128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

Arcturus_Shielder wrote:Seriously people. Think how the game will run once everything is tweaked properly AND THEN give your suggestions.
When we were beta-testing the limited RPs, I think most changes came from feedback/suggestions from the players.

We wish to help with the tweaking.



5 min is too damn long (the game STILL has to be fun... Perhaps a tetris mode when you died would make you have fun... Or perhaps it could appear on the screen a set of workout (ie. 20 push-ups in 1 minute, so you get into shape while waiting to spawn?) :shock :) .

1:00 through 2:00 would be fine for me IMO. On AAS at least.
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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Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: 128 player tests: Feedback and Observations

Post by Arc_Shielder »

goguapsy wrote:When we were beta-testing the limited RPs, I think most changes came from feedback/suggestions from the players.

We wish to help with the tweaking.
I said "think how" not "wait until"...

What is chaos now certainly won't be with the logical and basic tweakings that are going to be implemented by the DEVs. People must have that in perspective - the "fixed" version - before throwing stuff out there mindlessly.

Suggesting to dramatically increase the spawn limit because someone experienced chaos with 8 squads for 64 players where there are nametag bugs and 12 player squads overloading VOIP and what not...is talking too early. The FL kit sounds reasonable since they're trying to antecipate how the "fixed" version will run (in this case a squad of eight). That sounds far more reasonable for me than whatever people are experiencing now. I think the DEVs are more interested in stabilizing the server and experimenting between 120 and 128, the ghost IDs, etc now. Gameplay is to 2nd plan atm since tickets and assets haven't been tweaked.

People will adapt in the fixed version. The best servers will still guarantee tactical organization. I do agree that a slight increase should be in the works like you suggested (around 1 min and something), but 3 or 5 is overkill.
Last edited by Arc_Shielder on 2011-03-17 16:39, edited 4 times in total.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

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Xact Wicca is The Joker. That is all.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

nice low settings screenshots, Wicca. :)

To all of you suggesting longer respawn time...
5 minutes???? Are you crazy?
Also, I know what I would do if there would be longer spawn - ALT-TAB and surf the web, or watch a movie.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

We all said 5 was too much... But between 1:00 to 2:00 would be interesting to test, so, you know, you have a bit more time to prepare for the endless hordes of enemies.
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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Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: 128 player tests: Feedback and Observations

Post by Kain888 »

goguapsy wrote:We all said 5 was too much... But between 1:00 to 2:00 would be interesting to test, so, you know, you have a bit more time to prepare for the endless hordes of enemies.
Good idea. It can be taken from wounded time, so it's not a loss as many people will wait full 5 min anyway.
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TommyGunn
Posts: 176
Joined: 2010-07-17 17:09

Re: 128 player tests: Feedback and Observations

Post by TommyGunn »

I almost did not play at all.... Had some nickname bug, so were going from player to player without nickname asking: "Hey are You on mumble?" xD

On 2nd Wicca's pict. was going to leave some supply, and in moment by hotel there was alot of MEC, so while i was moving N i was almost screaming on mumble, "ENEMY BEHIND MEEEE!"

The last map on Kashan was most funniest....
Some guys who left on server were so funny that i almost cried of laughing

Here's the story..... They decide to break rules, like they made 2 squads before time, and talking on mumble: -Dude you will cause squad bug.... - Who cares, theres no admin on the server.... - (confirming some other guy) - Yeaaaaahhh! Theres no admin...
20 sec before start, :whistlebl resigning both of them and SQ members, and then on mumble: - What?? WTF?? Who?? :cussing:

Anyway, had a good time, just ppl should be more familiarize with mumble...
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: 128 player tests: Feedback and Observations

Post by MikeDude »

'Limeni[BiH wrote:;1564092']I bet one of them was Sprats, I just love playing with that guy.
And missing name tags is well known issue.

And btw who are those guys on east city on first pic?
I bet that's brainlaags super l337 squad of deadly stealth ninjaz :)
and I bet they all died in next 20 sec
That was me (MikeDudeNL) And my 8 man squad.
We were setting up a fob there. And then advance to North City..

But once we came to North City, the enemy already took over Docks....

Fml..
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[3dAC] MikeDude
Loving PR since 0.2.
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: 128 player tests: Feedback and Observations

Post by =Romagnolo= »

will the server be up during the weekend ? I hope to get a try in a 128 players server with mumble.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Redrum
Posts: 16
Joined: 2011-03-16 07:02

Re: 128 player tests: Feedback and Observations

Post by Redrum »

Will you be kicked in test if you don't have mumble installed? or is it mandatory?
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

Not only have it installed, make sure its working and your using it.
Xact Wicca is The Joker. That is all.
KillerBee256
Posts: 13
Joined: 2010-04-11 01:13

Re: 128 player tests: Feedback and Observations

Post by KillerBee256 »

What time zone is "PRT" western europe?
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: 128 player tests: Feedback and Observations

Post by Oskar »

KillerBee256 wrote:What time zone is "PRT" western europe?
PRT = GMT, if I recall correctly. It is now, anyway. So yeah, Western Europe.
x-spades-x
Posts: 267
Joined: 2009-07-24 00:44

Re: 128 player tests: Feedback and Observations

Post by x-spades-x »

Tomorrow, will be there!
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[PR]x-spades-x
Mr Smiles
Posts: 246
Joined: 2009-10-16 09:20

Re: 128 player tests: Feedback and Observations

Post by Mr Smiles »

No password right?
Sidewinder Zulu
Posts: 2429
Joined: 2009-07-28 03:30

Re: 128 player tests: Feedback and Observations

Post by Sidewinder Zulu »

Mr Smiles wrote:No password right?
Password is 128wins, quite appropriate, no? :smile:

To clarify, should we be using the old PR Mumble .5 beta? That's what I had, but I was unable to find the server on Mumble, even after I put in the server IP and so forth in the custom search box.
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