[Gameplay] PR v0.9 Updates

Project Reality announcements and development highlights.
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Moonlight
Posts: 211
Joined: 2009-07-04 20:05

Re: [Gameplay] PR v0.9 Updates

Post by Moonlight »

00SoldierofFortune00 wrote:I think they should have released 0.9 and done the RP beta with that version since the 0.9 changes already change the game a lot. I just hope that the death of RPs doesn't destroy insurgency. Even with less caches, some of the maps like Korengal are already hard enough. All the other changes look good though, especially the CO changes.
Those beta servers with D version are still up. I suggest you go&play there a few rounds. See how awesome the game without enemies popping out of f*** nowhere is.
Neither is the insurgency going to be destroyed. Less/no rallies means more cautious squads which leads to less casualties -> less ticket loss -> bigger chance of winning for the BLUfor.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Gameplay] PR v0.9 Updates

Post by cyberzomby »

gazzthompson wrote:EVERYTHING about these updates will improve PR, amazing.
Agreed Agreed! .9 will rock the world!
Guybrush
Posts: 44
Joined: 2007-08-07 05:37

Re: [Gameplay] PR v0.9 Updates

Post by Guybrush »

I like the new kit options, I've always wanted a non-scoped Grenadier and a Scoped medic ;)
It's only a "downgrading" alternative, from default scoped to aimpoint/ironsights. Not the other way around, providing scopes to all.
There won't be scoped medics and thank goodness for that : medics' ammo is here for self defense and eventual fire support. His role is not that of a health-insured rifleman.
This goes well with it being an ironsights kits.
I as a lazy person will be sure to volunteer for this role even more due to the foreseeable increase of digging (less RPs and more FOBs).


I'm a bit concerned about the armour now with all those AT defenses, we'll see how it turns out. I guess I've reached my own OMG level upon seeing these added.


Thanks for all the hires pics in the updates, I love those.
New factions, vehicles, weapons, animations and sounds (these 2 latter being half the immersion), many new maps (the thing I believe PR needs most), touched up known ones, polished gameplay, more kit loot and no more sound bug ?

This has got to be the biggest and best release since 0.5 ! But no wait, the best has yet to come with your fantastic work and all the other community factions which will add their weapons and maps and vehicles and more.
To think that PR is now in another decade... Who would have thought all this possible in 2005 ?
Thank you so much devs for the prolonged efforts your work involves, I hope you get some reward.
Last edited by Guybrush on 2010-01-24 11:21, edited 11 times in total.
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: [Gameplay] PR v0.9 Updates

Post by Celestial1 »

00SoldierofFortune00 wrote:I think they should have released 0.9 and done the RP beta with that version since the 0.9 changes already change the game a lot. I just hope that the death of RPs doesn't destroy insurgency. Even with less caches, some of the maps like Korengal are already hard enough. All the other changes look good though, especially the CO changes.
00SoldierofFortune00 wrote:Nothing "forces players" to play a certain way, which is exactly my point. Players still play the way they want to at the end of the day which is why I see some problems with the RP changes.
The RP 'beta' changes were great additions to gameplay, IMO. It does force players to act a certain way (play carefully/not die), or face the consequences (die a lot and walk a lot).

The only insurgency map that was killed by the lack of RPs was Korengal-heavily due to the fact that it is extremely easy to be surrounded repeatedly by insurgents. In fact, the rally beta shows us a glaring flaw in the map (not to say the map is bad): you can be easily surrounded and continually killed by the taliban due to the hills, and the main base is easily camped.

Now, Korengal's main base is being moved. A possible result of this is long range fire support from inside the FOB; with such a great overlook over most of the valley, you should expect to see M203 mortars and long range SAW fire from the FOB, which would certainly help reduce the effects of being continually surrounded and overrun my the Taliban. I certainly hope that it becomes a very challenging insurgency map (though not at all impossible) with the changes to insurgency and the map itself.
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: [Gameplay] PR v0.9 Updates

Post by Herbiie »

'[R-DEV wrote:dbzao;1241927']
9. Commander

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The new ACVs were presented few months ago and will be the new home of the Commanders when they are not in the field. That's right, the Commander has the possibility of accessing his command screen from anywhere again. Of course, the UAV is still available only in the ACV.

