Ask the [DEV]s a (?) - Part 2

General discussion of the Project Reality: BF2 modification.
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1978
Joined: 2011-07-20 10:02

Re: Ask the [DEV]s a (?) - Part 2

Post by rPoXoTauJIo »

[R-DEV]Rhino wrote:Anyone giving you a date, isn't part of the PR team, and is BSing you.
Shiiiiiet, i answered "tomorrow" to everyone who's asked me :(
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
mries
Posts: 470
Joined: 2013-06-30 16:16

Re: Ask the [DEV]s a (?) - Part 2

Post by mries »

[R-DEV]Rhino wrote:Anyone giving you a date, isn't part of the PR team, and is BSing you.
I still have faith in my calculation :mad:
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Gerfand
Posts: 329
Joined: 2015-11-02 15:24

Re: Ask the [DEV]s a (?) - Part 2

Post by Gerfand »


Freature or Bug?
schakal811
Posts: 86
Joined: 2011-05-22 12:35

Re: Ask the [DEV]s a (?) - Part 2

Post by schakal811 »

Is it possible to add a anti cheat software to PR? Is it too expensive or no freeware/open-source software available?
Mineral
PR:BF2 Lead Developer
Posts: 8532
Joined: 2012-01-02 12:37

Re: Ask the [DEV]s a (?) - Part 2

Post by Mineral »

I'll quote a post of mine from another forum section that is pretty much an answer to your question as well :)

We don't have the resources to develop our own anti cheat detection or don't have the funds to add existing ones. And no free solution is available that could suit our game. And even if we did have a in-house or other solution we would need developers working it on it often as it would need constant updating to fight the development of the cheats. Again development resources we don't have. I don't know of any mod that does. I think hacking/cheating is a definite issue in PR like in every game but not as big in some other games. Our good community and the cheater hunters are to thank for that. Combined with hardware-bans (unlike cd-key/game account bans 90% of games out there use) once you are banned, you have to go through much more trouble then in other games. Which helps with keeping them away.

That said we continue to make sure that we do the best we can to our abilities, but developing anti-cheat would be a waste as it would never suffice.
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Mineral
PR:BF2 Lead Developer
Posts: 8532
Joined: 2012-01-02 12:37

Re: Ask the [DEV]s a (?) - Part 2

Post by Mineral »

I'll quote a post partialy of mine from another forum section that is pretty much an answer to your question as well :)

We don't have the resources to develop our own anti cheat detection or don't have the funds to add existing ones. And no free solution is available that could suit our game. And even if we did have a in-house or other solution we would need developers working it on it often as it would need constant updating to fight the development of the cheats. Again development resources we don't have. I don't know of any mod that does. I think hacking/cheating is a definite issue in PR like in every game but not as big in some other games. Our good community and the cheater hunters are to thank for that. Combined with hardware-bans (unlike cd-key/game account bans 90% of games out there use) once you are banned, you have to go through much more trouble then in other games. Which helps with keeping them away.

That said we continue to make sure that we do the best we can to our abilities, but developing anti-cheat would be a waste as it would never suffice.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Ask the [DEV]s a (?) - Part 2

Post by Outlawz7 »

Gerfand wrote:
Freature or Bug?
Probably coincidence
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solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Ask the [DEV]s a (?) - Part 2

Post by solidfire93 »

we've seen a lot of Map changes and many many bug fix's and other cool stuff like new Tank models...etc

now im not going to talk about the issues in jets and heli's...

but i was wondering what changes been made to Aircraft's and Helis for 1.4 !?

any info of what been changed/Fixed regarding jet's and Heli(im talking about Attack choppers)....

Regards.
obpmgmua
Posts: 397
Joined: 2013-05-19 20:51

Re: Ask the [DEV]s a (?) - Part 2

Post by obpmgmua »

Will you ever make INS made back to the way it was pre 1.0?

Right now it's really damn hard for insurgents. I know the metrics say it's almost 50/50 but it doesn't feel like that. On any INS map I play whether blufor or opfor the insurgents lose a majority of the time. From personal observation I see the blufor winning about 60% of the time.

Also will Insurgents, ARF, Etc ever abandon the pickup kit system? It promotes lone-wolfing.
If you want Spawnable RPGs and SVDs for Insurgent team

Sign Here ______________________
rPoXoTauJIo
PR:BF2 Developer
Posts: 1978
Joined: 2011-07-20 10:02

Re: Ask the [DEV]s a (?) - Part 2

Post by rPoXoTauJIo »

solidfire93 wrote: any info of what been changed/Fixed regarding jet's
Jets in works.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
YAK-R
Posts: 335
Joined: 2012-07-07 15:04

Re: Ask the [DEV]s a (?) - Part 2

Post by YAK-R »

obpmgmua wrote:Will you ever make INS made back to the way it was pre 1.0?

