[Changelog] Project Reality v0.95 Features List

Project Reality announcements and development highlights.
Locked
Drasis
Posts: 45
Joined: 2009-06-17 09:58

Re: Project Reality 0.95 Features List

Post by Drasis »

dtacs wrote:- -

Or have I just been trolled hard?
I lol'd at the thought of that. :lol:

Very good job Devs, the only thing that struck me in the beginning was the ticket loss from being wounded, but after reading all the comments and thinking about stuff made me realize that it's actually quite a good way to make people try and stay alive.

Spectacularity.
"Life is a lethal disease which is spread through sexual intercourse."

Image
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: Project Reality 0.95 Features List

Post by Bluedrake42 »

=( I don't like the not being able to use enemy kits thing, I don't think thats gonna work out well at ALL for rounds now. (ie yeah... people are gonna hot potato that shit like no other)

also I hope you guys give us WAY more tickets... cause now these games are gonna last like 30 minutes, which is no where near enough time to play through a full round satisfactorily. Also it means coalition is gonna get raped in insurgency.
M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: Project Reality 0.95 Features List

Post by M_Striker »

No more pilot kits unless in gunner or driver seat? There goes extracting downed pilots by air.
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: Project Reality 0.95 Features List

Post by Nebsif »

That insurgent kit pickup thingy makes me sad.. Imo it favors more lonewolf roof camping sniper kiddos and SAW gunners on ins, people wont even bother yelling at them for doing stupid stuff with their rare kits anymore. =(

Edit: Okay, ive rad Jaymz' huge post about this topic and.. I take my words back. :P Just a bit sad that killin blufor snipers n stuff will be way less rewarding with this change.
Last edited by Nebsif on 2010-10-10 15:54, edited 1 time in total.
iAllex
Posts: 185
Joined: 2009-11-20 11:20

Re: Project Reality 0.95 Features List

Post by iAllex »

Would you guys mind waiting until you played the game and complain after?! PR Team prepared this update over the past months, tested the hell out of it and braindstormed alot about the changes. They didn't make the changes witouth thinking of multiple scenarios and good/bads... have faith in our Gods :mrgreen: !

I am Alex
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Project Reality 0.95 Features List

Post by Tartantyco »

M_Striker wrote:No more pilot kits unless in gunner or driver seat? There goes extracting downed pilots by air.
Drop kit, problem solved.
Make Norway OPFOR! NAO!
ImageImage
It's your hamster Richard. It's your hamster in the box and it's not breathing.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Project Reality 0.95 Features List

Post by Celestial1 »

Serbiak
Posts: 608
Joined: 2008-01-22 16:40

Re: Project Reality 0.95 Features List

Post by Serbiak »

Added ticket loss when going wounded.
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.
Those are the 2 gameplay changes I expect the most effect off. It is going to change a lot gameplaywise.
But I?m exited to see how those changes feel in the game.
Image

"Remember, your penis size is proportional to your post count...or was it inversely proportional...I can't remember"
- [R-CON]Rudd -
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Project Reality 0.95 Features List

Post by Dev1200 »

Now by "Features List" Does this mean Changelog or Key things that were changed..?

If the latter, that means there is MOAR :O
Image
Damian(>>>PL
Posts: 130
Joined: 2008-12-31 09:12

Re: Project Reality 0.95 Features List

Post by Damian(>>>PL »

Next 5 days, are going to be really hard.
War is a game played
with a smile;
if you can`t smile, grin.
If you can`t grin, keep out of the way until you can.
[Winston Churchill]
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: Project Reality 0.95 Features List

Post by DankE_SPB »

Dev1200 wrote:Now by "Features List" Does this mean Changelog or Key things that were changed..?

