already dead, and that is a sad point because PR "need" a Engine like this.

1 Server with 40 People is not enough. Hope its the same like PR:Bf2.

mlacix
2010-09-30, 13:25
Great job!

UK_Force
2010-09-30, 13:27
As I read my post again I do apologize if it has a more hostile tone than I intended (probably roots back to my experiences in the A2 community :oops: You know how it is back there..). And your team providing feedback also was mentioned in the skype chat that Dwarden started about improving the MP of A2 (nothing specific, just that you had provided them with a document about it). With everything they seem to be planning to improve it I believe a lot of the obstacles about MP with A2 engine will be overcome soon and it will open up a whole new world of playing Arma online. :-)

No need to apologise pal, it was a good post, hence I was happy to answer it.

Indeed, its good to know that BI have also mentioned our involvement, and the fact we intend to work together on the MP of ArmA2.

Anyway I hope managed to answer most of your points in there mate.


.

ryan d ale
2010-09-30, 13:58
Hmm it seems like there's a lot more scepticism among the community who hasn't had the experience of being a tester and I'm going to make it bigger...

As previously stated by other posters, I'm also concerned about player limit and map size (I'll leave optimisation out of it because of what has been said).

What further hampers these areas are some of the crucial game play dynamics (imo).

Counter Insurgency and Insurgents not knowing where the caches are! To me, this implies the team will split up into even smaller numbers and further away from each other than in PR and have even less people to communicate information. Blufor will have all the glory?

Return of RPs?

The magical reinforcements from nowhere that were taken out of BF PR (thankfully).

Anymore details about these subject areas?

My impressions are that these are in game and so the information should be available to share.

Thanks.

Burton
2010-09-30, 14:37
- Rally points in PRAA should not and must not be thought of as the same system in BF2:PR. They work very differently.

- The FOB will not lag, it's not part of the mission it's built into the map. It's something I was concerned about and have tested it with 150 bots walking around it and performance/fps wasn't affected.

- Insurgents WILL know all cache locations, but they WONT know which one the Bluefor knows about.

ZephyrDark
2010-09-30, 14:42
Burton;1453609']
- Insurgents WILL know all cache locations, but they WONT know which one the Bluefor knows about.

So in other words insurgents will also have to observe the BLUFOR troop movements to figure out if they're headed towards a cache location. Hmm... will prove interesting. My question is, will all of the caches be revealed from the start for the insurgents or will it be like PR:BF2 and theres a limited amount of caches on the map at once?

UK_Force
2010-09-30, 14:46
Burton;1453609']-
- The FOB will not lag, it's not part of the mission it's built into the map. It's something I was concerned about and have tested it with 150 bots walking around it and performance/fps wasn't affected.



Cheers Burton, as I said previously but with the detail - please don't "assume" knowledge, our concepts are logically thought out as you can see.

Sindrio
2010-09-30, 15:01
Damn good job there PR! I have bought a new PC and Arma 2 CO so im combat ready!
Love the gun sounds! The vanilla was... what should i call it? Weak? Iv'e felt that the gunfire didn't have that kick it gives my ears when i fire a weapon!
Again: Great work!

xatu miller
2010-09-30, 15:34
Out of pure curiosity. Hows the communication with BI comparing to the guys from bf2(dice?i forgot).

AfterDune
2010-09-30, 15:49
Communications with EA/DICE... I don't think that's even possible for mod teams ;).

Mellanbror
2010-09-30, 16:14
Strongly thinking about taking a permanent vaccation from work and start playing PR full time ;)
It looks and seems amazing!
Thank you for your work =)

Tim270
2010-09-30, 16:40
Wow that looks so much better than vanilla arma.

One thing I did love about the series was the logistics though, putting ammo in vehicles that you will need later, loading planes up with cargo.

Man, I would love just to play the as the aircrew on a Merlin, loading ammo, dropping troops off etc!

The dynamics of the game-mode sound really tactical as well. Cant wait to play this if I ever get around to getting a better pc. (Not a dig, just a old pc).

tatne
2010-09-30, 17:05
This makes me wanna buy Arma2 right now!

Daishi2442
2010-09-30, 17:18
Just a question out of curiosity, what kind of performance can I expect out of PR's maps in comparison to Takistan?

Custom Controls Screenshot: "interaction" is spelled incorrectly.
PR Critical Error Screenshot: "until" is spelled incorrectly.

