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Old 2009-06-16, 18:11   #41
503
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Default Re: Project Reality 0.86 Release Date

Crap. Friday... Very excited to have a release date though
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Old 2009-06-16, 18:24   #42
[R-MOD]Spec
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Default Re: Project Reality 0.86 Release Date

Should I say that this is going to be "pretty badass"? Or is that too old again? And: Will someone post a patient bear picture in this thread? So many important questions....


uh...


Thank you, Dev's! (And testers, cons, etc etc etc)
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Old 2009-06-16, 18:44   #43
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Default Re: Project Reality 0.86 Release Date

Looks like our designated patient bear will be pleased to see a solid release date.

Many thanks to the dedicated, hard-working fellows who've devoted so much time for a bigger and better Project Reality release.


By trying too hard, we put ourselves at a greater risk. Don’t you think so?
L
working on a little something something
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Old 2009-06-16, 19:05   #44
[RGG]Firefokker

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Default Re: Project Reality 0.86 Release Date

Arrgh,

On Saturday morning we're off to the UK to see the in-laws......dammit, I'll miss all the inaugural fun that will doubtlessly ensue Friday night

Then again, I'll be flying back on Monday, while the wife and kids stay there for some extended family time. I wonder what to do with ALL THAT SPARE, UNINTERRUPTED TIME ON MY HANDS....
.
.

'Each Javelin round costs $80,000, and the idea that it's fired by a guy who doesn't make that in a year at a guy who doesn't make that in a lifetime is somehow so outrageous it almost makes the war seem winnable'

from 'WAR', by Sebastian Junger

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Old 2009-06-16, 19:17   #45
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Default Re: Project Reality 0.86 Release Date

Quote:
Originally Posted by [R-CON]Ragni<RangersPL> View Post
Quote:
Kits
- updated all limited kits to require only 2 players in the squad/select to request (except crewman/pilot). Also standardized other rules that required 3 players to be 2 players (cp capture, rally setting, rally destroying, FO destroying, etc).
I'm just curious... What's the reason behind this change?
I would expect something exactly the opposite TBH (increasing the players limit)
Gameplay changes can have a multitude of purposes and reasons. Whats does this all add up to in a theoretical sense by evaluating the information that was given?

Squad leaders and squad members will be able to put up RP's with greater ease, but they'll also be proportionately overrun with greater ease as well. Maybe the developers deemed that having 3 people close enough to neutralize an RP at a single time was not occurring as often as they'd like in game, considering the size of PR maps. Thus maybe they knocked it down a notch and standardized it across the board so it would happen more frequently and reduce the "spammyness" of incoming soldiers.

Seems like an attempt to dissuade players from constantly using RP's and increase the reliance on the Medic as the RP itself has now become more vulnerable. So it was decided that the least that could be done is to make the RP easier to put up to reduce hassle. So in a way, they've indirectly made an attempt to increase teamwork on a squad level. But as you can see, the sacrifice is that RP's are losing their reliability.

Then again, maybe above the reason isn't the intentions. Who knows? Only actual in-game experience will determine if the change was worthwhile. Figured I'd reply to your thoughts by evaluating the presented data seeing as you asked. That's my general analysis.
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Last edited by M.Warren; 2009-06-16 at 19:26..
Old 2009-06-16, 19:25   #46
driver-ch-driver

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Default Re: Project Reality 0.86 Release Date

one word: Excellent


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Old 2009-06-16, 19:43   #47
0blivi0us

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Default Re: Project Reality 0.86 Release Date

We love you guys!

YESH! Automatic Rifleman Spawning! xD
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Old 2009-06-16, 19:43   #48
Lt Mic
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Awesome
but how about time ?
around XX GMT?
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Old 2009-06-16, 19:50   #49
Simmage

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Default Re: Project Reality 0.86 Release Date

WIN!!!!!!!!!!!!!!!!!!!

OMFG I can't wait


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Old 2009-06-16, 19:53   #50
hx.bjoffe
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Default Re: Project Reality 0.86 Release Date

Timing couldn't be worse, you guys suck!











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