[Changelog] Project Reality v0.95 Features List

Project Reality announcements and development highlights.
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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Project Reality 0.95 Features List

Post by boilerrat »

Randymarsh.jpg

Also, explain:

Updated MEC BTR-60 passengers so they have people attempting to apprehend them while they travel ruggedly.
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LeChuckle
Posts: 664
Joined: 2007-02-09 13:53

Re: Project Reality 0.95 Features List

Post by LeChuckle »

no scopes for militia riflemen, yeahhhhhhhhhhh, like it should be
dragunover
Posts: 72
Joined: 2009-01-29 00:22

Re: Project Reality 0.95 Features List

Post by dragunover »

'[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?
See bold.
LeChuckle
Posts: 664
Joined: 2007-02-09 13:53

Re: Project Reality 0.95 Features List

Post by LeChuckle »

"Added Unarmed Melee (All Factions)."

Fists for everyone?
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Project Reality 0.95 Features List

Post by Jigsaw »

boilerrat wrote:Updated MEC BTR-60 passengers so they have people attempting to apprehend them while they travel ruggedly.

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."
Sounds like an awful lot of effort for limited reward...
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... "
crot
Posts: 1786
Joined: 2010-09-07 19:05

Re: Project Reality 0.95 Features List

Post by crot »

"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.
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Project Reality 0.95 Features List

Post by Jigsaw »

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....

dragunover wrote:Your team will still lose even if you have no deaths - fantastic!
That's just taking things to extremes.
dragunover wrote:And, you're saying that none of these changes will prolong gameplay?
No, these changes should make games shorter which imo is a good thing.
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... "
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Project Reality 0.95 Features List

Post by Arnoldio »

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.
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Orgies beat masturbation hands down. - Staker
Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: Project Reality 0.95 Features List

Post by Farks »

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).
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: Project Reality 0.95 Features List

Post by single.shot (nor) »

EG KJEM SOM EIN OKSE MED KUKEN I KJERRINGFETTA!

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
dragunover
Posts: 72
Joined: 2009-01-29 00:22

Re: Project Reality 0.95 Features List

Post by dragunover »

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).
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
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: Project Reality 0.95 Features List

Post by Oskar »

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.
nater
Posts: 489
Joined: 2009-01-07 19:35

Re: Project Reality 0.95 Features List

Post by nater »

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.
Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: Project Reality 0.95 Features List

Post by Ford_Jam »

The sexual innuendo about new releases is just getting gross now :\
Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: Project Reality 0.95 Features List

Post by Ford_Jam »

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
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
Last edited by Ford_Jam on 2010-10-10 00:41, edited 1 time in total.
Reason: herpderp
Vanya
Posts: 147
Joined: 2009-04-29 01:11

Re: Project Reality 0.95 Features List

Post by Vanya »

:shock: Yes!

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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Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Project Reality 0.95 Features List

Post by Jigsaw »

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.
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.
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... "
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: Project Reality 0.95 Features List

Post by Jafar Ironclad »

Are 3D markers beyond 150m gone for vehicle drivers/gunners too?
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: Project Reality 0.95 Features List

Post by Oskar »

Ford_Jam wrote:The sexual innuendo about new releases is entirely justified! : D
Fixed it for you.
dragunover
Posts: 72
Joined: 2009-01-29 00:22

Re: Project Reality 0.95 Features List

Post by dragunover »

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 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.
I apologize if I look incredulously cynical about the update, but pointing these things out are better than just saying "LOL WOOT"
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