Thanks for your continued hard work on making ArmA2 PR a reality!

Claymore
2010-09-30, 18:59
I like how the videos are done, very proffesional and informative. The concept you have for the gameplay seems to be very good and the new content is of top notch quality. Thank you!!

With the new counter insurgency gamemode all it takes is one teamswitcher or one person just giving the cache locations in a private mumble or where ever to the other team to ruin the whole round.
Yes, that might be a problem. Perhaps some workaround could be implemented like you get the idea where the weapon cache might be from the map but the marker will cover like a 200x200 m square. If you are within this square as an insurgent, you will be able to see the exact location (as a hud marker maybe?) but otherwise you won't. I'm not sure if this is possible in A2 but it would be an endless pity if the insurgency was ruined by teamswitchers.

As for the map size, I'm not entirely sure what to think about the size. 4x4km maps help to concentrate the fun but we have one mod for that already - BF2:PR. So I'm not against experimenting with large maps and have a great confidence in the betatesting team. It's probably full of A2 and BF2:PR vets and as long as there is enought of them available for some large team battles, gameplay flaws such as an empty battlefield shall not be missed. That's probably why the spawning on a rallypoint has been reintroduced.

TheAssProtectors.Nr1
2010-09-30, 19:01
Seriously, this looks soooo good. That gameplay video was awesome! Excellent job, guys!

Now, will someone play buy me a new computer?! :D

HairyFence
2010-09-30, 19:17
Since PR was working with ArmA2 devs, does this mean PR will get access to the ArmA2 source code and make PR what we have all intended it to be rather than held back by engine limitations we cant change?

I must say it does look very impressive thus far.

DoRn
2010-09-30, 19:38
Would you please stop forcing me to buy Arma 2? :D
really nice work! (Y)

Drav
2010-09-30, 19:53
Since PR was working with ArmA2 devs, does this mean PR will get access to the ArmA2 source code and make PR what we have all intended it to be rather than held back by engine limitations we cant change?

I must say it does look very impressive thus far.



No. Remember we do this for fun. The Arma2 devs do it for a living. No one in a commercial business gives away their source code to 3rd parties for free, its like giving your bank pin number to someone you've just met.

By all means expect improvement on both sides, but improvements\additions to the core Arma2 code wont be done by us.

Oh yeah, I forgot to mention.......The engine is extremely flexible, most of the big 'hardcoded' issues in bf2 will be possible in Arma....

Dredge
2010-09-30, 20:00
Since PR was working with ArmA2 devs, does this mean PR will get access to the ArmA2 source code and make PR what we have all intended it to be rather than held back by engine limitations we cant change?

I must say it does look very impressive thus far.

To elaborate on Dravs post:

The engine itself is pretty good. Yes there are some bugs and what not, but the overall ability to change the game via scripting and mods is amazing. The engine is pretty simple for just that reason.

Rabble-Rouser
2010-09-30, 20:01
WOW! Looking sweet!

I'm pretty sure that there is an ability to not allow team switching. Which in PR:BF2 admins were very adamant about not allowing team switchers.

Map sizes could be an issue, but as has been stated if the attack markers(or mission objectives) are set-up properly it forces a fight area on the map which should bring all squads into the action. Only real downfall will be the newcomers that don't understand the gameplay, with some help from the community that should be easily averted. I only really know and understand PR:BF2 from the help and guidance that people on servers gave to me. I would like to think that will be the case for PR:A2.

weapons sounds and chopper sounds are all nice but I would rather the gameplay be continually tweaked and adjusted to provide a viable game experience. Added immersion factors such as sounds can be added at anypoint that they get perfected inside an update. Gameplay and mechanics are what matter to me.

Seems like the PR team for A2 with help from PR team for BF2 are really getting something together that could IMO be one of the best gaming experiences around if you are into teamwork.

Keep it up guys and gals if there are any, anxiously awaiting a release date.

Sekra
2010-09-30, 20:06
Drav;1453823']No. Remember we do this for fun. The Arma2 devs do it for a living. No one in a commercial business gives away their source code to 3rd parties for free, its like giving your bank pin number to someone you've just met.

By all means expect improvement on both sides, but improvements to the code wont be done by us any time soon.

