PR 128 Player Server Test - Official

General discussion of the Project Reality: BF2 modification.
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Pesticide
Posts: 307
Joined: 2009-11-09 02:57

Re: PR 128 Player Server Test - Official

Post by Pesticide »

stream is up again live from kashan desert 128 players (see sig) , huge thx to NEW guys aswel!

jaiks, i jinxed it, server seemed to went down pr lose many players :(
Proud member of Forgotten Honor Tournament.
http://www.forgottenhonor.com
Broadcasting PR live from big servers every week http://www.justin.tv/pesticide/videos
USA-Forever932
Posts: 113
Joined: 2009-02-03 21:23

Re: PR 128 Player Server Test - Official

Post by USA-Forever932 »

Is it possible to use this method to fix the current 8 player limit on all vehicles? With the inclusion of 8 man squads is there a way to make it so vehicles can accomodate all of them rather than simply doubling the amount of assets a team has at the ready? It would take 4 blackhawks to transport All 24 infantry in 3 different squads and 3 of them would be able to fit 2 with some space left over. This is currently the only problem. the USMC will be terribly dependent on choppers on maps like Muttrah and Barracuda where hueys can only transport 3/4 of a squad at a time.
mxlinus
Posts: 45
Joined: 2010-11-08 19:23

Re: PR 128 Player Server Test - Official

Post by mxlinus »

This is just a test people, be patient on all requests.

The server was running smooth last night, without crashing ingame which was AWESOME! today I've played a couple of rounds but it's now crashing more, but I'm sure you will get everything optimized soon enough.

It's a shame that people are not using mumble, join right team channels and stuff, but still, sooo realistic with all the action everywhere. this is so EPIC!
thnx guys.
DDS
Posts: 820
Joined: 2008-03-27 22:52

Re: PR 128 Player Server Test - Official

Post by DDS »

arjan wrote:TBH, I like it that theirs no nametags, I really do.
It doesn't clutter your HUD and it looks more realistic, and if removed I think its a matter of getting used to just like the deviation.
Couple versions back I thought they'd take out name tags. Add's to the realism somewhat, but then again it could impact gameplay.
mxlinus wrote:...
It's a shame that people are not using mumble, join right team channels and stuff, but still, sooo realistic with all the action everywhere. this is so EPIC!
thnx guys.
The one channel mumble doesn't work for me. I notice players are less likely to use it for fear of enemy hearing them, thus canceling out it's usefulness imo.

Tactical Gamer was an Excellent Server. Yeah that's right, I said that, go a head and BAN ME from your server now!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PR 128 Player Server Test - Official

Post by Rudd »

Couple versions back I thought they'd take out name tags. Add's to the realism somewhat, but then again it could impact gameplay.
I've been TKed a few times lately, never guess what the majority was caused by? Snipers, then next up is marksmen. looking at the map > tags anyway :P

only problem is really knowing who is who for practical purposes, who has what kit, who has what responsibility,

"who has ammo?" "joe bloggs does" "which one is joe?" "joe is the rifleman" "which rifleman?"...
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ACE1918
Posts: 32
Joined: 2010-11-08 20:55

Re: PR 128 Player Server Test - Official

Post by ACE1918 »

My question is how did you do this?
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: PR 128 Player Server Test - Official

Post by ChiefRyza »

Just a question, if 100-128 players are only going to be used on 4km maps, we basically cut out like 3/4 of PR's map selection. It has to be all or nothing to be honest, 2km maps will be a lot more hectic at times but if you have servers only running 4km maps + increased player numbers, most maps will never be played again. You also can't have 4km maps and 2km maps with the player limit applied per map, it would just remove half the players on map change would it not?

Every server is going to at least want to try this someday, and if it does come to light, people are only ever going to want to play on the increased limit servers...I do believe 2km maps would work with the player count though - on a 4km map with the new AAS system, your going to have the same number of people fighting over one area, so I don't really think it would be that much more hectic on a 2km map. 1km maps on the other hand are a little unfathomable :-P


Current project: Operation Tempest
centralhigh76
Posts: 180
Joined: 2009-05-04 19:54

Re: PR 128 Player Server Test - Official

Post by centralhigh76 »

All I can say is wow! Great job Devs!! Now if you can find a way to have more squads instead of squad members!!

