[Changelog] Project Reality v0.95 Features List

Project Reality announcements and development highlights.
Locked
TheAssProtectors.Nr1
Posts: 124
Joined: 2009-09-05 20:26

Re: Project Reality 0.95 Features List

Post by TheAssProtectors.Nr1 »

Wow, that's an amazingly comprehensive chance log!

I must say that there are a few things amongst the total awesomeness that I am eager to see will affect the gameplay negatively.

BUT don't get me wrong; It looks great, and I am looking very much forward to play it! :D
Why do something today, when you can not do it tomorrow
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Project Reality 0.95 Features List

Post by Jigsaw »

cyberzomby wrote:Thats what I mean. Wont it feel more like the previous system where the rally could be placed without recharging. I liked the fact that it was just a one shot system to get a second chance and than it was over. But we'll have to see how much we're gonna use it anyway. Lets play it first right? ^-^ My post was really poorly written as I was hyped about the features I see now :P
Ah I see, fair enough. I think it'll just be a little more forgiving tbh especially when you have new people joining your squad, certainly shouldn't be like the old army spawning in a broom cupboard problem.
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... "
IWOMANIZERI
Posts: 5
Joined: 2010-08-25 17:33

Re: Project Reality 0.95 Features List

Post by IWOMANIZERI »

Where is the DingoII for the German Faction, so it seems they have no armed personal Transport Vehicle (like the HMMW)?

The Gwolf is not fitted with the MG3, its unarmed.
Will the the DINGOII appear in the little hotfixes, u had announced?
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Project Reality 0.95 Features List

Post by Kain888 »

Awesome changes, of course expect Rally Points rearming after 5 min. Quite odd change, bad that it's there. :(

And will have to check that Commanders RPs to make some opinion on them.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Project Reality 0.95 Features List

Post by Wakain »

a long and very awesome list, but I have a few questions:
1. I see the new chinese weapons will have to wait for another update?(obviously I can live with that but just to be sure)

2. why were the US bayonets removed, the reason stated is a little vague to me.

3. Chiznizzle announced a lot of PR singleplayer/Coop work quite some time ago in a highlight, are there more maps with singleplayer support?

thanks in advance ;)
WilsonPL
Posts: 510
Joined: 2008-03-27 17:32

Re: Project Reality 0.95 Features List

Post by WilsonPL »

Updated MEC BTR-60 passengers so they have people attempting to apprehend them while they travel ruggedly.
What that exactly means ?


EDIT:
ah nvm :lol: :lol: :d uh:
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Project Reality 0.95 Features List

Post by Tartantyco »

About the rally point 5 minute thing, you still have to rearm it at a firebase.
Make Norway OPFOR! NAO!
ImageImage
It's your hamster Richard. It's your hamster in the box and it's not breathing.
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: Project Reality 0.95 Features List

Post by Oskar »

WilsonPL wrote:What that exactly means ?
Can't be sure, but it's supposed to mean that passengers ride on the outside of the vehicle like the Russian BTRs on Silent Eagle.(might be on other maps as well, I dunno.)
Andy[EEF]
Posts: 62
Joined: 2010-02-13 19:52

Re: Project Reality 0.95 Features List

Post by Andy[EEF] »

cyberzomby wrote: I love the fact that your complaining that it requires skill... :P If I understand your post correctly that is. Sorry if I'm wrong. What do you guys want? Effortlessly take out what ever you want? Come on! Its something that can take out anything on the ground and it now needs skill. Thats a good thing right?
Sorry if I was unclear. What I meant was that with the 3D marker change, it would require skill to drop bombs from beyond visual range (with the old bomb system) and have them hit lasers, since you can't see exactly where the target is from a 3D marker and judge for bomb drop without skill being involved.

I sort of agree with the removal of the markers, because it would make dropping bombs takes skill and practice with the old system -as in not just any random person being able to do it. But forcing jets to fly like f***ing vanilla style by going low to be able to drop bombs really doesn't make sense to me. It just seems a huge step backwards in terms of realism and gameplay.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: Project Reality 0.95 Features List

Post by KingKong.CCCP »

I was probably the biggest fan of renderer.drawhud 0, the only reason I didn't use it all the time is that damn voip button, and spawn selection... I'm gonna miss that option. Said that, I admit one could have used it as an exploit, since it removes the blank wounded screen, you could watch other players when dead (switching from one to another), also it was giving the UAV a better view (more wide/fullscreen, and with no effect).

