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Old 2021-01-22, 03:56   #41
Bluedrake42
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Default Re: Operation: Harsh Doorstop

Screenshots from internal playtests this week.








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Last edited by Bluedrake42; 2021-01-22 at 04:19..
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Old 2021-01-24, 16:15   #42
akilmaf

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Default Re: Operation: Harsh Doorstop

Exciting..

I hope this becomes like a modern graphics PR. But I still believe nothing can beat PR :P

Btw happy to help with Turkish translations if needed. (Manual, in-game content etc.)

Cheers
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Old 2021-01-25, 09:00   #43
jc3cf6
Default Re: Operation: Harsh Doorstop

Please tell me we can swap kits unlike squad
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Old 2021-01-25, 18:23   #44
Bluedrake42
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Originally Posted by akilmaf View Post
Exciting..

I hope this becomes like a modern graphics PR. But I still believe nothing can beat PR :P

Btw happy to help with Turkish translations if needed. (Manual, in-game content etc.)

Cheers
Nothing will ever replace Project Reality, not even us. We're a completely new evolution of the concept, but we aren't a replacement by any means. Project Reality's gameplay is too unique, and will always stay that way for a variety of reasons. For instance our game won't have deviation. I know some people are on the fence about deviation in Project Reality, but personally I feel it has always been one of the things that makes Project Reality a fundamentally different game. So no matter what we do, you can trust our project will be different in many ways. Project Reality will always be here, I'll make sure of it.

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Please tell me we can swap kits unlike squad
Yes you can. I don't know why Squad ever removed that. Kits in O:HD work identically to Battlefield 2.

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Old 2021-01-25, 19:57   #45
[R-DEV]​Outlawz7
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Default Re: Operation: Harsh Doorstop

By no deviation you mean you'll have actual sway or the usual with bullets going exactly where you aim?

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Old 2021-01-25, 20:48   #46
Bluedrake42
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By no deviation you mean you'll have actual sway or the usual with bullets going exactly where you aim?
We'll have actual sway with the bullets going exactly where the posts are aimed. We may create a system in the future where exhaustion is connected to front and back post alignment, but that will be the closest thing we'll have to true deviation. A bullet always comes out of a gun in a straight line, so we intend to keep in line with the physics of the firearm.

Another big difference between our game and other games is how we handle suppression. Suppression won't be fundamentally crippling to a combatant's ability to accurately return fire. There will still be disorientation, but it won't affect accuracy or excessively block vision. The only elements that momentarily obscure vision will be concussive forces (like explosions) or sustained wounds.

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Old 2021-01-25, 23:19   #47
=-=kittykiller2
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Originally Posted by Bluedrake42 View Post
We'll have actual sway with the bullets going exactly where the posts are aimed. We may create a system in the future where exhaustion is connected to front and back post alignment, but that will be the closest thing we'll have to true deviation. A bullet always comes out of a gun in a straight line, so we intend to keep in line with the physics of the firearm.

Another big difference between our game and other games is how we handle suppression. Suppression won't be fundamentally crippling to a combatant's ability to accurately return fire. There will still be disorientation, but it won't affect accuracy or excessively block vision. The only elements that momentarily obscure vision will be concussive forces (like explosions) or sustained wounds.
remember civ 1. all the best with your singing.
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Old 2021-01-26, 02:26   #48
Bluedrake42
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Default Re: Operation: Harsh Doorstop



Suppression effects implemented.

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Old 2021-01-26, 10:15   #49
[R-DEV]​Rhino
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Originally Posted by Bluedrake42 View Post
A bullet always comes out of a gun in a straight line, so we intend to keep in line with the physics of the firearm.
Real-life weapons do have some deviation themselves, although generally tiny (other than for smoothbore muskets which struggle to hit anything past 100m), they are still a big factor at range, hence the need for specialist Marksman and Sniper Rifles and why high powered scopes aren't just shoved on normal assault rifles.

A good example of this was the whole fiasco a few years ago about how poorly the G36 was performing in Afghanistan when overheating, becoming too inaccurate to use effectively even at medium range: https://www.dw.com/en/heckler-koch-g...ces/a-18402772
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Originally Posted by Reuters
All it takes is two magazines (60 rounds of ammunition) to heat up the barrel to an extent that "serious accuracy degradation" occurs, the researchers found. At this point, the accuracy degradation can be as severe as 50 centimeters at a range of 200 meters, and a full 6 meters at a range of 500 meters.
In PR, we use deviation as a replacement for weapon sway and many other things which is why it is so extreme but that doesn't neglect the fact that modern rifles aren't laser weapons and do have a tiny amount of deviation, even in perfect conditions when you don't have any windage etc to worry about either.
As such, I think it is a mistake to have absolutely no deviation if you're going for realism and even if you're not, I can't see much gameplay advantage in having laser weapons and not giving different types of weapon more or less accuracy and all being as accurate as each other with just different scopes, recoils etc to distinguish them.

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Old 2021-01-26, 13:15   #50
Bluedrake42
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Originally Posted by Rhino View Post
Real-life weapons do have some deviation themselves, although generally tiny (other than for smoothbore muskets which struggle to hit anything past 100m), they are still a big factor at range, hence the need for specialist Marksman and Sniper Rifles and why high powered scopes aren't just shoved on normal assault rifles.

A good example of this was the whole fiasco a few years ago about how poorly the G36 was performing in Afghanistan when overheating, becoming too inaccurate to use effectively even at medium range: https://www.dw.com/en/heckler-koch-g...ces/a-18402772


In PR, we use deviation as a replacement for weapon sway and many other things which is why it is so extreme but that doesn't neglect the fact that modern rifles aren't laser weapons and do have a tiny amount of deviation, even in perfect conditions when you don't have any windage etc to worry about either.
As such, I think it is a mistake to have absolutely no deviation if you're going for realism and even if you're not, I can't see much gameplay advantage in having laser weapons and not giving different types of weapon more or less accuracy and all being as accurate as each other with just different scopes, recoils etc to distinguish them.
Feel free to join our development Discord and argue with Goomes about it lol
https://discord.gg/kQHrdxT

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