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| Battlefield 2 - Ranked Vanilla General discussion for Battlefield 2 Ranked. |
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#16 (permalink) |
![]() Join Date: Jul 2005
Location: Kingston, Jamaica
Age: 31
Posts: 223
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Re: First Impressions on Project Reality Mini-Mod
They also significantly reduced the throttle response on the choppers. Mainly in descending , its a lot harder to descend now. Overall the choppers feel a bit too 'floaty' now. Like I'm sliding along a well oiled rail in the air.
I like being stuck in cockpit view all the time. Leads to greater immersion even tho it significantly reduces my sight radius. But feels a lot more like being IN a helo. Other than that it seems interesting but yeah sniper rifle does seem a lil overpowered. Oh one thing that surprised me. You can still HeloCap. |
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#17 (permalink) |
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Join Date: Aug 2005
Location: Washington, USA
Age: 18
Posts: 41
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Re: First Impressions on Project Reality Mini-Mod
Well, for those of you who havn't, please make some good suggestions for the next build. Wanna make sure the DEV's hear your feedback.
http://realitymod.com/forum/index.php |
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#18 (permalink) |
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Join Date: Jul 2005
Location: Slovenia
Age: 31
Posts: 38
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Re: First Impressions on Project Reality Mini-Mod
I played it yesterday for a couple of hours and it's great fun, the only thing that I found sub-par was lack of teamwork and VOIP was disabled on the servers I played on. Of course that has nothing to do with the mod itself, the mod in itself is great, those bullets really hurt now and recoil kicks ass. I love it, if TG adopted a PRMM server I wouldn't play anything else.
Sure, there's always room for improvement and this mod is no exception, but the amount of negative feedback on these forums, especially from people who haven't tried the mod - it is just staggering. You know what we call your kind on digital photography forums? Measurebators! Tag you're it now.But this really is a great mod in my opinion, it "feels" much better than the vanilla BF2, the arcadish factor is seriously decreased with it. |
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#19 (permalink) | |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: First Impressions on Project Reality Mini-Mod
Quote:
I would much rather see modded maps. |
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#20 (permalink) | |
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Join Date: Jul 2005
Posts: 4,494
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Re: First Impressions on Project Reality Mini-Mod
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I'm looking forward to playing new maps and full game makeovers... |
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#22 (permalink) |
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Join Date: Jun 2005
Location: TN
Posts: 71
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Re: First Impressions on Project Reality Mini-Mod
This mod isn't very user friendly and makes the game look less polished. That's the problem : /
__________________
And I heard a voice in the midst of the four beasts, And I looked and behold: a pale horse. And his name, that sat on him, was Death. And Hell followed with him.
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#23 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 17,352
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Re: First Impressions on Project Reality Mini-Mod
I'll give it a try when they say it's done and they are sure that it can be uninstalled properly...
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#24 (permalink) | |
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Registered User
Join Date: Jul 2005
Age: 32
Posts: 3,405
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Re: First Impressions on Project Reality Mini-Mod
Quote:
I prefer almost nothing on HUD (no name tags, minimap, ammo indicator, health bar, etc) That gives me a lot more immersion. And I know I am not the only one. It is a matter of preference. But when you are talking about this mod, you have to remember "what it is trying to achieve". If they are doing what they promise, even if you dont like the changes, it is still a good mod in its category... |
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#25 (permalink) |
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Join Date: Dec 2004
Age: 34
Posts: 448
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Re: First Impressions on Project Reality Mini-Mod
Well us old time TG members will love realism mods. more Realistic the better.
