PR 128 Player Server Test - Official

General discussion of the Project Reality: BF2 modification.
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: PR 128 Player Server Test - Official

Post by PLODDITHANLEY »

What about tags just be removed altogether - be more realistic, only problem is that some factions look so similar TK's would increase horribly.
Pirate
Posts: 145
Joined: 2009-10-25 22:30

Re: PR 128 Player Server Test - Official

Post by Pirate »

Also makes it a lot harder to see who the guy griefing is, or who is sitting next to you and want to talk too, who's driving the apc who you want to stop, whether that guy is a friendly or an enemy with a friendly kit etc.

EDIT: And who's the admin? I'm still banned for teamkilling two people when the round was already over and we were already down on 0 tickets. That was three rounds ago.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: PR 128 Player Server Test - Official

Post by cyberzomby »

Owyea! With this tag bug now I used my map even more to check if there was a friendly near me. Is a lot getting used to. Also think that people with crappy machines who must play on low will be in a big disadvantage. Because of the dynamic light being off, both sides will look even more alike (sometimes)
Oskarious
Posts: 38
Joined: 2008-06-18 15:18

Re: PR 128 Player Server Test - Official

Post by Oskarious »

Oh gosh, this is amazing!
Arquin
Posts: 122
Joined: 2009-12-30 17:16

Re: PR 128 Player Server Test - Official

Post by Arquin »

AncientMan asked to report on the forums, i think this thread is a good place to do that.

My relevant specs are: CPU: AMD Phenom II X2 550 (3.1 gHz) with GTX 275 and 3.2 RAM in use.

I'm running the game on medium with no AA and high geometry. This what i had:

During 128 matches on the more open maps (Lashkar, for example) I experienced high amounts of FPS lag with so many players nearby. Lashkar isn't one of the more stress-free maps. During Fools Road everything was running almost normal. The huge amount of players didn't have that bad effect with the dense forest.

Overall, i was most concerned with the chat screen. It has 4 lines, and it's too low even with 64 players. Now i was told that it can not be changed, but i have faith in Tema so much that if he and the Devs can figure out a way to increase the size, or perhaps make it a window like console. (Possibly even put ALL and Team chat in different windows!)

I don't want it to obscure view, or destroy the stripped HUD style, but it's really bad with 128 players.

Everything else is great, just needs a bit tweaking. I don't find the missing nametags too important. It's a little annoying, but i'll manage.
John-117
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Re: PR 128 Player Server Test - Official

Post by John-117 »

Guys you have to remember that they are just testing it
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Hellfire(CH)
Posts: 5
Joined: 2007-10-31 17:16

Re: PR 128 Player Server Test - Official

Post by Hellfire(CH) »

Pirate wrote:Also makes it a lot harder to see who the guy griefing is, or who is sitting next to you and want to talk too, who's driving the apc who you want to stop, whether that guy is a friendly or an enemy with a friendly kit etc.

EDIT: And who's the admin? I'm still banned for teamkilling two people when the round was already over and we were already down on 0 tickets. That was three rounds ago.
Dont discuss your ban here. You will stay banned. Everybody was warned not to fool around you just had to test it....

There is a major problem with admincommands. Everybody over player 64 seems to be resistant to ingame admincommands except of !kill
Last edited by Hellfire(CH) on 2011-01-27 14:09, edited 1 time in total.
BloodyDeed
Retired PR Developer
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Re: PR 128 Player Server Test - Official

Post by BloodyDeed »

I hope you guys understand that its even more important on 128p to be strict with the rules.
If everybody does what he wants it will result in a chaos much faster than on 64p.

Without nametags might be more realistic but think about the admins. Its much more difficult to detect griefers or missbehaving people when they dont have a nametag.
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Arnoldio
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Re: PR 128 Player Server Test - Official

Post by Arnoldio »

People making suggestions ie. 64km^2 maps, double flags, double frontlines, double assets. You realize that if you divide all those doubles by 2, you get 16km^2 maps, single frontline, normal assets and 64 players. This is like modifying a car with putting powerful engine in, but then making it heavy as hell so it preforms the same as before... So you are welcome to join any other server apart from NEW because those run the exact scenario you are describing.

IMO the point of bringing more players to the field is to increase infantry and special squads like transport and logistics.

P.S. About tags, they might not look realistic but in real life you have face recognition and such... its similar to markers, though i agree that they shouldnt be shown at distances, so you have to check the map.
Last edited by Arnoldio on 2011-01-27 14:39, edited 1 time in total.
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cyberzomby
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Re: PR 128 Player Server Test - Official

Post by cyberzomby »

Exactly! At least thats what I hope to see come out of this. The odd map that focuses no 128 armoured combat is cool. Like vehicle warfare.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: PR 128 Player Server Test - Official

Post by doop-de-doo »

If you select the person on the map, you can see who it is by checking who is selected in the squad menu. It's even easier if you are in a squad and enter the Manage Squad menu; but, yeah, it is going to be harder especially if they're not in a squad. Leaving this issue up to the DEVs who will know what to do.