Removing 3D markers for long distance is a good change...
Yes, it is more complicated for planes/choppers/tanks, but let's face it, the name of the game is Project REALITY, and for example gunning a tank is pretty much 99% real (only few RL stuff missing, like, ehm... blood), so there is no excuse for having 3D markers in the first place.

I have been playing PR from 0.2. I've read many change logs, and I have questioned DEVs so many times... and at the end, it turned out they were right in everything they did. Have faith guys, PR can get only better with every new patch. :)
iAllex
Posts: 185
Joined: 2009-11-20 11:20

Re: Project Reality 0.95 Features List

Post by iAllex »

Tartantyco wrote:About the rally point 5 minute thing, you still have to rearm it at a firebase.
Current rally point sistem: You set rally point, lat's for 1 min and it will rearm itsellf in 10 minutes. (firebase rearm has been taken out since v0.91, i thnik)

New rally point sistem: You set rally point, lat's for 1 minute and it will rearm itsellf in 5 minutes.

There is no firebase rearm in the current or the next rally point sistem.

Can someone please tell me what's the new fade-in effect on reflex sights? :D i'm really want to know if it's the want I'm thinking about.

and
Increased time to live on all effects by significant amounts.
Surpression effect? smoke effect? who, what, where ?!

I am Alex
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Project Reality 0.95 Features List

Post by cyberzomby »

Ah I see what you meant now. In that case it is a bit weird but maybe theres something new on the HUD to help you bomb them. I mean, the hud must mean something with that whole trajectory course display. Thats what I found weird about BF2 Nilla that people just used those modern jets as ww2 planes (stucka's).
usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: Project Reality 0.95 Features List

Post by usmcguy »

hey can we get some more co-op info?
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: Project Reality 0.95 Features List

Post by Hauteclocque »

Wakain wrote:2. why were the US bayonets removed, the reason stated is a little vague to me.
There were way too many variants to animate (and trust me I start to animate weapons, having 10+ weapons to animate for adding nothing really new can be pretty boring).

;)
Image
Mellanbror
Posts: 320
Joined: 2009-09-05 10:56

Re: Project Reality 0.95 Features List

Post by Mellanbror »

Good stuff! Thank you!
Question; about artie-IED proximity to caches. Can Ins now place them alot closer and not endanger the cache itself?
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Project Reality 0.95 Features List

Post by Tartantyco »

iAllex wrote:Current rally point sistem: You set rally point, lat's for 1 min and it will rearm itsellf in 10 minutes. (firebase rearm has been taken out since v0.91, i thnik)

New rally point sistem: You set rally point, lat's for 1 minute and it will rearm itsellf in 5 minutes.

There is no firebase rearm in the current or the next rally point sistem.
Well in that case they dun goofed.
Make Norway OPFOR! NAO!
ImageImage
It's your hamster Richard. It's your hamster in the box and it's not breathing.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Project Reality 0.95 Features List

Post by Brainlaag »

Finally, THANK YOU, sounds like the TOW isn't the ?ber-pwning weapon anymore YEEESSS!! :mrgreen:
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: Project Reality 0.95 Features List

Post by LITOralis.nMd »

I am really upset about the inability to take OpFor kits.

It basically destroys the INS maps.

THe simple solution is to fork the code for BLUFOR faction on INS maps into parallel factions
i.e. USMC_AAS and USMC_INS
where in the USMC_AAS all kits are available, and in USMC_INS the AA and HAT kits are removed, and an alternate CE kit WITHOUT C4 is swapped in.
Write a python script to maintain the parallel codebase and leave a single exception for the CE kit.

Simple. done. finished.

That way the Insurgents side can actually play with some realism and the AAS, CC and Skirmish maps can follow this new gameplay concept you're looking to build.

