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| Battlefield 2 - Ranked Vanilla General discussion for Battlefield 2 Ranked. |
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#1 (permalink) |
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Join Date: Aug 2005
Location: Washington, USA
Age: 18
Posts: 41
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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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#2 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,945
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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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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#3 (permalink) |
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Join Date: Aug 2005
Location: Washington, USA
Age: 18
Posts: 41
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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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#4 (permalink) | |
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Join Date: Jul 2005
Age: 26
Posts: 207
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Re: Project Reality Mini-Mod Released Friday 12th
Quote:
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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#5 (permalink) | |
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Join Date: Jul 2005
Location: England
Age: 21
Posts: 794
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Re: Project Reality Mini-Mod Released Friday 12th
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#6 (permalink) | ||
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,945
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Re: Project Reality Mini-Mod Released Friday 12th
Quote:
Quote:
__________________
| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#7 (permalink) | ||
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Join Date: Aug 2005
Location: Washington, USA
Age: 18
Posts: 41
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Re: Project Reality Mini-Mod Released Friday 12th
Quote:
Quote:
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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#8 (permalink) | |
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Join Date: Jul 2005
Location: Scotland
Age: 20
Posts: 2,083
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Re: Project Reality Mini-Mod Released Friday 12th
Quote:
Maybe we could have a couple of nights a week for different mods? I dunno. |
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#9 (permalink) | |
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Join Date: Jul 2005
Location: England
Age: 21
Posts: 794
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Re: Project Reality Mini-Mod Released Friday 12th
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#10 (permalink) |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,256
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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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#11 (permalink) | |
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Join Date: Aug 2005
Location: Washington, USA
Age: 18
Posts: 41
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Re: Project Reality Mini-Mod Released Friday 12th
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#12 (permalink) |
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Join Date: Aug 2005
Location: Washington, USA
Age: 18
Posts: 41
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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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#14 (permalink) | |
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Join Date: Jun 2005
Posts: 108
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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:
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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#15 (permalink) |
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Join Date: Jul 2005
Location: Los Angeles
Posts: 57
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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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