[Changelog] Project Reality v0.95 Features List
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Re: Project Reality 0.95 Features List
Randymarsh.jpg
Also, explain:
Updated MEC BTR-60 passengers so they have people attempting to apprehend them while they travel ruggedly.
Also, explain:
Updated MEC BTR-60 passengers so they have people attempting to apprehend them while they travel ruggedly.
![Image](http://www.realitymod.com/forum/uploads/signatures/sigpic38412_2.gif)
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Re: Project Reality 0.95 Features List
no scopes for militia riflemen, yeahhhhhhhhhhh, like it should be
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Re: Project Reality 0.95 Features List
See bold.'[R-MOD wrote:Jigsaw;1461838']I really don't understand that logic, either way you'll lose that kit with or without the new system. The only thing that is different now is that the enemy team won't be able to turn that kit against you, which is inherently unrealistic.
Imo, it's not something that can be abused.
Inherently unrealistic? So what, you can't pick up stuff from a dead guy? Are you really saying that? Wow.
Nope.
Get wounded + revived = 1 ticket lost
Get wounded + give up/dead = 2 tickets lost
Therefore it is still highly advantageous to wait for a medic, even more so to focus on staying alive in the first place.
Your team will still lose even if you have no deaths - fantastic!
I can't see how that is a bad thing, no-one really enjoys having to play four hour rounds and they've been more and more prevalent recently with the way gameplay has slowed.
And, you're saying that none of these changes will prolong gameplay?
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Re: Project Reality 0.95 Features List
"Added Unarmed Melee (All Factions)."
Fists for everyone?
Fists for everyone?
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Re: Project Reality 0.95 Features List
boilerrat wrote:Updated MEC BTR-60 passengers so they have people attempting to apprehend them while they travel ruggedly.
Sounds like an awful lot of effort for limited reward...Murphy wrote:I'm not entirely sold on the enemy kit issue. I envision insurgents finding the ever illusive engi kit and playing hot potato with it while they set their bomb car factory in motion. I don't need much time at all to get c4 on a vehicle, and after I've armed my car I can drop the kit for my squaddies to pick up and use as they see fit. I don't even think it would be far fetched to sacrifice yourself in order to rearm even 1 c4.
I hope the fix will end all the horrible rounds ruined by insurgents using blufor kits, but I keep thinking "where there is a will there is a way."
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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- Posts: 1786
- Joined: 2010-09-07 19:05
Re: Project Reality 0.95 Features List
"Added code that prevents players from using enemy kits other than rifleman variants indefinitely (rifleman, rifleman specialist, rifleman at, rifleman ap). It gives a message for 15-20 seconds (enough time to get ammo/field dressings), then it blacks out the screen for 15 seconds more after which it kills the player if he doesn't drop it." -- That stinks.
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Re: Project Reality 0.95 Features List
dragunover wrote:Inherently unrealistic? So what, you can't pick up stuff from a dead guy? Are you really saying that? Wow.
Lol, no that's not what I said.
It is inherently unrealistic for an insurgent to be able to pick up a H-AT and know how to use it automatically.
Or to pick up a SAW and put down tight groupings at 300m.
Or pick up an AA kit and knock out a Kiowa.
Etc etc....
That's just taking things to extremes.dragunover wrote:Your team will still lose even if you have no deaths - fantastic!
No, these changes should make games shorter which imo is a good thing.dragunover wrote:And, you're saying that none of these changes will prolong gameplay?
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Project Reality 0.95 Features List
Also the ticket loss stuff is really good now.
Running back and forth between the flags, getting and losing them will drain tickets like mad and that is good.
And now if you want to win ticket wise you must not die (so much), another good thing.
Running back and forth between the flags, getting and losing them will drain tickets like mad and that is good.
And now if you want to win ticket wise you must not die (so much), another good thing.
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Orgies beat masturbation hands down. - Staker
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Re: Project Reality 0.95 Features List
There are serveral problems with picking up enemy kits in PR, such as that you can reload and rearm them without limit from your own arms supply, and that you can use them like you're fully trained with them.
Secondly, it's actully sort of unrealistic according to the PR teams military advisors. In real combat you don't how reliable the weapon is, or if has been damaged. And you won't have enough ammo for it in the long run (unlike in PR).
Secondly, it's actully sort of unrealistic according to the PR teams military advisors. In real combat you don't how reliable the weapon is, or if has been damaged. And you won't have enough ammo for it in the long run (unlike in PR).