You have totally screwed over the poor guys who volunteer their time to be Squad Leaders for INSurgents sides on public servers leading strangers for an hour plus at a time. No scopes without losing radio, no shovel in Officer kit, (no phone in civilian kit? not sure?), No ability to build a hideout alone, loss of BLUFOR kits for the squadmembers. ON top of that you shrank the Cache marker search zone from a 280meter diameter circle to a 80meter diameter circle while adding BLUFOR mortar weapon that can be deployed inside domes of death exclusion zones. On top of that the mortars should be able to pummel the entire 80m diameter circle cache marker zone within 4 shells once walked into range with a spotter.

You have given the Insurgent sides no extra vehicles to balance the Insurgent vehicle versus BLUFOR counter-vehicle gameplay dynamics while awarding BLUFOR unlimited use of SAW, CE and HAT kits outside the dome of death.

I can think of a few ways to balance this, but mostly there is a need to basically double the amount of bomb trucks, bomb cars and increase to a smaller degree the number of techies and clown cars driving around. If you are going to award unlimited SAW, CE AND HAT kits to BLUFOR you must force them to use it appropriately or they will exploit the hardcoded advantage given to them.

Within a couple of weeks when hardcore players master the mortar weapon the insurgency maps are going to be so lopsided it will be laughable.

Old Cache Marker system:
Radius = 140 meters
C = 879.64594300514 m
Area = 61575.21601036 m2

New Cache Marker system:
Radius = 40 meters
C = 251.32741228718 m
A = 5026.5482457437 m2

You shrank the size of the search zone around a Cache marker by over 81% !!!!
Who failed at math?

If the Devs are totally convinced this is the direction they want the game to take, you need to change something to INsurgents advantage... maybe reduce the distance between Hideouts to under 150meters, or give insurgents better kits since they lost the BLUFOR kits or give the Insurgent sniper a radio or something.
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: Project Reality 0.95 Features List

Post by Jaymz »

Regarding cache marker changes. Bare in mind that caches now take 3-4 incendiaries or 1 x C4. Meaning that at least half a squad will need to be on the cache to take it out. Basically, the cache location will have to be cleared first before it's disposed.



Posting this here too,




I knew someone on the team would have to give a comprehensive post about the reasoning behind this change, so here goes. I suggest anyone who wants to respond to this afterwards reads all of it, as I'm condensing months of debates between PR team members and military advisers into a nice little package for you.........

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++




It's hard to portray just how rare a situation it is for a soldier, or unconventional combatant, to pick up an enemy weapon and use it in the middle of combat in reality. If it is ever done so, it is a last resort or matter of desperation. The reasoning behind players picking up an enemy kit in PR for the same reasons is almost unheard of.

In-game, when an insurgent picks up an automatic rifle, or a sniper rifle, they transform into that role. An AK wielding ambusher transforms into a conventionally trained M249 gunner that can put tight groupings out to 600m, or a Sniper that can hit point targets even further. Even if we compared similar roles irl, do you honestly think that a Taliban PKM gunner is going to want to swap it for a BLUFOR MG he's unfamiliar with? No, he's going to stick with the PKM he's been carrying since Pakistan...fact.

Switch to the conventional side of things. A conventional soldier that picks up an enemy weapon will be nowhere near as effective operating a foreign weapon system that he has little-to-no experience with in comparison to what he's trained on. For heavy weapons and specialised weapons this change speaks for itself. A Russian soldier picking up an Eryx ATGM Launcher and operating it without any problems is absolutely ridiculous. A US soldier picking up a PKM and operating it with the same proficiency as it's previous owner is also insane.

We have a military adviser on our team who has trained soldiers on foreign weapon familiarisation, below are some of his words on the matter,
I've had to train skilled soldiers on how to properly use an AK-47, and even Expert Marksmen that have been using battle rifles such as the M16 and M4 for a few years needed several hours of intensive range drills in order to use those new weapons effectively.

I have also trained foreign forces in similar skills as well, so it's not just a "US problem".

Standing on a range shooting at a stationary paper target is one thing. But being in a firefight with a weapon you are not familiar with is likely to get you killed, or at the least mean you just waste ammo and contribute little to the fight. You might get some hits, but chances are you'll leave yourself open to get shot more easily too. Trust me, there is a big difference in weapon skill before and after familiarization.
Deviation and weapon handling in-game is weapon specific and can't be soldier/player specific, if we could do that we would have just made enemy weapons extremely ineffective in friendly hands meaning nobody would want to pick them up any way. But we can't.

