PR 128 Player Server Test - Official
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Priby
- Posts: 2379
- Joined: 2008-06-21 18:41
Re: PR 128 Player Server Test - Official
Oh my god O_O
Nicely done R-GODs.
Now we just need the 8km maps..
Nicely done R-GODs.
Now we just need the 8km maps..
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Pirate
- Posts: 145
- Joined: 2009-10-25 22:30
Re: PR 128 Player Server Test - Official
I'm hoping for a 128 player Apocalypse Nowstyle assault on a VC village now.
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: PR 128 Player Server Test - Official
YES smaller maps today. Gonna check it out 
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: PR 128 Player Server Test - Official
Yes, Fallujah! :')[R-DEV]Amok@ndy wrote:We are going to run smaller maps today !

Orgies beat masturbation hands down. - Staker
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Arquin
- Posts: 122
- Joined: 2009-12-30 17:16
Re: PR 128 Player Server Test - Official
Smaller maps? AM I IN HEAVEN?
This gonna be awesome. There won't be lack of action now >=D
This gonna be awesome. There won't be lack of action now >=D
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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
Re: PR 128 Player Server Test - Official
With smaller maps it will be even worse than Vanilla! I hope I will recover after this.
I know that it's necessary for test though but it will be shit, so let's get ready for it. 
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Sirex[SWE][MoW]
- Posts: 158
- Joined: 2009-07-22 09:46
Re: PR 128 Player Server Test - Official
I agree with samagon1000, commanders job will not get that much harder, it is still 9 squads, only that now the squads actually can be usefull on their own, so infact commanding will be easier.
I find it funny beyond belief that people that have whined the pass months of to few infantry are now complaining of to few assets.
Seriously people, 128 players is not a revolution in game terms, it is only a revolution for the bf2 engine. S?ldner supported 256 max player in 2004.
But that does not diminish what they have here, it is awesome
.
Agreed, keep assets around now.stiankir wrote:Let me re-quote twhat I wrote on the PRTA-forums, and I want to emphasize the important part:
I find it funny beyond belief that people that have whined the pass months of to few infantry are now complaining of to few assets.
Heard of ww2 online? Or Arma2? And operation flashpoint 1 supports more then 64 players. Arma 1 supports more then 64 players. Hold it in your pants will you people?Kain888 wrote:Yeah, it felt so good to see that 128 players marching through the desert on Kashan yesterday morning.
Dev team will have to put a lot of thinking into it. :>
8 man squads with 2 medics and 2 ars that can be split into 2 proper fireteams would be an awesome change to see.You would be able to request medic and ar from 4/8 in sq and second medic and ar from 7 and 8 in sq. :>
A lot of maps would need to be removed or tweaked, and a lot of new roles added. Also there should be fixed respawn - like only in main bases. Otherwise maps easily can become stalemates with people spawning on fobs and rp. This will make it more interesting for transport guys and transport would be itself more interesting and important. Same with defending on fobs. Also on some maps we can have more than one attack objective marker active like on old Kashan to avoid stalemates and positional warfare.
I agree with ChizzNizzle about not increasing amount of vehicles, it would force more teamwork and realistic feel. :]
I guess a lot of testing and work in front of Dev Team and community.
So far PR is changing into project that I never saw and I doubt I will ever saw in gaming environment, something that gives normal players feel that are the part of something big and they shape their beloved game as well.Awesome experience.
Seriously people, 128 players is not a revolution in game terms, it is only a revolution for the bf2 engine. S?ldner supported 256 max player in 2004.
But that does not diminish what they have here, it is awesome
Last edited by Sirex[SWE][MoW] on 2011-01-27 13:06, edited 1 time in total.
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
Re: PR 128 Player Server Test - Official
we got working Admincommands now. So please behave on the server and dont mass teamkill and interrupt the gameplay. We want some nice rounds today.
And you want to get banned on the one 128p server, right?
And you want to get banned on the one 128p server, right?

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bearking19
- Posts: 125
- Joined: 2007-08-26 05:44
Re: PR 128 Player Server Test - Official
We need a way to communicate between squads ingame since not many people use mumble.
Whats next fast ropes ? Haha
Whats next fast ropes ? Haha
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: PR 128 Player Server Test - Official
lol kain!
I dont think the 2km maps will be so poor. I mean, all the PR "rules" are in game. And with proper admin support and teamwork you'll get amazing action packed battles.
Remember BF2 nilla has DolphinDivers and snipers everywhere
You'll never see that in PR.
Remember BF2 nilla has DolphinDivers and snipers everywhere
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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
Re: PR 128 Player Server Test - Official
What the hell are you writing about dude? I have never written anything that PR is revolutionary about size of players in the history of games, lol. I've written about phenomenon of PR. 0.o You have either misquoted as I don't see your reply related to my post in any way, or misunderstood.'Sirex[SWE wrote:[MoW];1538159']Heard of ww2 online? Or Arma2? And operation flashpoint 1 supports more then 64 players. Arma 1 supports more then 64 players. Hold it in your pants will you people?
