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> My long moan about Project Reality
MonkeyFiend
post Mar 16 2009, 03:57 PM
Post #21


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I just looked at the wiki for op flashpoint2:

http://en.wikipedia.org/wiki/Operation_Flashpoint_2

and noticed:

Multiplayer Gameplay

PC version will feature:

* 32 player (16 vs 16) in addition to the 256 NPC squad members (8 per squad per player)

combined player/bot count of 288... good lord...


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Magik6
post Mar 16 2009, 04:04 PM
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All the info there looks good tbh, I'll get the demo when its available.


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=R6= Raile
post Mar 16 2009, 04:07 PM
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what is the point of all the bots? cheap way to make it seem more epic?
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Magik5
post Mar 16 2009, 04:24 PM
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in my experience from all other online games ive played, bots fail.


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=R6= Raile
post Mar 16 2009, 04:30 PM
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agreed. i'd have to play it to see for sure, but it doesn't sound like a good idea
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fido77
post Mar 16 2009, 05:00 PM
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it could be interesting tho. i think i'll have to check it out, and we can go by just my opinion(since i'm american) tongue.gif


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Iofur Wolfsbane
post Mar 16 2009, 05:33 PM
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It seems to have legs but will it run?
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HYPOBOXER
post Mar 18 2009, 12:43 PM
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I used to play Operation Flashpoint and then moved on to ARMA. When they finally got it patched well it was a good game but man you need patience. One of the MODs had you spawn as a basic grunt and the only way to progress was to play the game properly. Complete a task, win point and what do points make = promotion, the more points the more options. So only a dedicated pilot could fly a Heli or a Plane and same for a tank driver or gunner. Snipers where not an issue unless you really knew how to play one as ballistics where very acurate.

Also being a Military sim, military tactics had to be employed which just like the army involved waiting around alot for shit to get in the right place. Then you would move into a tactical phase get headshot and spawn 6 miles away (and I mean 6 miles as the island was huge.) If you had good pilots you could call them back to the airfield for pickups. But most games where full of dicks so this usually meant walking for 20 minutes to a waypoint only to find it changed.

Although this was good in practise there was no way to save your progress so if you got a disconnect you lost your progress and this in the end sealed it for me. I just did not have hours to put into a single game. These games are Sims and as such far more hardcore.

OPF2 is definately on my list, but I hope they put the option in to simplify it more. I love realism but I love fun more.

Hypo


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=R6= Raile
post Mar 18 2009, 04:00 PM
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I agree the balance between sim/realism and fun seems to be the main problem that divides anyone here. I think Monkey and my own differences seem to come down to those two things. As I said, PR's fun vs. realism factor is closer to what it should be then what Monkey needs it to be, and thats why I like it, and he doesn't seem to. (or likes it less might be more accurate, I'm not sure).
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MonkeyFiend
post Mar 18 2009, 04:54 PM
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nah I don't think there a trade-off for realism and fun, I could well believe someone would make a game in the future that is both realistic AND fun. However for various reasons PR is quite realistic but lacking in fun.


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=R6= Raile
post Mar 18 2009, 05:45 PM
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well, using the word realistic is kind of vague.. even BF2 is realistic to some extent..
what I mean is it's near impossible to make it 100% realistic and then also fun. I mean otherwise then there is zero spawn ins of any kind, sitting around for 48 hours waiting for the enemy to attack, etc. I don't imagine the real army to be fun. Yes that is extreme, but I'm just saying there will always be some give on the realistic side to make it more fun. It's a balancing act, and I think it's tipped too much toward realism right now for Monkey to enjoy it. It's not perfect for me either, but close enough that I enjoy it. I don't really see how PR could be any more fun, without sacrificing some of it's realism.
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