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So is this really happening and when?

Edited by Sgt-JoeKickAss

Let's go, let's go overground

Take your head out of the mud baby

  • Author
Anybody know what this means for PR2?

who really cares, we got this. all that is different is the name

http://i.imgur.com/Oj3agig.jpg
will be mad once they get in some vehicles and other assets for that baron environment.

:(When swimming in sh!t, best keep your chin up!

;)

http://i267.photobucket.com/albums/ii300/3D_Gimp/bDSig2014_zpsbfe88bfb.png

looks very good :) ...... man I just filled the cup

http://i238.photobucket.com/albums/ff136/paulwar_photos/735c4e74-282e-49b6-99c3-6c443f8c759f.jpg

 

MSI970A Gaming Pro Carbon - AMD FX-8350 - 12GBytes - GTX 750 Ti 2GBytes

AncientMan;2038594']To give a reply to some of the community concerns I'm seeing here.

 

Disclaimer: I am not in the Squad development team, but I have been involved since its conception.

 

  • PR:BF2, PR:A3 and PR2 are made by completely separate teams.
  • PR:A3 and PR2 only have 1 or 2 ex-PR:BF2 developers on their teams. These teams are also very small.
  • PR:A3 and PR2 aren't really going anywhere, as I'm sure a lot of people are aware from the distinct lack of updates coming from their teams.
  • This however is my opinion as an outsider, since I'm not involved in these projects in any way whatsoever.

 

  • Squad is made entirely of ex-PR:BF2 developers.
  • Squad is NOT PR2, and is separating from the Project Reality name for a large number of reasons, conflicts, and other things. It is however Project Reality at its core, due to the team working on it.
  • Squad is to be a commercial game, with a Kickstarter later down the road to hopefully achieve the funds required to get this game released.
  • Squad started progress in April 2014.
  • It is now October 2014. In the last 6 months, the team has developed something from scratch that is actually playable, something that PR2 never managed to do in the 5 years since it was started 2009.
  • Squad is in pre-Alpha. This means that yes, it does look like shit, and it does play like shit.
  • The videos and screenshots you have seen are completely work in progress. Entire systems, like the user interface for example, are just placeholders until resources can be allocated to work on them.
  • Things like the movement speed, animations, and terrain quality obviously still require a lot of work.

 

I hope that everyone in the PR community shows Squad the support they deserve. If it does manage to achieve all that it sets out to achieve, it will be something completely awesome.

 

I wish the team luck, and they have my complete support!

 

Rhino;2038596']Pretty much what AM has just said above but on top of this, and as mentioned in the OP, PR2 has a very different direction from what core PR:BF2 developers want to go in. To put it simply, PR2 has done everything it can to cut any PR:BF2 devs out from it other than the ones that where involved in it for a short time, and even those ones weren't listened to on the direction PR2 should take in terms of gameplay etc.

 

So while PR2 may be a good game for some, if it gets released, like PR:ARMA2 (which has the same lead dev responsible for most of its gameplay as the one behind PR2), it isn't going to really play the same way as PR:BF2.

 

 

Now while this may upset many people over at PR2 and PR:ARMA2/3, I'm just trying to clarify the big differences everyone's asking from the perspective of a PR:BF2 developer who has quite a bit of inside knowledge from all of these projects and isn't afraid to say it how it is.

 

 

I should also clarify that I'm not involved in Squad or PR2.

 

 

Worth reading.

image.png

I'm really liking the progress they've shown, I don't think the pre-alpha videos look too bad at all, so if there's improvements coming then that's certainly going to be an eye opener.

http://i.imgur.com/DtNdckc.png

[WC]Xavo|xXx:

 

The way I see it, this basically means "PR:2" is dead. Squad has presented something, which brings interest and discussion rather than rumor and speculation. Interest and discussion result in more people willing to volunteer and thus a better quality game and a faster completion time.

 

Keeping the community in the dark for 5 years and expecting "patient bear" to be your only line of defense is unacceptable, and I found it unacceptable for the later updates of PR:BF2. Squad has done everything right thus far, and it will be well and truly the second Project Reality.

Let's go, let's go overground

Take your head out of the mud baby

Just hope that the kickstarter isn't like 80% of kickstarters.. a whole bunch of smoke and mirrors.

 

Either way, kinda excited now that ancient man has backed it. Hopefully it comes to fruition..

This sound & looks promising, I just hope it happens soon!!

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http://i66.photobucket.com/albums/h258/oldozie123/goodconduct.gifhttp://i66.photobucket.com/albums/h258/oldozie123/teamwork1.gifhttp://i66.photobucket.com/albums/h258/oldozie123/valour-1.gifhttp://i66.photobucket.com/albums/h258/oldozie123/OperationCrownRibbon02.jpghttp://bigdgaming.net/images/added/awards/opagamaserv.jpg

 

http://i66.photobucket.com/albums/h258/oldozie123/ANZSig.png

PR2: Misleading title.

Squad: The way it should be!

Question: When will it be the early access for public? Any rough prevision?

 

I think they were talking about December for those people that support the Kickstarter when it comes out. Could be wrong though.

http://i.imgur.com/DtNdckc.png

[WC]Xavo|xXx:

 

I know its an early build , but I hope they add in sway and shaking otherwise its going to end up just like insurgency - a twitch shooter with one shot kills. Thats not a good thing IMO.

I'm really disappointed with INS, its just like RO2 in that the mechanical accuracy of the weapons is fine, but the accuracy of your avatar is overboard. In INS and RO2's case, I can't help but feel this is done on purpose - both to attract players from more "casual" games like COD and BF, and to get the competitive gaming market dollars - which is inevitably fast paced arena-esque type shooters. I feel this is the case with INS in particular, as back in the mod days many players brought up concerns similar to mine and the response was not.... welcoming to say the least

 

This hurts two things: realism and more importantly gameplay. How? The mouse makes for an impossibly precise aiming tool, when you slack on sway/shaking and suppression effects, this turns the game into a twitch shooter, players will inevitably hit whatever they are pointing at with no effort. Great for fast paced gameplay, but bad if your game is hoping to influence tactics over reflexes. It leads to what I call "pixel scumming" and camping. When the player isn't ungodly accurate, it forces them to try to strike a balance between security (being able to shoot accurately) and aggressiveness/speed, and also influences them to use teamwork to succeed, the venerable fix and flank etc. This is why PR despite its shortcomings (deviation etc) has some of the best teamplay of any FPS ever.

 

Sorry for the mini rant, I'm just a bit miffed with games being sold as "tactical shooters" or "realistic" simply because they have an aim down sights function. And this is not necessarily aimed at Squad, just saying.

http://users.on.net/hindes/bigdy/valour.gifhttp://img205.imageshack.us/img205/5224/operationcrownribbon02py7.jpg

yeaaa booooy.

It's a good point though Ice. I'm reasonably sure Squad Dev's will be putting sway etc in judging by the lengths they went to, to try and get some sort of deviation into PR.

http://i.imgur.com/DtNdckc.png

[WC]Xavo|xXx:

 

  • Author
they could use a system similar to what arma 3 currently uses (just not as pronounced) fatigue and weapon inertia
http://i.imgur.com/Oj3agig.jpg
I'm not a fan of the COD style one, always makes me feel sea sick. How does the Arma 3 one compare?

http://i.imgur.com/DtNdckc.png

[WC]Xavo|xXx:

 

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