Seriously people, 128 players is not a revolution in game terms, it is only a revolution for the bf2 engine. S?ldner supported 256 max player in 2004.
If you still don't follow - by phenomenon of PR I mean a lot of things, to name few: the feeling of solid, mature community, constant patches that shapes game so diametrically and yet are so much more fun that's it feels like new game with each, involvement from normal players into mod, emphasis on improving, >FOR FREE< etc. etc. Show me other phenomenon like this Sirex, I have no doubt there are, but as I said I've never saw anything like that and doubt I will see.
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Sirex[SWE][MoW]
- Posts: 158
- Joined: 2009-07-22 09:46
Re: PR 128 Player Server Test - Official
I am sorry it was not my intent to come down harsly on you specificly. I was more trying to adress the crowd that thinks that 128 players is a breakthrough over the entire game world which it is now. You posted a lot of good commentes in that post i, maybe i shouldn't have picked out your post.Kain888 wrote:What the hell are you writing about dude? I have never written anything that PR is revolutionary about size of players in the history of games, lol. I've written about phenomenon of PR. 0.o You have either misquoted as I don't see your reply related to my post in any way, or misunderstood.
If you still don't follow - by phenomenon of PR I mean a lot of things, to name few: the feeling of solid, mature community, constant patches that shapes game so diametrically and yet are so much more fun that's it feels like new game with each, involvement from normal players into mod, emphasis on improving, >FOR FREE< etc. etc. Show me other phenomenon like this Sirex, I have no doubt there are, but as I said I've never saw anything like that and doubt I will see.
But i will not agree on that PR is the only game to have improved and a mature community for free. I can show you SP:WaW Depot - Main Menu they are on par with the changes and community of pr, spring rts Balanced annihilation which remade Total annihilation, Dawn of war mod firestorm over kronus has arguably changed more then PR, the mod Day of deafeat for hl1 comes to mind, BG2 tutu, the mod for Rome:total war Europa Barbarum certantly has implemented more changes and have a more mature community then pr, and there exist loads more. But i don't want to get in an argument, and i am not tring to overshow PR, i just am just listing fact for my standpoint. I really like PR and the 128 limit.
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PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: PR 128 Player Server Test - Official
Made me smile
Tema was talking about this in March:
https://www.realitymod.com/forum/f10-pr-bf2-general-discussion/78621-100-player-server.html#post1304193
Tema was talking about this in March:
https://www.realitymod.com/forum/f10-pr-bf2-general-discussion/78621-100-player-server.html#post1304193
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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
Re: PR 128 Player Server Test - Official
[quote=""'Sirex[SWE"][MoW];1538167']I am sorry it was not my intent to come down harsly on you specificly. I was more trying to adress the crowd that thinks that 128 players is a breakthrough over the entire game world which it is now. You posted a lot of good commentes in that post i, maybe i shouldn't have picked out your post.
But i will not agree on that PR is the only game to have improved and a mature community for free.[/quote]
Np.
Yeah I know there are probably other games with solid community, as I said - there are probably. I just wrote:
[quote="Kain888""]I have no doubt there are, but as I said I've never saw anything like that and doubt I will see.[/quote]
I didn't see anything like that. because I'm not much a gamer so it has to be something in game to keep me with it.
But thanks about info of other communities.
Muttrah is too crowded even with 64 due to its small size. Stalematish dethmatch with constant spawns that can't be destroyed unless you manage to sneak through 64 players somehow.
Current setup just don't support so many players imo, as L4gi said on PRTA it will be probably even harder to progress in such a game. About rules, well rules are rules, but you have good mechanics to influence and by this shape player behavior, not to mention it is hard to admin 128 players. 
Maybe some ins maps will work like Ramiel. ;]
Ploddit - yeah, i ventured through Tema posts as well when I realised what he managed.
I also smiled on Thermis post:

But i will not agree on that PR is the only game to have improved and a mature community for free.[/quote]
Np.
[quote="Kain888""]I have no doubt there are, but as I said I've never saw anything like that and doubt I will see.[/quote]
I didn't see anything like that. because I'm not much a gamer so it has to be something in game to keep me with it.
Well I think thank most 2 km will be that poor actually.cyberzomby wrote:lol kain!I dont think the 2km maps will be so poor. I mean, all the PR "rules" are in game. And with proper admin support and teamwork you'll get amazing action packed battles.
Remember BF2 nilla has DolphinDivers and snipers everywhereYou'll never see that in PR.
Maybe some ins maps will work like Ramiel. ;]
Ploddit - yeah, i ventured through Tema posts as well when I realised what he managed.
Bold mine.[R-MOD]Thermis wrote:With that said no one hold their breath it will be a while if it happens. It probably wont ever happen.
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BrownBadger
- Posts: 495
- Joined: 2009-09-05 21:29
Re: PR 128 Player Server Test - Official
There's no need to see this as something negative. The only thing that has to happen is you have to adapt. Too many people are judging a testing match and comparing it to an actual organised match with 128 players.