I have a question though... How can we make it so we can have 128 slots? I host my own servers so im sure it would be a file tweek, but for people that rent servers from companies like gameservers how would you implement the 128 slots.
*]H[* Apollo|Hawks
Posts: 16
Joined: 2010-11-02 19:42

Re: PR 128 Player Server Test - Official

Post by *]H[* Apollo|Hawks »

You got to thank this man for making this possible

Project Reality Forums - View Profile: Tema567
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StiffyMagnum
Posts: 45
Joined: 2009-01-04 18:17

Re: PR 128 Player Server Test - Official

Post by StiffyMagnum »

ledo1222 wrote:why do people want 8km maps so bad. its just going to spread the whole team out and its going to look like a 32/23 match again. 4km is the best for 128
^^^THIS

For those of you who know nothing about the Military, a COMPANY is around 100-120 men.

One team is HALF of a company. Leave the 4km maps alone, and don't add too many new vehicles.

Most of the noobs who I saw playing have no idea what they are doing anyway. When they die, don't let them all take a tank or a jet with them. That's just bleeds WAY too many tickets.

Encourage the noobs to master the shovel. They need to learn how to attack and HOLD flags.

Vehicles only encourage the noob to roam. They need to focus.
-------- =]H[= StiffyMagnum --------

-------- How much gun are YOU packing? --------
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: PR 128 Player Server Test - Official

Post by bloodthirsty_viking »

I played for about 20 minute erlier, then started recording just as the battle started on baracuda. boats only version,

All the gunfire sounds were epic, And one guy had a ping of 1000 lol

Heres the clip, you can hear the constant gunfire going on lol

[XFIRE]3fe271[/XFIRE]
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K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: PR 128 Player Server Test - Official

Post by K4on »

KEIOS wrote:The Tickets should be doubled on the Testserver. Rounds are too quick.
i really appreciate it if the devs would allow us to do so.
Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: PR 128 Player Server Test - Official

Post by Spartan0189 »

Hot damn, can't wait for this to be finalized
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puckett
Posts: 204
Joined: 2010-02-08 00:50

Re: PR 128 Player Server Test - Official

Post by puckett »

I found a problem with 128 players, especially on maps with few transport options. Always atleast 20 players at mainbase waiting for specialized transport... Oh and a client side bug, Auto Deploy only lets you enter two digits.
AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: PR 128 Player Server Test - Official

Post by AnimalMother. »

puckett wrote:Oh and a client side bug, Auto Deploy only lets you enter two digits.
don't enter anything


just played a quick bit and well it was awesome, can't wait for whats to come
ex |TG-31st|
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PR 128 Player Server Test - Official

Post by Rudd »

puckett wrote:I found a problem with 128 players, especially on maps with few transport options. Always atleast 20 players at mainbase waiting for specialized transport... Oh and a client side bug, Auto Deploy only lets you enter two digits.
obviously since the maps are still set up for 64 players :)
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Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: PR 128 Player Server Test - Official

Post by Kain888 »

Played few maps. 2km maps are horrible to play. Clusterfuck as hell. The more I played the more I missed PR gameplay. :<
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rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: PR 128 Player Server Test - Official

Post by rampo »

Just a lot of micless newbs on the server right now :P would love to see a mumble mandatory event with this.
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Cheiftain_UK
Posts: 74
Joined: 2010-02-17 04:00

Re: PR 128 Player Server Test - Official

Post by Cheiftain_UK »

rampo wrote:Just a lot of micless newbs on the server right now :P would love to see a mumble mandatory event with this.
I agree with this entirely, i mean i had one example where there were 30 people who werent in squads, it says it all. The possibilities of 128 players when all are working relatively well together are mindblowing! Mumble event on a custom 128 asset map? I hope im not dreaming!
Pesticide
Posts: 307
Joined: 2009-11-09 02:57

Re: PR 128 Player Server Test - Official

Post by Pesticide »

Damned server crashed, it was AWESOME on karbala doing hit and runs as amerikans, it worked great, might need some more tickets. But the teamwork was there, when we crashed we had three full teams moving on the cache and 2 apcs ... , all captured it on my stream live and uncut 8 man squad working together quickly in and out in a full truck :) , video will be up shortly Justin.tv - pesticide - Videos
Last edited by Pesticide on 2011-01-28 00:41, edited 1 time in total.
Proud member of Forgotten Honor Tournament.
http://www.forgottenhonor.com
Broadcasting PR live from big servers every week http://www.justin.tv/pesticide/videos
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