*raises hand*ShockUnitBlack wrote:I wonder if anybody has ever looked into an effective way of managing a fireteam system.
I'd venture this was an even bigger event in the history of PR than many of its releases.
*raises hand*ShockUnitBlack wrote:I wonder if anybody has ever looked into an effective way of managing a fireteam system.

I'm sure most of this is down to this being a test. Half of the people joining will be doing it just to check it out and with little intention to actually put effort into it and play nice.[R-CON]Burton wrote:I'm really torn. 128 players in theory is great, but in practice it doesn't work.
I've just played 4 rounds on the server, and found there to be 0 teamwork. There are enough lone wolfs as it is in a regular game, but with 64 on one team it's just too bad and becomes chaotic.
I felt really sorry for the commander I had, he was trying really hard to organise my side into something that resembles a team, but there were just too many people wanting to do their own thing. It's manageable with 32 players, because an admin can deal with any troublesome players but when there's only 16-20 players willing do cooperate with the commander or with each other the team falls apart and any fun that could have been gained from a 64v64 match is instantly ruined.
What's more, the level of chat spam was like nothing I've ever seen, constantly scrolling messages were so distracting and anything important that WAS typed up was instantly lost amongst the piles of verbal diarrhea that people were spouting.
In theory - OMG, it's the best thing to happen to PR
In practise - WTF is happening, everyone has become a noob, we're going to lose.

Thats because everyone was in shock of so many people[R-CON]Burton wrote:I'm really torn. 128 players in theory is great, but in practice it doesn't work.
I've just played 4 rounds on the server, and found there to be 0 teamwork. There are enough lone wolfs as it is in a regular game, but with 64 on one team it's just too bad and becomes chaotic.
I felt really sorry for the commander I had, he was trying really hard to organise my side into something that resembles a team, but there were just too many people wanting to do their own thing. It's manageable with 32 players, because an admin can deal with any troublesome players but when there's only 16-20 players willing do cooperate with the commander or with each other the team falls apart and any fun that could have been gained from a 64v64 match is instantly ruined.
What's more, the level of chat spam was like nothing I've ever seen, constantly scrolling messages were so distracting and anything important that WAS typed up was instantly lost amongst the piles of verbal diarrhea that people were spouting.
In theory - OMG, it's the best thing to happen to PR
In practise - WTF is happening, everyone has become a noob, we're going to lose.
Server and technical problems aside as it's still early days, should it be made playable with minimal crashes - the admin team on a server would need to be at least 6-10 just to keep the game moving and to deal with problem players.

we could do that but start with prta and tg? since one is euro and one is american and then slowly spread to both eu and us servers.acemantura wrote:Although it pains me to say this, I believe we should give the Code FIRST to TG so 126 players max, and they take care of the Tard Muffins.
This way we have a respectable server, at least in the beginning and then give to other, well admin'd servers like Hardcore.
And then we branch out to the other servers like My Baby Kokan and Perhaps TAR or Blackwater (INFANTRY BABY!!!) we should have some excellent ways to play.
As soon as people learn what to expect from both providers and players, then I believe we can garner momentum from a possibly even larger PR community.
Greifers abound, watch your asses.
Bare in mind the issue isn't tards joining the server (this happens to any server) so much as that AfterDune's admin script and other admining tools aren't functional with 128 players yet.acemantura wrote:Although it pains me to say this, I believe we should give the Code FIRST to TG so 126 players max, and they take care of the Tard Muffins.




We do not do any of those to their compiled software (the tool)....you may not modify, reverse engineer, disassemble, license, transfer, distribute, create works from, or sell the Tool...


And it sort of implied bf2_w32ded.exe was modified.Tema567 wrote:Currently increased
Learn assembler guys

UberWazuSoldier wrote:Is it being modified by a launcher program, or is the .exe itself changed? Orrrr is it just like changing sv.maxPlayers to 128 lol.


