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Old 08-11-2005, 03:14 PM   #1 (permalink)
 
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Post Project Reality Mini-Mod Released Friday 12th

There was an earlier thread started by RikiRude, talking about the use of a TG server for the upcomming mod, Project Reality(mini-mod). Well, its going to release Friday (possibly already is for some of you) and some of us would like to know the final notice of a TG server for the mod. Many of us love your servers for BF2 and we love the community. It would be great if one could be running for it, and many of the TG supporters from the last thread about this also thought the same.
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Old 08-11-2005, 03:22 PM   #2 (permalink)



 
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Re: Project Reality Mini-Mod Released Friday 12th

The admin team discussed the initial request and we're waiting for a complete list of features that this mod has. I don't believe a decision has been made one way or the other on the mod.

Best route would be to PM one of the admins... you can probably reach Tempus or myself.
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Old 08-11-2005, 03:46 PM   #3 (permalink)
 
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Re: Project Reality Mini-Mod Released Friday 12th

Would it be a problem if it was posted publicly here? I am not sure if it will be but I thought we might as well let the other TG players know what PRMM is all about.
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Old 08-11-2005, 04:10 PM   #4 (permalink)
 
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Re: Project Reality Mini-Mod Released Friday 12th

Quote:
- Reticles removed
is the dumbest thing ever, we went though this whole debate while Americas Army was in its infancy. Reticles are needed in FPS games when the iron sights are down because you do not have the same sense as to where the weapon is pointed as you do in real life.
The whole thing comes down to situational awareness, or lack thereof that comes from not actually physically holding the weapon. A solution to totally remocing reticules is adding an "area" reticule, like a circle that is the general direction that the gun is pointing, so the gun *may* hit something in that circle.

Also removing parachutes is dumb too. Unless we have ropes to rappel out of the helo's then we need the parachutes as a next best alternative.

Other then those two points tho the mod sounds interesting, but mainly from the fact it sounds like you guys are balancing the game the way Dice should have.

[Edit]

I also think adding a mod right now would fracture the community thats small enough as it is at this point. We need to play just plain BF2 for a few more months and bolster the ranks before we add stuff like this.
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Old 08-11-2005, 04:19 PM   #5 (permalink)
 
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Re: Project Reality Mini-Mod Released Friday 12th

Quote:
Originally Posted by TEMM
but mainly from the fact it sounds like you guys are balancing the game the way Dice should have.
i feel dice did a very good job here, thats my main speculation with any new mod, I have really come to love battlefield 2 and feel the balance is almost perfect, i disagree with some of the changes being made in the pr mini mod, as unrealistic as it is i feel the weapon power should be kept to avoid sniper fests and complete and utter nerf of the shotgun, im happy with the way tg is at present and agree with TEMM that any mod this early would fracture the community
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Old 08-11-2005, 04:21 PM   #6 (permalink)



 
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Re: Project Reality Mini-Mod Released Friday 12th

Quote:
Originally Posted by solodude23
Would it be a problem if it was posted publicly here? I am not sure if it will be but I thought we might as well let the other TG players know what PRMM is all about.
You're more than welcome to post the feature list here. I initial post was to let you know to contact an admin via PM to discuss hosting it.

Quote:
Originally Posted by TEMM
I also think adding a mod right now would fracture the community thats small enough as it is at this point.
This is something the admin team will be considering.
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Old 08-11-2005, 04:25 PM   #7 (permalink)
 
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Re: Project Reality Mini-Mod Released Friday 12th

Quote:
Originally Posted by TEMM
is the dumbest thing ever, we went though this whole debate while Americas Army was in its infancy. Reticles are needed in FPS games when the iron sights are down because you do not have the same sense as to where the weapon is pointed as you do in real life.
The whole thing comes down to situational awareness, or lack thereof that comes from not actually physically holding the weapon. A solution to totally remocing reticules is adding an "area" reticule, like a circle that is the general direction that the gun is pointing, so the gun *may* hit something in that circle.
I hear this every once in a while, and frankly I have NO problem what-so-ever shooting at things without a reticle. My "situational awareness" is the middle of the screen, and it works just fine for me. a "general area" reticle would just get in the way for me. In real life you wouldn't want to shoot at anything too far away without looking down your sights anyway unless your under fire, and you also then won't shoot very accuratly. The only time I don't use my sights anyway is when its in a very close combat situation where we accidentally run into eacher from around a corner or something like that.

Quote:
Also removing parachutes is dumb too. Unless we have ropes to rappel out of the helo's then we need the parachutes as a next best alternative.
Fastroping out of helos is only meant for being in urban environments---or in trees or something of that sort, where it is too dangerous to land because the helo or its rotors may hit a building/tree. Otherwise helo's alway land in real life. Only Special Forces, airbour, rangers, etc are trained for paradropping.

About shotgins being nerfed.....they were made more powerful as well, which includes them being made a bit more accurate, and there is a bit more punch to each shot.
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Old 08-11-2005, 04:31 PM   #8 (permalink)
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Re: Project Reality Mini-Mod Released Friday 12th

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Originally Posted by Xink
any mod this early would fracture the community
I agree with this also. I think it would be terrible if the TG community was split.