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Boris.T.Spider
- Posts: 224
- Joined: 2008-05-27 16:18
Re: PR 128 Player Server Test - Official
I think that small game play changes could be implemented to rebalance these maps, perhaps a separate 128 player layer for maps. I found a lot of the changes in the last couple of versions have reduced the battle space that is being used at any given time. Perhaps increasing the number of flags and having two cappable objectives at the same time could accomplish this. An example might be Kashan, once MEC own South Bunker they can attack both North Bunker and North Village. Or maybe even a reduction in the importance of flag objectives? These may not be a good example, but with a bit of thought and some play testing, most maps could be rebalanced to spread the battle space to accommodate larger sides. The PR community has some brilliant mappers and very adaptable players, I'm sure we will cope.Kain888 wrote:Well I think thank most 2 km will be that poor actually.Muttrah is too crowded even with 64 due to its small size. Stalematish dethmatch with constant spawns that can't be destroyed unless you manage to sneak through 64 players somehow.
Current setup just don't support so many players imo, as L4gi said on PRTA it will be probably even harder to progress in such a game.
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KingKong.CCCP
- Posts: 396
- Joined: 2006-10-25 08:13
Re: PR 128 Player Server Test - Official
Let me challenge you on that...Kain888 wrote: Well I think thank most 2 km will be that poor actually.Muttrah is too crowded even with 64 due to its small size. Stalematish dethmatch with constant spawns that can't be destroyed unless you manage to sneak through 64 players somehow.
Yes, there would be a strong front line, squads would stretch from one edge of the map to another. Yes, it could end up with new guys constantly rushing in and getting slaughtered.
But, isn't that a good thing?
I believe the front lines would be established, but they would be pretty flexible. Think about mortars, and concentration of troops. Up till now the most successful way to destroy enemy FB was by (as you mentioned) sneak in. 128p on 2km map means no more sneaking.
Focusing 2-3 squads (24 players now!) on one attack angle/direction/path with mortar/CAS support, than fighting against enemy counter-attack supported by their mortars would make the most epic battles ever.
Great story, bro.Ploddit - yeah, i ventured through Tema posts as well when I realised what he managed.I also smiled on Thermis post:
Bold mine.
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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: PR 128 Player Server Test - Official
Yeah first thing i noticed was, that 1 line of AAS is not suetable for 128 player. To many action and destructive for the PR gameplay. But wat i asume as realy good is that the transport is more important. I hope in the next Patch the Firebases will be limeted to maximum 2. So the transport is necessary to win the battle and not to use the Spawn at FB cheat.Animal.Mother wrote:damn, if this is working then what next?
128 players, 8 man squads, 64km^2 maps with AASv4 where there's two lines of attack?
my head now hurts
Last edited by ChallengerCC on 2011-01-27 13:16, edited 1 time in total.
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zagzagel
- Posts: 21
- Joined: 2009-06-16 10:53
Re: PR 128 Player Server Test - Official
Ping?s work nice
not more laggs then 64players
but...
Cant see all Team names ... result Teamkilling all over
And some server play?s with the same Tickets like 64 players.. result 30min gameplay..
But this is only a Test phase .. so I like it .. and some problems could be change
Good WOrk
zag
but...
Cant see all Team names ... result Teamkilling all over
And some server play?s with the same Tickets like 64 players.. result 30min gameplay..
But this is only a Test phase .. so I like it .. and some problems could be change
Good WOrk
zag

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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
Re: PR 128 Player Server Test - Official
Boris.T.Spider - yeah, I also mentioned more than one attack objective active as good example how to handle 2 km maps or "too" small 4km maps like kashan. This may be one of the points to think of.
KingKong.CCCP - don't get me wrong I would love solid frontlines and at the same time flexible, as this is game and we want to have not repetitive gameplay like we always had with many of PR maps. I'm not sure if I agree with you that they will be flexible though, many 2km maps with current mechanics will probably fail, ie. won't be up to PR standards and will be more vanilla like.
But guys I don't see reason to think of it, as when (if) 128 will be released I'm sure than mot concerns and problems will be addressed by Devs and most 2 maps will be enjoyable as hell.
I don't think that little tweaking of mechanics to adjust changes will be any problem with that experienced Dev team. ;]
EDIT: As you see by posts of ChallengerCC or zagzagel - my concerns are quite true.
But I'll repeat myself and say it's pointless to be concerned by that in playtest stage.
KingKong.CCCP - don't get me wrong I would love solid frontlines and at the same time flexible, as this is game and we want to have not repetitive gameplay like we always had with many of PR maps. I'm not sure if I agree with you that they will be flexible though, many 2km maps with current mechanics will probably fail, ie. won't be up to PR standards and will be more vanilla like.
But guys I don't see reason to think of it, as when (if) 128 will be released I'm sure than mot concerns and problems will be addressed by Devs and most 2 maps will be enjoyable as hell.
EDIT: As you see by posts of ChallengerCC or zagzagel - my concerns are quite true.




