Once I had 12 ppl in a sqd, but now I think tops is 8. Works great IMO.Bringerof_D wrote:8/12 man squads? you mean i can soon possible have a full section under my lead?!
PR 128 Player Server Test - Official
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: PR 128 Player Server Test - Official
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ledo1222
- Posts: 689
- Joined: 2009-03-16 01:39
Re: PR 128 Player Server Test - Official
goguapsy that round i took out 2 Inf with the Chinnook, Good round,Good round
-The Mods cant Silence me!
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....
Been palying PR:ARMA2 since 0.1v beta

-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....
Been palying PR:ARMA2 since 0.1v beta

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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: PR 128 Player Server Test - Official
love how the moment was so beautiful that there's a man in tears on the left side of this image.'[R-MOD wrote:BloodBane611;1537406']MEC main at 128 players
]
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: PR 128 Player Server Test - Official
If 128 servers is ever going to become a popular thing, we need to have 128-player layer maps. This way, you can have more assets where needed, different layouts, etc.

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SGT.Ice
- Posts: 985
- Joined: 2010-01-28 02:47
Re: PR 128 Player Server Test - Official
As far as assets go most maps just need some more light vehicles and maybe an extra logi

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tntkid22
- Posts: 110
- Joined: 2010-12-21 18:45
Re: PR 128 Player Server Test - Official
I have yet to play on this server, but im excited.
But should they really add more assets? It would seem (in theory since I have yet to play) that on a map like kashan (the only one ive actually thought of) isnt more inf better? so you have the few assets be important to the battle and support the inf?
And wont it help the inf protect the assets more?
But should they really add more assets? It would seem (in theory since I have yet to play) that on a map like kashan (the only one ive actually thought of) isnt more inf better? so you have the few assets be important to the battle and support the inf?
And wont it help the inf protect the assets more?
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puckett
- Posts: 204
- Joined: 2010-02-08 00:50
Re: PR 128 Player Server Test - Official
Yeah, on the "island" between Lima and November. We knocked out plenty of vehicles but in the end we dident really help cap.goguapsy wrote:Hahaha, yeah! That dude was great (=HOG= NaturalBornTarget), had to recommend him on the Player Recommendations thread... he was crazy man!
Was that your squad which (somehow) sneaked into my squad's position and then wiped us out? (And, sometime later, felt the taste of my tasty Mercedes-Benz on a desperate rush?) GJ dude! Thanks for the great firefight! (Where was your FOB, btw?)
Sqd 2? The one one like, halfway between Lima and November?
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Sirex[SWE][MoW]
- Posts: 158
- Joined: 2009-07-22 09:46
Re: PR 128 Player Server Test - Official
Well that depends. Are we always playing an infantry based unit? In atleast Kashan i would say we are plaing a Tank divsion thus the infantry should be the supporting arm, not the tank.tntkid22 wrote:I have yet to play on this server, but im excited.
But should they really add more assets? It would seem (in theory since I have yet to play) that on a map like kashan (the only one ive actually thought of) isnt more inf better? so you have the few assets be important to the battle and support the inf?
And wont it help the inf protect the assets more?
Overall i feel that the mayority of the PR players just want an infantry fighting simulator and would have at least the same amount of fun with day of defeat then PR. Why is everyone assuming we are playing a ww2 style infantry division? The mayority of the battles between conventional armies in PR based on map seems to be between tank battalions with support, thus the infantry is a supporting element to help the tanks in difficult terrain, not the other way around.
I would say that we don't need a big increase in assets, maybe somewhere around 10-30% depending on gameplay test result. And transports should not receive more %+ then other assets. The reason is that doing that would infact bring us back to 64 gameplay where no body cares about vehicles sense it is always available, also we are not playing an inf brigade. A mayor reason for lack of transports is that people are goofing around in the test.
Last edited by Sirex[SWE][MoW] on 2011-01-28 10:53, edited 2 times in total.
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Naruto-kun
- Posts: 1369
- Joined: 2008-08-16 22:39
Re: PR 128 Player Server Test - Official
I played Korengal Valley with 128 people last night, to be honest, it was hell! 
Known as LABANEN3 ingame