Maybe we could have a couple of nights a week for different mods? I dunno.
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Old 08-11-2005, 04:37 PM   #9 (permalink)
 
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Re: Project Reality Mini-Mod Released Friday 12th

Quote:
Originally Posted by solodude23
About shotgins being nerfed.....they were made more powerful as well, which includes them being made a bit more accurate,
when its released ill see how it plays, i have afew axieties about some of the changes but most of the stuff looks kickass, I especially like the removal of crosshairs, i used to play a mod back in CoD days called heat of battle that did the same thing and it worked great, I look forward to playing and will make my verdict once ive had my hands on it.
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Old 08-11-2005, 04:47 PM   #10 (permalink)
 
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Re: Project Reality Mini-Mod Released Friday 12th

The final featureset will be important, but there will ultimately be a few "changes" in that mod that someone will not like. The crosshairs is a pretty standard feature in FPS gaming, it provides not just a weapon sight, but is also tied HEAVILY to the commo-rose "spotting" feature. It woud be a shame to see all the "Spotted Armor" degenerate into generic "Spotted Hostile Activity" because we didn't get the center of our screen pointed exactly on that incoming tank.
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Old 08-11-2005, 05:03 PM   #11 (permalink)
 
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Re: Project Reality Mini-Mod Released Friday 12th

Quote:
Originally Posted by Shiner
The final featureset will be important, but there will ultimately be a few "changes" in that mod that someone will not like. The crosshairs is a pretty standard feature in FPS gaming, it provides not just a weapon sight, but is also tied HEAVILY to the commo-rose "spotting" feature. It woud be a shame to see all the "Spotted Armor" degenerate into generic "Spotted Hostile Activity" because we didn't get the center of our screen pointed exactly on that incoming tank.
True about the spotting feature. That is the only real drapback ive seen, where now you kinda have to look down your sights to accuratly spot enemy.
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Old 08-11-2005, 10:58 PM   #12 (permalink)
 
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Re: Project Reality Mini-Mod Released Friday 12th

Heres a short changelog. Seriously, the list is way too long to list every single thing, but here are a few:
http://www.realitymod.com/index.php?page=release_prmm

Please don't give negative feedback until you have actually played it, some of the things I didn't quite like the sound of as a tester, but I ended up loving it in-game.

Question for admins, have any of you recieved a PM as of yet?
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Old 08-11-2005, 11:32 PM   #13 (permalink)
 
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Re: Project Reality Mini-Mod Released Friday 12th

woohooo, seperate muntion types for my shotty, tho i will miss my sidearm
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Old 08-11-2005, 11:48 PM   #14 (permalink)
 
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Re: Project Reality Mini-Mod Released Friday 12th

server has been full for 2 hours so since I havent posted on the mods forums at all, ill just put my comments here

here is my oppinion, take it for what its worth, im not supporting member at this current time, and have only been here for two months.

Quote:
Originally Posted by TEMM
[Edit]

I also think adding a mod right now would fracture the community thats small enough as it is at this point. We need to play just plain BF2 for a few more months and bolster the ranks before we add stuff like this.
fracturing the community is the main issue I have with mods

then one thing I like to keep in mind is that EA made a great game, and improved teamplay alot, so modding this can add teamplay to mods wich would be different than traditional mods

Id like to point out that, before releasing bf2, EA have paid for atleast 6 months 64 players to play on lan, at EA's LAN, accross the corrodor from where the game is develloped, so they have put alot of time in balancing it. Now I can already hear ppl saying BH is not balanced etc etc.. well I can think of games that have gone through extensive modding for many years, and the bottom line was, that indeed the game needed the unblanced weapons, and that it was part of the game. Those game are Quake3(railgun and rocket launcher are deadly), RTCW, panzerfaust rocket laucher cab kill a whole squad in one shot... those have been debated forever, so was the spawn camping in quake3 1vs1, a player could get 3-4 kills in 10 seconds trying to predict the spawn points, but in the end it was decided that both players could chain spawn kills once they get the enemy to respawn, that it was just one of the most exiting moment of the round.

I would think a realsim mod would tend to restrict the game alot, but the popular saying I have remembered and I think still makes sens today is "restricting anything sucks". Yes, it does sound a bit harsh but has some truth to it, lol.

That beeing said I havent played your mod, but I know ALOT of ppl are enthousiastic about it, and I would like to try it out at some point, just for an evening, just to change from bf2.

good luck with your project(s)

-S
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Old 08-12-2005, 12:35 AM   #15 (permalink)
 
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Re: Project Reality Mini-Mod Released Friday 12th

I would prefer to play the BF2 game that the majority of people are playing, this is a mini-mod and as such it doesn't bring enough to the table to justify itself. There are going to be a lot of these over the next few months, all with the same basic goal of making the game realistic. Its easy to say why isn't this weapon as powerful as it should be, why doesn't this thing behave how it would in the real world, etc, etc, but its important to understand that this isn't the real world. This entire game is set on a much much smaller scale. If the planes moved like real planes they would zip over the entire map in a second or two. If the weapons were as powerful as their real world counterparts then battles between squads would be over almost before they began. Everything has to be scaled down to account for the smaller scale of the world and the much smaller number of participants.

Realism is all well and good and its an admirable goal but there are limiting factors here that can't be ignored and shouldn't be ignored. All round this game is balanced pretty well, you have 7 class across three different armies and when you join a server you see a pretty good mix of all of them, that is the sign of a well balanced game. Sure the AT smg isn't as powerful as the M-16, but then how many tanks have you taken out with your grenade launcher. Balance is what ultimately makes this game fun to play.

Anyway, realism sucks. Who wants to spend their entire round playing the reloader on an M1?
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