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Adriaan
Retired PR Developer
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Re: PR 128 Player Server Test - Official

Post by Adriaan »

I'd rather have no tags at all if it turns out it isn't fixable.
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Sgt. Mahi
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Re: PR 128 Player Server Test - Official

Post by Sgt. Mahi »

No tags are just another step in the right direction for PR. It has been discussed many times on this forum before. I have always liked the idea.
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mikeros
Posts: 37
Joined: 2009-08-21 17:39

Re: PR 128 Player Server Test - Official

Post by mikeros »

increase in transport vechiles' slots or double the number of them. Don't know what is easier.

What I liked though are the 12 men squads. the SL now can have both riflemen with ammo and the support weapons he needs to keep his squad in the field longer with out need of resupply and with a decent firepower.

Fighting vechiles/assets/choppers should be increased by 25-40%, Logistics by 20% and Trasnport my 70%. After all the main force is the infantry right?

An Increase on the Number of FOBs could be useful for the 4km maps by 1 or 2 + some deployable assets should increase too. More HMGs will be needed, 1 more TOW for sure, 1or 2 mortars would be an awesome addition BUT they should be able to be built in 2 different spots in order to be able to cover more area.

Infantry and special kits should be doubled in the pool but the squad limitations must remain the same.
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vishuddaxxx
Posts: 139
Joined: 2008-07-06 16:24

Re: PR 128 Player Server Test - Official

Post by vishuddaxxx »

hello,

so I noticed the server is still up, is this working out nicely then, I mean the vehicle issue is that sorted out ?

also with the squads issue, with mumble on, its not really a problem , as people hardy use rally points if at all, and firebases are normally the spawning on points, people not in squads can just group up with other squads as long as they on mumble..

as for more vehicles, I think there should not be any more armour on the maps, but there should be a intense focus on infantry, with armour there as support not domination..

I always thought that at the present way of fixing the issues of there hardly being any infantry on maps like kashan is reduce the armour..

so I say dont increase armour, however do increase transport vehicles like choppers and trucks..


but this is great news and will keep project reality as one of the best mods period.
goguapsy
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Re: PR 128 Player Server Test - Official

Post by goguapsy »

Sgt. Mahi wrote:No tags are just another step in the right direction for PR. It has been discussed many times on this forum before. I have always liked the idea.
Yes.

But I think the difference in the uniforms should be more drastic. Take Muttrah. If you don't have good graphics, you might be shooting friendlies...
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Sgt. Mahi
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Re: PR 128 Player Server Test - Official

Post by Sgt. Mahi »

goguapsy wrote:Yes.

But I think the difference in the uniforms should be more drastic. Take Muttrah. If you don't have good graphics, you might be shooting friendlies...
Many of my teamkills I've made have been because I relied on the tags to pop up too much. Sometimes the tag won't appear even if you're scoped in on a friendly for a minute. As mentioned before the only way to be 100% sure is via the map.
Peace is that brief glorious moment in history when everybody stands around reloading
Boris.T.Spider
Posts: 224
Joined: 2008-05-27 16:18

Re: PR 128 Player Server Test - Official

Post by Boris.T.Spider »

ChizNizzle wrote:People making suggestions ie. 64km^2 maps, double flags, double frontlines, double assets. You realize that if you divide all those doubles by 2, you get 16km^2 maps, single frontline, normal assets and 64 players. This is like modifying a car with putting powerful engine in, but then making it heavy as hell so it preforms the same as before... So you are welcome to join any other server apart from NEW because those run the exact scenario you are describing.

IMO the point of bringing more players to the field is to increase infantry and special squads like transport and logistics..

If your referring to my post Chiz, that's not what I said. I just think that certain maps may need to be rebalanced for 128 players, possibly by increasing the number of flags, not necessarily doubling. But this would have to be carefully considered and a result of extended play testing. In it's first two incarnations Mutrah2 had an area with two simultaneous flags, which was removed, this 'may' need to come back if certain areas are getting too crowded. It's not as simple as you imply, that for example, you were to double the area of ground you need to cover, you would just be halfing the amount of people again.

Mechanised units would range quite freely between these areas, logistics would serve both and CAS already covers a much larger area anyway. While I would not support a straight doubling of assets, with more people to man AA's, more LAT's, and just in general a more hostile environment for the big noiseys of PR, the vehicle count may need increasing or respawn times and even the armour values may need to be adjusted.

To use your car analogy, you cant just double the horse power and expect the car to handle perfectly, just faster, you need to tweak other parameters to maintain a balanced performance, unless of course you want to turn it into a 600BHP tree missile. Once/If this new system becomes stable enough for inclusion in a main PR release, it will cause as many balance issues as the inclusion of the deployable TOW and mortar pits did, and rather than people worrying that we might loose some classic maps because of this, I would think that most, if not all the existing maps can be tweaked to maintain good balance and playability with this major and epic change.
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: PR 128 Player Server Test - Official

Post by ChallengerCC »

I only hope they will stay with there Core feature of the Mod: Teamwork/Tactics/Realism
and not with the action to get more mainstream Gamers.
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gazzthompson
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Re: PR 128 Player Server Test - Official

Post by gazzthompson »

some maps just might have to go tho, take for example muttrah... awesme map. between south and north city you have a physical front line of what... 500m from hills to waterline? stick 128 people on that front line and you have a cluster fuck how ever you arrange the flags.
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