You also have to remember that the Arma 2 engine is way waaaaaaaay more adjustable than any other that a I know of. The modders can do nearly everything that the devs can. And what the modders can't change, they suggest it to the devs and very often in a while they get the chance to change it.

SirCommandant
2010-09-30, 21:19
Reeeeaaaally good Video!

jerryhopper
2010-09-30, 21:36
Ah! job positions.. you gotto love'em : i'll Sign up as PR Officer :)

seriously, The stuff looks awesome ! - as if i expected expected anything less ;)

Dev1200
2010-09-30, 21:55
EXCITED. I BE.

ebanks
2010-09-30, 22:22
What about 6km - 16km maps lol

HellDuke
2010-09-30, 22:25
Can't wait... My fingers are itching for some action...

mat552
2010-09-30, 22:25
Keeping a eye out on this. It'd be nice to be desired as a pilot for once instead of treated like garbage.

Turner
2010-10-01, 00:38
I like it. Re-spawning isn't reality though. Re-spawns destroy games.

Burton
2010-10-01, 01:12
I like it. Re-spawning isn't reality though. Re-spawns destroy games.

So does people having to wait over an hour for the round to finish so that they can play again.

Snazz
2010-10-01, 01:25
Re-spawns destroy games.
Being dead for long periods of time would destroy games.

It's 'tolerable' in Americas Army and Counter-Strike, only because they have small maps and short rounds. Otherwise it's far too tedious.

theflidgeface
2010-10-01, 04:39
:D it looks sooo soo nice, hopefully it will run fine as well :smile:

single.shot (nor)
2010-10-01, 06:56
Hmm... looks like i need a new pair of pants xD!
good job PRARMA-devz

CBT02
2010-10-01, 08:46
10 bucks says that we will be parachuting on rally points when we respawn.

oh btw,

Awesomeness+seal.gif (image) (http://4.bp.blogspot.com/_4baiNTlMXkg/SM6bJ1YMSeI/AAAAAAAAABg/jtegmg4Jzms/s1600-h/Awesomeness+seal.gif)

BloodyDeed
2010-10-01, 10:50
oh shit, really impressing.
Looks like I have to undust my Arma2.

Carbonade
2010-10-01, 11:59
Really amazing work!
How many players is it possible to be on one server at the same time?

Dredge
2010-10-01, 12:12
Really amazing work!
How many players is it possible to be on one server at the same time?

Depends on the server. But it is possible to have *VERY LARGE* battles with *VERY LARGE* player counts if your server is beefy and stable enough.

General Dragosh
2010-10-01, 12:30
OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG Cammo rose aaaaaaaaaaa *goes mad*

1stLt.Grizzly
2010-10-01, 12:57
when is the release cant wait
DAM i really really really need a new computer for this game aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aa:evil::evil: but it looks so good guys need to play it please release it TOMMOROW :-D then i buy a new computer today

(sorry for my bad english)

Michael_Denmark
2010-10-01, 15:07
Advance and Defend looks like an interesting path of developement.

Oddsodz
2010-10-01, 16:34
Did I miss something? Or has nobody made a "Fast Ropes" joke yet?

On topic. I Must say I really look forward to this

Arnoldio
2010-10-01, 17:21
This will be really epic!

skotish
2010-10-01, 17:50
Waiting patiently on this top job devs :D

Zulnex
2010-10-01, 19:08
Looking fantastic. Can't wait till release.

IEDExpert102
2010-10-01, 19:46
"CI is based on the PR:BF2 Insurgency mode, where BLUFOR have to find and destroy the enemy's ammo caches. However in PR:ArmA2 we have added some new features, like gathering information from dead or captured insurgents to reveal ammo cache positions. Insurgents will know also know all the ammo cache locations [which means the BLUFOR will also certainly know most if not all of the cache locations] but they will not know which one has been revealed to BLUFOR. This opens a battle up to strategic chase play and will be an even more deadly [even more deadly for insurgents] game of cat and mouse."


Really? Looks like no lessons have been learned from the current mess that is INS.

mat552
2010-10-01, 20:53
Really? Looks like no lessons have been learned from the current mess that is INS.