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Re: Project Reality 0.95 Features List
EG KJEM SOM EIN OKSE MED KUKEN I KJERRINGFETTA!
Translation: These changes do make me extremely moist.
Translation: These changes do make me extremely moist.
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
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Re: Project Reality 0.95 Features List
Surely when it's I.E. Canada versus Russia on Yamalia, I don't expect an M16A3 to instantaneously combust into shrapnel if I pick it up and shoot it.Farks wrote:There are serveral problems with picking up enemy kits in PR, such as that you can reload and rearm them without limit from your own arms supply, and that you can use them like you're fully trained with them.
Secondly, it's actully sort of unrealistic according to the PR teams military advisors. In real combat you don't how reliable the weapon is, or if has been damaged. And you won't have enough ammo for it in the long run (unlike in PR).
Vice versa when you're talking about the Insurgents, they expect the enemies' weapons to be in much better condition.
As far as reliability itself, I'm sure if you're taking the time to pick up a kit you'd have the time to check the gun out. For anti-tank, those are exceptionally self-explanatory.
I could also call in the exception of when the weapon systems are the same, I.E. HAMAS
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Re: Project Reality 0.95 Features List
I can say this without any hesitation: I love you, DEVs. Although time will tell how these (mostly gameplay-related) changes will change the game, especially long-term, I feel incredibly optimistic.
Although some additions and changes might be "too much", "too little" or overscaled in this initial release, this is not one but 100+ steps in the right direction.
Thank you.
Although some additions and changes might be "too much", "too little" or overscaled in this initial release, this is not one but 100+ steps in the right direction.
Thank you.
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Re: Project Reality 0.95 Features List
You guys are going to love this one:
My friend was so excited that when his preload finished, he uninstalled PR.917 Bwahah. He's doing a system restore right now.
My friend was so excited that when his preload finished, he uninstalled PR.917 Bwahah. He's doing a system restore right now.
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Re: Project Reality 0.95 Features List
The sexual innuendo about new releases is just getting gross now :\
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Re: Project Reality 0.95 Features List
Just drop it dude, if the changes are so amazingly game-destructive then they can be easily reversed via a hotfix.dragunover wrote:Surely when it's I.E. Canada versus Russia on Yamalia, I don't expect an M16A3 to instantaneously combust into shrapnel if I pick it up and shoot it.
Vice versa when you're talking about the Insurgents, they expect the enemies' weapons to be in much better condition.
As far as reliability itself, I'm sure if you're taking the time to pick up a kit you'd have the time to check the gun out. For anti-tank, those are exceptionally self-explanatory.
I could also call in the exception of when the weapon systems are the same, I.E. HAMAS
You're acting like this one fix has changed the game irreversebly when there are so many other positive changes!
Edit Woops. didnt mean to double post, meant to copy this into the above post but I hit reply accidentally
Last edited by Ford_Jam on 2010-10-10 00:41, edited 1 time in total.
Reason: herpderp
Reason: herpderp
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Re: Project Reality 0.95 Features List
![Shocked :shock:](./images/smilies/icon_eek.gif)
Everything seems....well, perfect. Thanks for all the work you guys put into this. I honestly haven't wanted to play any other shooter since I found PR.
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Re: Project Reality 0.95 Features List
Please at least try to actually read the change before you start complaining about it. It does not affect rifleman variant kits, only special kits like H-AT, AA, SAW etc.dragunover wrote:Surely when it's I.E. Canada versus Russia on Yamalia, I don't expect an M16A3 to instantaneously combust into shrapnel if I pick it up and shoot it.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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- Retired PR Developer
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Re: Project Reality 0.95 Features List
Are 3D markers beyond 150m gone for vehicle drivers/gunners too?
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Re: Project Reality 0.95 Features List
Fixed it for you.Ford_Jam wrote:The sexual innuendo about new releases is entirely justified! : D
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Re: Project Reality 0.95 Features List
I never said anything of the sort. I'll still be playing PR. It's not about being entirely game-destructive, I'm just talking about the little things that really perturb me.Ford_Jam wrote:Just drop it dude, if the changes are so amazingly game-destructive then they can be easily reversed via a hotfix.
You're acting like this one fix has changed the game irreversebly when there are so many other positive changes!
Edit Woops. didnt mean to double post, meant to copy this into the above post but I hit reply accidentally
I apologize if I look incredulously cynical about the update, but pointing these things out are better than just saying "LOL WOOT"