What we eventually get left with is those few instances of desperation I mentioned initially. Alas, I ask all of you....how often have you picked up an enemy weapon in PR because you ran out of your 6-8+1 mags for your rifle and there was no friendly ammunition source (supply crate, ammo crate, rifleman, APC/IFV etc) within 100m?


Note, for those concerned about unconventional forces,

You now have deployable and technical mounted SPG-9's available.
You now have deployable mortars
Kits with RKG-3 grenades now have 2 instead of 1.
You now have primary and secondary detonation groups for IED's, allowing you set up multiple ambushes and chose what you want to detonate.
If ME Insurgents, you now have field dressings.

You are no longer able to have half your team transform into conventional troops, what you do have are more tools that allow you to play effectively as an unconventional force.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Project Reality 0.95 Features List

Post by dtacs »

LITOralis.nMd wrote: It basically destroys the INS maps.
Lol
That way the Insurgents side can actually play with some realism and the AAS, CC and Skirmish maps can follow this new gameplay concept you're looking to build.
Look at what Jaymz said, it isn't realistic. And I trust the MA who gave foreign weapons training.
You have totally screwed over the poor guys who volunteer their time to be Squad Leaders for INSurgents sides on public servers leading strangers for an hour plus at a time.
...how? If anything its even more fun to play, more inexperienced SLs will want to grab the cell leader kit for the Makarov, and the FAL.
No scopes without losing radio,
Where did you see this?
no shovel in Officer kit, (no phone in civilian kit? not sure?), No ability to build a hideout alone,
Good, this is one step on the road to forcing Insurgent squads to operate as cells/groups like the should be, instead of spread across the map being unorganized.
loss of BLUFOR kits for the squadmembers. ON top of that you shrank the Cache marker search zone from a 280meter diameter circle to a 80meter diameter circle while adding BLUFOR mortar weapon that can be deployed inside domes of death exclusion zones. On top of that the mortars should be able to pummel the entire 80m diameter circle cache marker zone within 4 shells once walked into range with a spotter.
Either you're stupid or I'm being trolled, currently its a 150m search zone, not 280m at all. Its being decreased to around 100m or so, and in an urban situation, thats still going to be a bit of a challenge.

You're also forgetting that the Insurgents can just counter mortar the BLUFOR mortars.
You have given the Insurgent sides no extra vehicles to balance the Insurgent vehicle versus BLUFOR counter-vehicle gameplay dynamics while awarding BLUFOR unlimited use of SAW, CE and HAT kits outside the dome of death.
Yo word up, check out the SPG-9 technical.
I can think of a few ways to balance this, but mostly there is a need to basically double the amount of bomb trucks, bomb cars and increase to a smaller degree the number of techies and clown cars driving around. If you are going to award unlimited SAW, CE AND HAT kits to BLUFOR you must force them to use it appropriately or they will exploit the hardcoded advantage given to them.
They aren't unlimited, they are TWO each. You are literally thinking of the worst possible avenue where the BLUFOR actually do take all CE/HAT kits which, quite honestly, are pretty useless on Insurgency.

Within a couple of weeks when hardcore players master the mortar weapon the insurgency maps are going to be so lopsided it will be laughable.
If the Devs are totally convinced this is the direction they want the game to take, you need to change something to INsurgents advantage... maybe reduce the distance between Hideouts to under 150meters, or give insurgents better kits since they lost the BLUFOR kits or give the Insurgent sniper a radio or something.
For about 2 versions when Insurgency really came into its prime I have been advocating that the Insurgent faction get a leg up on the BLUFOR. For too long have they really suffered at winning, even with a good team. Finally I can honestly say I'm happy that the dev's have made the right decisions to balance things out. Asymmetric warfare has finally been achieved by giving the Ins unconventional - yet powerful - assets at their fingertips. If you think this is game ruining stuff then you need to wait till its played.

Or have I just been trolled hard?
Locked

Return to “Announcements & Highlights”