This was agreed upon the addition of the new Mutiny system in v0.9. Only Squad Leaders can vote for Mutiny against the Commander that is not doing his job of communications, intelligence and integration of the team.

Also, improved area attacks are available as well as a decreased reload time for the Artillery strike from 60 min to 40 min. The new Foxholes present a good defense against area attacks like Artillery and Mortars as they are not destroyed by these projectiles anymore.
D:
Why does he look so depressed?
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Gameplay] PR v0.9 Updates

Post by space »

Herbiie wrote: Why does he look so depressed?
Have you ever tried being commander on a pub server? :D


Some really cool changes in this update - I cant wait to try them out.
WilsonPL
Posts: 510
Joined: 2008-03-27 17:32

Re: [Gameplay] PR v0.9 Updates

Post by WilsonPL »

Why does he look so depressed?
All hueys down.
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: [Gameplay] PR v0.9 Updates

Post by Celestial1 »

WilsonPL wrote:All hueys down.
Because they crashed into eachother.

On the carrier.
ExFLaMe
Posts: 17
Joined: 2008-12-01 10:27

Re: [Gameplay] PR v0.9 Updates

Post by ExFLaMe »

Why don't you leave RP's alone! WHY ?!!!! :-( They were perfect in 0.8 ...

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bosco_
Retired PR Developer
Posts: 14620
Joined: 2006-12-17 19:04

Re: [Gameplay] PR v0.9 Updates

Post by bosco_ »

And so it begins...

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Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: [Gameplay] PR v0.9 Updates

Post by Tartantyco »

The battle lines are drawn...
Make Norway OPFOR! NAO!
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It's your hamster Richard. It's your hamster in the box and it's not breathing.
Bonsai
Posts: 377
Joined: 2006-11-10 13:39

Re: [Gameplay] PR v0.9 Updates

Post by Bonsai »

ExFLaMe wrote:Why don't you leave RP's alone! WHY ?!!!! :-( They were perfect in 0.8 ...
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If you know the enemy and know yourself you need not fear the results of a hundred battles. Sun Tzu
rampo
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Re: [Gameplay] PR v0.9 Updates

Post by rampo »

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Gore
Retired PR Developer
Posts: 2491
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Re: [Gameplay] PR v0.9 Updates

Post by Gore »

YES, eat shit and die amateur civi killers.
Shredhead99
Posts: 301
Joined: 2009-05-20 09:20

Re: [Gameplay] PR v0.9 Updates

Post by Shredhead99 »

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Mr.Hyde
Posts: 196
Joined: 2009-06-17 17:04

Re: [Gameplay] PR v0.9 Updates

Post by Mr.Hyde »

[R-DEV]dbzao wrote:One big update that affects all kits is that they remain on the ground for 5 min, instead of the default 30 seconds.
This is going to make for some interesting scenarios. :lol:


Thank you for the refined update guys!


EDIT: I'm going to miss the training servers. They may have not served their original purpose but they did help weed out the chavs from joining regular servers. Looking forward to the CO-OP with pessimism yet also an open mind.
Last edited by Mr.Hyde on 2010-01-24 12:09, edited 2 times in total.
"Any society that would give up a little liberty for security deserve neither and will lose both" ~Benjamin Franklin
Technobanana
Posts: 29
Joined: 2010-01-17 03:40

Re: [Gameplay] PR v0.9 Updates

Post by Technobanana »

Burton wrote:Game on! :D

YEahhhhhhh boy !
LongJohn_2RB
Posts: 3
Joined: 2007-07-03 20:44

Re: [Gameplay] PR v0.9 Updates

Post by LongJohn_2RB »

I'm sure Mr. Luda has proposed these changes earlier, at some point in time :lol:
Looking forward to the release.
Konfusion2113
Posts: 103
Joined: 2008-05-03 07:37

Re: [Gameplay] PR v0.9 Updates

Post by Konfusion2113 »

lol, why would a civi just stand while getting cuffed?
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Gameplay] PR v0.9 Updates

Post by cyberzomby »

Mr.Hyde wrote:This is going to make for some interesting senarios. :lol:


Thank you for the refined update guys!
Yea! This is going to be very interesting indeed! Good thing tho as it was freaking hard sometimes getting a SquadMate to pick up your dropped special weapon. And I dont even want to use it myself!
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