There are no lessons to learn lol, that'd imply the current INS mode is even salvageable.

ryan d ale
2010-10-01, 21:06
"CI is based on the PR:BF2 Insurgency mode, where BLUFOR have to find and destroy the enemy's ammo caches. However in PR:ArmA2 we have added some new features, like gathering information from dead or captured insurgents to reveal ammo cache positions. Insurgents will know also know all the ammo cache locations [which means the BLUFOR will also certainly know most if not all of the cache locations] but they will not know which one has been revealed to BLUFOR. This opens a battle up to strategic chase play and will be an even more deadly [even more deadly for insurgents] game of cat and mouse."


Really? Looks like no lessons have been learned from the current mess that is INS.

I'm glad somebody raised the same question as me :)

Welcome to the lonely road :(

aageorgeaa
2010-10-01, 21:15
This is going to be amazing! I cant wait!

aageorgeaa
2010-10-01, 21:16
I love how Project Reality is going to get people to by a retail game just to play a mod

HairyFence
2010-10-01, 21:20
Just watched the video again about AAS.
Wondering why it has to be flags? Its so generic in any FPS.
Why cant you have it where you move to the area location, onces its secure it will go white. Then you must find something of value in that area (similar to finding cache's). Once you have found that something of value the area is captures and you can move on.
Same for the opposing team taking back the flag, except once one team has found that special something of value, it randomly spawns inside the circle so the other team cant camp and wait for the enemy to appear because they know where it is.

Just to make it a little more realistic and harder.

AfterDune
2010-10-01, 21:40
I believe they're no longer flags now, but not entirely sure.

UK_Force
2010-10-01, 22:22
Indeed there are NO flags.

As for Ins mode, I think you will be surprised with what we are doing, do not think BF2 Limitations either, there are plans in place that prevent what you think will happen.

.

myles
2010-10-01, 22:29
Pretty awsome Vid now i really want to go get Arma 2!

Urbanxfx
2010-10-02, 07:59
Haha buying ARMA 2 and OA was the 2nd best thing i did for myself, 1st was finding out about PR a year ago.

Konfusion2113
2010-10-02, 09:10
i like how the helo's have spawn points inside of them so it looks as if ur walking out of it when dismounting...

ryan d ale
2010-10-02, 10:10
UK_Force;1454762']Indeed there are NO flags.

As for Ins mode, I think you will be surprised with what we are doing, do not think BF2 Limitations either, there are plans in place that prevent what you think will happen.

.

Thanks Force :)

Your statement along with your confidence has really got me wondering now.

Thank you for the news.

tanky
2010-10-02, 12:13
I can safely say PR is my favourite gaming experience, period, and the ARMA2 update is making me doolally with excitement!

I have promoted and recommended PR on every channel I have access to, and hope it helps you guys get some well deserved coverage.

Fantastic job, keep it up ;)

sherlock
2010-10-02, 13:08
Please let it be under my christmas tree ;-).

Really looking forward to this mod.

Kallish
2010-10-02, 17:45
The only reason i bought ARMA II

-|Tactic|-Japsen
2010-10-02, 18:19
Only Reason for me to buy Arma2 amazing Work!
(But dont forget your BF2 PR Community!!!)

ebanks
2010-10-02, 18:19
UK_Force;1454762']Indeed there are NO flags.

As for Ins mode, I think you will be surprised with what we are doing, do not think BF2 Limitations either, there are plans in place that prevent what you think will happen.

.

Now it's a party.

nater
2010-10-02, 21:46
Only Reason for me to buy Arma2 amazing Work!
(But dont forget your BF2 PR Community!!!)

Does anyone realize that there's 2 separate mod teams working on these? Sheesh, it's said like every single day.

***LeGeND K1LLER***
2010-10-03, 07:20
looks awesome!great job keep it up.

i'm a "vet" of BIS games but i was always searching for a definitive game-mode for PvP battles.well the vanilla AAS running now on PvP server is not bad,but we don't have arty...we dont have a commander ecc.

i have also played bf2 pr for a long time but i was bored for the limitations.now you are creating the ultimate PvP focalized mod :!::!: :33_love:PR:A2:33_love:

you guys rocks ;);)

LyRiCs
2010-10-03, 16:15
jeaaaaah :D

guys i hate the arma2 "controlls"... i cant play with them...
does anybody know, if the PR team changes a lot of the ingame controls to make is easier to play?

except the command rose, which i found very exciting :D

wondr
2010-10-04, 06:39
looks great. when is this out xD

AfterDune
2010-10-04, 06:52
looks great. when is this out xD
When it's done. Honest :).