The new TG players which are here solely for BF2 will likely stay with the arcadey BF2 and just enjoy TG for the increased communications. Both of which is fine and thankfully vanilla BF2 is a good comprimise bringing both worlds together. Illustrated by the huge increase in TG members since the BF2 release. |
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#26 (permalink) | ||
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Join Date: Aug 2005
Location: Washington, USA
Age: 18
Posts: 41
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Re: First Impressions on Project Reality Mini-Mod
Quote:
Quote:
Only problem so far is that not one server has VOIP enabled I think.....but for that its still alot more tactical than Vanilla BF2. Just for a day or whatever I think even a private upporting member match with PRMM would be cool, so yall could see what its |
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#27 (permalink) | |
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Join Date: Jun 2005
Location: TN
Posts: 71
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Re: First Impressions on Project Reality Mini-Mod
Quote:
And yes, healthbar is one thing. You have no idea how close to death you are, and if I had bullet holes in me in real life, I'd know I was in trouble. Even a soldier avatar that goes from green-yellow-red would work. The # of clips number just looks kinda out of place, like an FPS meter or beta run. Also, there's bleeding in it right? Where you bleed until a medic heals you? I'd give a "bleed" icon so a player knows instead of thinking they are getting randomly shot at. Just because it's a realism mod does not mean it has to sacrifice aspects like UI. You forget that realisticly I could check to see if I'm bleeding, but I can't look around at my body in this. Or I could count my clips to see how much I have left (Or Ammo in the SAW's case...it's a pain to not know if you are running out and then all of the sudden your belt ends. I guess we see realism mods differently (but realism should NOT hurt gameplay), but here is what my take on "realism" in a video game would entail: +Realistic Encounters- This is directed at tanks. Tanks are something to be feared in combat. Tanks died a lot easier (from what I tested) and basically would just take one AT man to take it out. While that can be realistic it encourages players to mass AT class on heavy armor levels and make them utterly useless. This, in turn, deviates from reality as the US Marines aren't going to throw 30 AT troops into battle :P +Realistic Damage- When I shoot someone in the head, they are supposed to die (unless it's a pistol round to the helmet, but that's an extra hitbox). I think the damage problem in vanilla BF2 is related to network coding and hitboxes. (That is, unless bots have lower HP than a player. It's also evident by the missile-going-through-the-chopper hitbox issue) If Dice fixes that there may be no need for realism in this department. +Realistic Screen- Ok. I think there needs to be a UI because the point of a UI is to cross the border between the player and who the player is trying to be. The player cannot feel the character, so he has a health bar. He cannot count his bullets, so he has an ammo indicator. I believe that a UI is required for this (minimalist UI is ok, personally I prefer more than just floating numbers...but I dislike tacky things). However I like it when I cannot differentiate teammates from enemies. Floating icons and random blue/red text takes away from immersion like you said. The problem I see here is increased Vehicle TKs. You cannot tell if an enemy or friend is driving that tank. *shrug* That is realistic I guess, except it's a lot harder to steal an M1A1 tank in real life than in this game. +Realistic Vehicles- Let's see...someone said choppers were a lot harder to fly in this, I haven't tested it myself though. Why would you do this? I don't think anyone wants to feel like they're playing a Microsoft Flight Sim while playing a video game. Sure, some may, but that just decreases the number of possible pilots and increases the number of terrible pilots. Probably the reason choppers are easier to fly in BF2 than in BFV. Once again, a gameplay issue. +Realistic Hits- No hit detection and blood. Good, I liked that in the mod. Now I can't snipe enemies from far off with my pistol Blood helps the immersion too.+Realistic Sniper- Snipers are infantry disablers. I'm assuming the mod ups the damage of it and perhaps increases accuracy (usually in BF you have to let your sight "settle" after aiming, didn't have to in this mod). While this is realistic (like the AT argument), it encourages more and more snipers. Like I said, the US Marines aren't going to send our a bazillion snipers to fight off infantry. I didn't say the mod is a bad one, and I congratulate the work the creators have done (as I am not a modder myself), but realistic infantry combat is in AA. Battlefield is supposed to be a mesh of several theatres of war and is balanced accordingly.
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And I heard a voice in the midst of the four beasts, And I looked and behold: a pale horse. And his name, that sat on him, was Death. And Hell followed with him.
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#28 (permalink) | |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 17,352
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Re: First Impressions on Project Reality Mini-Mod
Quote:
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#29 (permalink) |
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Join Date: Jul 2005
Age: 26
Posts: 207
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Re: First Impressions on Project Reality Mini-Mod
My biggest turn off from this mod is the lack of feedback, as others have stated. This is a GAME and as such we have very little situational awareness, beyond what is provided to us by the game. For example in real life, I can check my ammo pouches to check how many magazines I have remaining for my weapon. I am also capable of knowing how injured I am. I would also have a "feel" for where my weapon is pointed without raising the iron sights.
It is of my opinion however, that adding these visual feedback elements do not detract from the immersion of the game. What detracts from immersion in the game are points where I have to conciously think about whats going on and try to figure out how much damage ive taken where exactly my weapon is pointing. Anything that makes me transition from gaming to thinking about the game is a loos in immersion. If all of the feedback information is provided for me, i dont have to think about anything but the experience. |
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#30 (permalink) |
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Join Date: Dec 2004
Location: Ottawa, Ontario
Age: 36
Posts: 752
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Re: First Impressions on Project Reality Mini-Mod
I played around with it a bit. I certainly enjoyed it. The best improvment IMO is the hit detection, and the hit damage. They both seem far more realistic. You don't have to fill a guy in to kill him. A double tap to the chest, and it's lights out. Consequently, a head shot is almost always a kill. I will be watching this one closly as they develop it further.
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