Re: Project Reality New Procedure For Server Code
I'd first like to say that NO mod is made just to be popular. If mods only get 5% of the players BF2 gets, who the hell would want to spend years of time making a mod, simply trying to attract loads of players? ALL mods have a target audience. Some target audiences are more narrow than others. With PR, they want 'Hardcore-realism' players. Nothing too different than that. Other mods such as DCon also have a key target audience (with DCon's being those who enjoyed the more skillful gameplay of DC). However they aren't completely opposed to gamers of other types.
Every mod wants the bulk of its player-base to be like those who the mod was designed for.
With PR, since there audience is rather narrrow, they have had to take measures to prevent the bulk of players playing a mod in the way it was not intended to be played.
Heavily server-side modded maps (especially those that change the fundamental aspects of gameplay) don't really make sense to me. If you want to change the gameplay of the original mod that much then why are you running a server for that particular mod in the first place? Surely the best idea is to server-side mod a mod that is closer to the type of gameplay you want. If that mod doesn't exist then create a new one.
I also agree that this whole thing is the right idea, wrong execution. Instead of arguing back and forth why don't people put their heads together and try to come up with a separate server filter or different gamemode for SSM's that defaults to OFF. That way when new players join they'll only see the servers that run PR the way it was "meant to be played". Yet those who like the key aspects of PR, but want to change a few things to their liking, can still run ssm's. Then players looking for modded servers can find them. Players looking for pure servers can find them. And more often than not, new players will visit the "pure" servers. Everyone would be more or less happy.
I'd first like to say that NO mod is made just to be popular. If mods only get 5% of the players BF2 gets, who the hell would want to spend years of time making a mod, simply trying to attract loads of players? ALL mods have a target audience. Some target audiences are more narrow than others. With PR, they want 'Hardcore-realism' players. Nothing too different than that. Other mods such as DCon also have a key target audience (with DCon's being those who enjoyed the more skillful gameplay of DC). However they aren't completely opposed to gamers of other types.
Every mod wants the bulk of its player-base to be like those who the mod was designed for.
With PR, since there audience is rather narrrow, they have had to take measures to prevent the bulk of players playing a mod in the way it was not intended to be played.
Heavily server-side modded maps (especially those that change the fundamental aspects of gameplay) don't really make sense to me. If you want to change the gameplay of the original mod that much then why are you running a server for that particular mod in the first place? Surely the best idea is to server-side mod a mod that is closer to the type of gameplay you want. If that mod doesn't exist then create a new one.
I also agree that this whole thing is the right idea, wrong execution. Instead of arguing back and forth why don't people put their heads together and try to come up with a separate server filter or different gamemode for SSM's that defaults to OFF. That way when new players join they'll only see the servers that run PR the way it was "meant to be played". Yet those who like the key aspects of PR, but want to change a few things to their liking, can still run ssm's. Then players looking for modded servers can find them. Players looking for pure servers can find them. And more often than not, new players will visit the "pure" servers. Everyone would be more or less happy.
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