Right now it's really damn hard for insurgents. I know the metrics say it's almost 50/50 but it doesn't feel like that. On any INS map I play whether blufor or opfor the insurgents lose a majority of the time. From personal observation I see the blufor winning about 60% of the time.

Also will Insurgents, ARF, Etc ever abandon the pickup kit system? It promotes lone-wolfing.
I don't think the issue is the game is inherently hard for the insurgent team, but rather the insurgent teams players don't seem to care. The SL's rarely build hideouts (even when they're free), people don't actually defend caches, but rather just run towards whatever enemy was most recently marked on the map..

Insurgents get more than enough tools to defeat blufor on most of the maps. It's usually just wasted.
RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: Ask the [DEV]s a (?) - Part 2

Post by RAWSwampFox »

Good Evening,

Hard for the Insurgents? Really? When I was a regular player with a full CIVI squad, it was blufor guys always whining and complaining about insurgency being broken, too hard, and that their scopes were useless against unarmed civilians. Read the guide linked below. I will agree with Yak-r, no hideouts equals failure, some random hideouts equals COD noobs, but strategic not on cache hideouts equals a helluva round.

Still love my top score of blufor with -4800+ points.
-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
Pronck
Posts: 1780
Joined: 2009-09-30 17:07

Re: Ask the [DEV]s a (?) - Part 2

Post by Pronck »

Since I am gone the Hideout industry has collapsed. You can simply help your INS team win by just building 5 good hideouts and maintaining them. And of course use the deployments that come with them.
We are staying up!
obpmgmua
Posts: 397
Joined: 2013-05-19 20:51

Re: Ask the [DEV]s a (?) - Part 2

Post by obpmgmua »

RAWSwampFox wrote:Good Evening,

Hard for the Insurgents? Really? When I was a regular player with a full CIVI squad, it was blufor guys always whining and complaining about insurgency being broken, too hard, and that their scopes were useless against unarmed civilians. Read the guide linked below. I will agree with Yak-r, no hideouts equals failure, some random hideouts equals COD noobs, but strategic not on cache hideouts equals a helluva round.

Still love my top score of blufor with -4800+ points.
See that too is a problem. Because Insurgents only viable tactic becomes civi meat shields.
If you want Spawnable RPGs and SVDs for Insurgent team

Sign Here ______________________
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Ask the [DEV]s a (?) - Part 2

Post by solidfire93 »

how close we are to 1.4... are we going to get it late 2016 ?

also are we going to get/see any changes to Heli physics (both attack and trans) ?

regards
rPoXoTauJIo
PR:BF2 Developer
Posts: 1978
Joined: 2011-07-20 10:02

Re: Ask the [DEV]s a (?) - Part 2

Post by rPoXoTauJIo »

solidfire93 wrote:how close we are to 1.4... are we going to get it late 2016 ?
We're pretty close i'd say, release date has been posted in this thread.
solidfire93 wrote:also are we going to get/see any changes to Heli physics (both attack and trans) ?
I have a plans for that, no promises through :p
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Ask the [DEV]s a (?) - Part 2

Post by sweedensniiperr »

What are the requirements of a map making it into PR? Why are some maps rejected and some accepted? Why is it that some are removed and some added, and some REintroduced?

Why did the dev-team decide to work on Falklands? Why not WW2? Or why not focusing on improving regular PR? Or am I missing it, is Falklands just a sidenote?
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1978
Joined: 2011-07-20 10:02

Re: Ask the [DEV]s a (?) - Part 2

Post by rPoXoTauJIo »

sweedensniiperr wrote:Why did the dev-team decide to work on Falklands? Why not WW2? Or why not focusing on improving regular PR? Or am I missing it, is Falklands just a sidenote?
Noone told that we're not working on all those :)
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Ask the [DEV]s a (?) - Part 2

Post by Outlawz7 »

sweedensniiperr wrote:What are the requirements of a map making it into PR? Why are some maps rejected and some accepted? Why is it that some are removed and some added, and some REintroduced?
https://www.realitymod.com/forum/f354-c ... lines.html

https://www.realitymod.com/forum/f354-c ... w-map.html
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Sequadon
Posts: 35
Joined: 2015-11-19 14:15

Re: Ask the [DEV]s a (?) - Part 2

Post by Sequadon »

What do you think of Bluedrake42's project makeing a custom launcher to provide regular updates, new contents (map, faction, weapon) and host community events? Is this going to divide or unite the PR community?

https://youtu.be/Out1KZlctuQ
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