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.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 15:15
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.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 15:17
by M_Striker
No more pilot kits unless in gunner or driver seat? There goes extracting downed pilots by air.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 15:22
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. Just a bit sad that killin blufor snipers n stuff will be way less rewarding with this change.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 15:24
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 !
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 15:30
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.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 15:33
by Celestial1
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:06
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.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:06
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
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:24
by Damian(>>>PL
Next 5 days, are going to be really hard.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:29
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
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:31
by mat552
Celestial1 wrote:
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:38
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.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:39
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.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:45
by Jigsaw
ZephyrDark wrote:Now, what are these "objectives" you are talking about?
Caches.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:48
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....
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:55
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.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:58
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?
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 16:59
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. Why doesn't he just smite the infedels for us.
How is that "realistic"? Looks more like using bad coding to fix a problem that may not even exist.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 17:01
by supahpingi
Lol @ omfg this ruined the game
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