PR 128 Player Server Test - Official

General discussion of the Project Reality: BF2 modification.
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Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: PR 128 Player Server Test - Official

Post by Anderson29 »

kinda like real world then huh gazz....lol
in-game name : Anderson2981
steam : Anderson2981
Mellanbror
Posts: 320
Joined: 2009-09-05 10:56

Re: PR 128 Player Server Test - Official

Post by Mellanbror »

I'm for the removal of tags, will improve players situational awareness. It will also get the effect of players confirming targets before shooting. That plus the tags sometimes obstructs another players view.

However, there is a problem in all this. Nothing racist here, but all PR players look alike ;)
You can not tell one squads medic from anothers etc.

I wonder if it is possible for squadmembers to be marked, lets say a red ribbon tied around an arm?.
Beforing bashing me on IRL soldiers not using ribbons...contemplate this; IRL soldiers know each others voices, their looks (faces, height, weight), the way the move etc. Something we can't put in a game.

Played a few rounds today. Awesome in some ways, caos often. From time to time I had some good people in squad, who even with voip not working could perform well. Big ups to you.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: PR 128 Player Server Test - Official

Post by gazzthompson »

Anderson29 wrote:kinda like real world then huh gazz....lol


Maybe, but also hella spammy with no room for moment and counter productive to pr gameplay
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: PR 128 Player Server Test - Official

Post by SnipeHunt »

ChallengerCC wrote: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.
I don't think the Dev team cares very much what the public wants. I've read a few times that they are creating the MOD that they want.
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
crot
Posts: 1786
Joined: 2010-09-07 19:05

Re: PR 128 Player Server Test - Official

Post by crot »

mikeros wrote: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.
I also noticed that rounds on huge maps like Kashan end much faster than usual with 128 players on. Maybe I didnt notice but shouldn't the tickets be increased proportionally?
AfterDune
Retired PR Developer
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Joined: 2007-02-08 07:19

Re: PR 128 Player Server Test - Official

Post by AfterDune »

Yes, that has been noted already. We're currently focussing on stability, before changing anything else. Remember this is a test.
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ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: PR 128 Player Server Test - Official

Post by ChallengerCC »

gazzthompson wrote:Maybe, but also hella spammy with no room for moment and counter productive to pr gameplay
Thumb up !
Moments of resting and silence is necessary. Also moving long distances and high spawn rates increases the value of units and firefights are more exessive and you get more adrenalin. Because no one wants to die. Thats the problem with Firebases if you have one in near you think ok if i die i spawn in the near and you play a mutch more action stile gameplay.
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ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: PR 128 Player Server Test - Official

Post by ZephyrDark »

SO has anyone thought of running Matrox's fun maps with the 128 player server? :D
|TG-31st|Blackpython


Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: PR 128 Player Server Test - Official

Post by Nebsif »

Finally, finally APCs are used for transport cuz there arent enough trucks to dump all over the map!!!! :D
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: PR 128 Player Server Test - Official

Post by ChallengerCC »

Nebsif wrote:Finally, finally APCs are used for transport cuz there arent enough trucks to dump all over the map!!!! :D
Thumb Up ! :lol:
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Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: PR 128 Player Server Test - Official

Post by Jaymz »

SnipeHunt wrote:I don't think the Dev team cares very much what the public wants. I've read a few times that they are creating the MOD that they want.
Well it's pretty handy that he described the game we want :)

As said, the 128 setup on the NEW server is a test. We will have to tweak vehicle and kit layouts to make it work right. Though, imo, we should lower the limit to 96 or 100.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: PR 128 Player Server Test - Official

Post by Outlawz7 »

gazzthompson wrote: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.
Or don't play the map with 128 people, as it's been speculated, 128 may get it's own gamemode layer and there's also the fact that not all PR servers are on uber dedi boxes powerful enough to run with 128 players, so some may stay on 64 or in between.
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Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: PR 128 Player Server Test - Official

Post by Kain888 »

ChizzNizzle - you've missed the point, we are not talking about whole PR, but about a lot of maps not adjusted to 128 gameplay. No one was trying to make it worse, we are just trying to think of consequences - look at Gazz or other people posts. There is a reason people like PR action pace and why you don't normally run skirmish maps on full server.
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Psyrus
Retired PR Developer
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Joined: 2006-06-19 17:10

Re: PR 128 Player Server Test - Official

Post by Psyrus »

gazzthompson wrote: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.
The majority (barring East City Centre) of flags are 150m flags on Muttrah... This means with all 128 players contesting the flags (no one in choppers, apcs, farting around doing big flanking missions/Free4All, commander etc) in one defense and one assault, each player would have a 33mx33m area to himself... no other players in that area. All these 33x33m areas would be within the cap radius. That's ~1100m^2 each... in the cap radius
Boris.T.Spider
Posts: 224
Joined: 2008-05-27 16:18

Re: PR 128 Player Server Test - Official

Post by Boris.T.Spider »

gazzthompson wrote: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.
IDK Gazz, possibly lend aspects from Mutrah V1 and have a simultanious North East and South East US assault and move the MEC main? To retain some of the original feel the cap order could be biased so to advance one flag at south, two flags must be capped at north. If they do decide to open this particular Pandora's box, the mappers and testers are going to be landed with a lot on their plate while the players and admins are going to have to learn to cope with a much more chaotic environment. Interesting times indeed.
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: PR 128 Player Server Test - Official

Post by Stealthgato »

It's working pretty good, too bad the admins at NEW have anger management issues (or at least that Hell something guy does) and spam warnings all the time and kick when you say a line to someone in chat. People are playing the game to have fun, not to make it their lives and be super srs bizniss about it and stay quiet all the time. Learn to enjoy the game and not live for it.
Last edited by Stealthgato on 2011-01-27 17:04, edited 1 time in total.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: PR 128 Player Server Test - Official

Post by PLODDITHANLEY »

I wouldn't like to be a NEW admin atm.

Loads of excited nationalities and languages, VOIP half working, less than 50% on mumble, matrixesque chat spam, barely enough trans - oh god the mind boggles. Not a suprise players don't notice/understand !w so hardly a suprise they're getting tough.

All that and trying to test out issues good luck guys! :lol:

I wonder if gradual patched increases would be any easier once testing has advanced? Stage 1 40 V 40, 2 50 V 50 and so on to stop when it feels right?

After watching DB's play films and assuming the majority of the DEV's want to play like that I'm more than happy to trust em.
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