If the latter, that means there is MOAR :O
if we posted changelog, you would break the wheel on your mouse :twisted:
Image
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Project Reality 0.95 Features List

Post by mat552 »

Celestial1 wrote:
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: Project Reality 0.95 Features List

Post by mosinmatt »

What the heck? Why did you remove molotovs? They are one of the more useful weapons the INS have to defend themselves.....
INS cant even use enemy kits anymore? What is it too hard for them to pull a trigger on the blufor sniper rifle? What is the reasoning behind this (still reading the whole thread)
Enemy forces wouldnt be able to use a HAT kit? Those things are idiot proof...a child can use them. even have words and pictures on them for their operation.
Especially on INS maps, the blufor needs to be careful with their special kits, as if they lose them, they will quickly be turned against them. That is part of the challenge.
Seems that the INS got nerfed again.....but it is nice that they will have a deployable asset to help defend their areas.
Vanya
Posts: 147
Joined: 2009-04-29 01:11

Re: Project Reality 0.95 Features List

Post by Vanya »

Will it only be the 2 tickets for a death while in an asset or 1+2?

I know it has been stated that a mine will not take a tank out right away. Does that imply that any asset that is damaged will not blow up right away? Or will a mine still take out a jeep instantly?

I have a load of other questions but I'll wait to find out myself.

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

Re: Project Reality 0.95 Features List

Post by Jigsaw »

ZephyrDark wrote:Now, what are these "objectives" you are talking about?
Caches.
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... "
CCCode
Posts: 180
Joined: 2010-01-01 21:28

Re: Project Reality 0.95 Features List

Post by CCCode »

dragunover wrote:"Removed 3D markers for ranges of more than 125m. This applies to all infantry and vehicles"
Does this mean Attack helos are screwed?
This is what the layzorz are for....
Image
theflidgeface
Posts: 273
Joined: 2008-12-18 05:09

Re: Project Reality 0.95 Features List

Post by theflidgeface »

mosinmatt wrote:What the heck? Why did you remove molotovs? They are one of the more useful weapons the INS have to defend themselves.....
INS cant even use enemy kits anymore? What is it too hard for them to pull a trigger on the blufor sniper rifle? What is the reasoning behind this (still reading the whole thread)
Enemy forces wouldnt be able to use a HAT kit? Those things are idiot proof...a child can use them. even have words and pictures on them for their operation.
Especially on INS maps, the blufor needs to be careful with their special kits, as if they lose them, they will quickly be turned against them. That is part of the challenge.
Seems that the INS got nerfed again.....but it is nice that they will have a deployable asset to help defend their areas.
You should go read Jaymz's post about it, it explains about everything you are complaining about.

But on the matter of the feature list I didn't see one change I didn't like. I'm looking forward to see the Insurgents play like insurgents and the new ticket changes, making players care more about getting wounded/killed. Thank you Devs and everyone who contributed into making this epic release.
Last edited by theflidgeface on 2010-10-10 17:04, edited 1 time in total.

The M15A3, weapon of the future

Semper Fi
ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: Project Reality 0.95 Features List

Post by ZephyrDark »

[R-MOD]Jigsaw wrote:Caches.
But it states that the distance between Caches will decrease if:
the number of objectives wasn't reached and try again (350m, 300m, etc)
Are they saying that caches have a certain time limit we are able to attack them?
|TG-31st|Blackpython


DragoMuseveni
Posts: 5
Joined: 2010-04-24 01:16

Re: Project Reality 0.95 Features List

Post by DragoMuseveni »

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.


Wow so God is now watching over the battlefield and will smack us with his pimp hand if we pickup a kit we shouldn't. :evil: Why doesn't he just smite the infedels for us. :wink:

How is that "realistic"? Looks more like using bad coding to fix a problem that may not even exist.
supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: Project Reality 0.95 Features List

Post by supahpingi »

Lol @ omfg this ruined the game :P

Honestly by looking at some stuff they sound rather bad atm,but i know better than that and you will find a big list of whiny stuff and crying bout 2 days after release :P
Locked

Return to “Announcements & Highlights”