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Damian(>>>PL
- Posts: 130
- Joined: 2008-12-31 09:12
Re: PR 128 Player Server Test - Official
I was thinking about Arma2, but you made me thinking, I schould stop thinking so much.
I hope 128 will work, good luck witch it.
I hope 128 will work, good luck witch it.
War is a game played
with a smile;
if you can`t smile, grin.
If you can`t grin, keep out of the way until you can.
[Winston Churchill]
with a smile;
if you can`t smile, grin.
If you can`t grin, keep out of the way until you can.
[Winston Churchill]
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zenarion
- Posts: 56
- Joined: 2010-02-15 12:47
Re: PR 128 Player Server Test - Official
Shitstorm or not, this worked.
Hopefully, people will use Mumble a lot more when playing on servers this big. Me and my usual squadmates use Skype, and Mumble for the rest.
Must say, the 128-player capability made my day when it was announced. Got home ASAP and tried it. Bullets hit where I sent them, people could talk. Experienced lag only once, and it disappeared quickly.
Now let's all head to the Tactics section of this forum, and talk about how we play Insurgency or CnC with 128 players.
Hopefully, people will use Mumble a lot more when playing on servers this big. Me and my usual squadmates use Skype, and Mumble for the rest.
Must say, the 128-player capability made my day when it was announced. Got home ASAP and tried it. Bullets hit where I sent them, people could talk. Experienced lag only once, and it disappeared quickly.
Now let's all head to the Tactics section of this forum, and talk about how we play Insurgency or CnC with 128 players.
In-game: molcandr
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: PR 128 Player Server Test - Official
stresstest is over (for now).
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AncientMan
- Retired PR Developer
- Posts: 5111
- Joined: 2007-05-22 07:42
Re: PR 128 Player Server Test - Official
Alright guys, we should have enough data for the moment, so we're going to shut down testing. Thanks for everyone who joined the server, helping us achieve the milestone.
If we manage to get some other problems fixed, like the nametag issue, then we might have another round of testing, but for the moment, we've got everything we need. We'll then be going internal, and work hard on developing a lot of things to be able to support 128 players (or whatever number we decide upon), and still have some great gameplay to go along with it.
This process will take a long time, it'll be some hard work for many months, so don't expect anything released soon. It's doubtful that this will be included in the next version (v0.96 it's called at the moment), but perhaps it might be in the version after that. This is because of the sheer amount of thought and development we need to go through, sort out a bunch of issues, etc. It's not a simple overnight thing we're talking about. We're talking about going through every part in the game and making it work 100% with the increased amount of players, and there's a lot of stuff in the game.
So anyway, I'd like to thank the [NEW] community, in particular BloodyDeed and Madcop, for providing the server and being constantly active to apply new tests and fix issues faced. Also, stay tuned for possibly future tests, and for more information regarding this in the months to come, thanks guys
- The Project Reality Team
If we manage to get some other problems fixed, like the nametag issue, then we might have another round of testing, but for the moment, we've got everything we need. We'll then be going internal, and work hard on developing a lot of things to be able to support 128 players (or whatever number we decide upon), and still have some great gameplay to go along with it.
This process will take a long time, it'll be some hard work for many months, so don't expect anything released soon. It's doubtful that this will be included in the next version (v0.96 it's called at the moment), but perhaps it might be in the version after that. This is because of the sheer amount of thought and development we need to go through, sort out a bunch of issues, etc. It's not a simple overnight thing we're talking about. We're talking about going through every part in the game and making it work 100% with the increased amount of players, and there's a lot of stuff in the game.
So anyway, I'd like to thank the [NEW] community, in particular BloodyDeed and Madcop, for providing the server and being constantly active to apply new tests and fix issues faced. Also, stay tuned for possibly future tests, and for more information regarding this in the months to come, thanks guys
- The Project Reality Team

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AncientMan
- Retired PR Developer
- Posts: 5111
- Joined: 2007-05-22 07:42
Re: PR 128 Player Server Test - Official
Alright guys, time for a new test. A few things in the code has been changed, and we need to do a quick test just to make sure everything still works as it should. Problems like the nametag issue are not fixed in this test.
This time however, just because we can, we're going to set the max players as 256
. Chances are it'll be extremely laggy, or just plain fail, but it'll be interesting to see if it can be done. This is not to test gameplay, this is only to see if it's possible. We simply want to know the limit, that's all.
Same server as before, donated by the [NEW] community for testing, so hop on, and lets see how it goes
.
This time however, just because we can, we're going to set the max players as 256
Same server as before, donated by the [NEW] community for testing, so hop on, and lets see how it goes
Last edited by AncientMan on 2011-02-05 12:07, edited 1 time in total.

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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: PR 128 Player Server Test - Official
It would seem you said those magic words, crashed on something like 15 players.


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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
Re: PR 128 Player Server Test - Official
Me gusta!


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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
Re: PR 128 Player Server Test - Official
Like during the first test:
crashes help us finding problems, so just reconnect.
crashes help us finding problems, so just reconnect.

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Zerapup
- Posts: 232
- Joined: 2008-07-21 23:18
Re: PR 128 Player Server Test - Official
OMFG! lol? =()







