128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: 128 player tests: Feedback and Observations

Post by BroCop »

VoIP doesnt work on the blue guy so your argument is invalid...
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Kevin-D-Lee
Posts: 23
Joined: 2011-03-26 06:55

Re: 128 player tests: Feedback and Observations

Post by Kevin-D-Lee »

In regards to all these people talking about Mumble my opinion is that ALL servers should REQUIRE players to use it. Hell my hope is BF3 has something similar already built in! It's amazing how much of a difference Mumble makes in PR and I couldn't imagine playing without it. Before PR I had a hard time being a transport pilot because we were always forced to communicate by typing with our passengers. As a SL if I am not flying Mumble is a great tool, I love being able to talk to those guys not in my squad to either learn the situation or get them to help me out.

Is it not easy enough for Admins to possibly remove annoying people from the game and the mumble server? I see no reason why that cannot happen.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

Server is in the constant development, so crashes are nothing unusual. Someone asked if server can go on for a long time, and the answer to you all is yes, for hours.

The last thing that was tried (and worked, and it is working now) is having 2 medics per squad.
I believe also 2 LMGs per squad (thou I would rather pick 2 LATs).

That rule about mumble being mandatory... that was the only rule we had on the server. That, and the usual "Don't be a destructive tard".

If you think spending minutes to help new guys explaining how to setup mumble is too much, think about hours of alt-tabbing, warning, kicking, checking who's wasting assets - only because you want to promote big (128 ) servers.
At this point, the main problem with 128 (116, whatever) is the fact that vet players don't want to play on them, cos they lack teamwork, and proper communication. By proper comms most of us mean players on mumble...

Btw, I don't think 8 guys in the squad can work with VOIP, if they're experienced players. Even in 6ppl squads, VOIP only is too spammy.
But, hey, it could be just me...

What about spam on SL channel? I heard people were complaining about it?
Last edited by KingKong.CCCP on 2011-03-26 17:28, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: 128 player tests: Feedback and Observations

Post by Rudd »

What about spam on SL channel? I heard people were complaining about it?
I've not tried 128 players yet, but I'm pretty sure we're gonna have to look at the layout of this, a commander as radio control smoothing the net with Commander - squad voip is gonna be really helpful wih 128 I guess.
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: 128 player tests: Feedback and Observations

Post by Sabre_tooth_tigger »

I hope the current asset load-out
Ditto, I think it just allows for more infantry squads and for more use of already current game facilities like mortars to always be manned and so on. Better use, quality not quantity
SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: 128 player tests: Feedback and Observations

Post by SGT.MARCO »

Survey
  1. Whats your average ping on 64 player servers?
  2. Whats your average ping on 128 server
  3. Do you exsperience more lag?
  4. Do you esperience any PC problems(audio, ctd, loss of connection)?
  5. What kind of Processor do you have (rate in terms of dual or quad,and gHz)
  6. where do you live realative to the server location?
Kevin-D-Lee
Posts: 23
Joined: 2011-03-26 06:55

Re: 128 player tests: Feedback and Observations

Post by Kevin-D-Lee »

[*]Whats your average ping on 64 player servers?

On the EU servers I average 150 - 170

[*]Whats your average ping on 128 server

No ping difference from 64 players I noticed.


[*]Do you exsperience more lag?


I only experienced lag in the last round I played. I forget the map but it was Insurgency... it was enough to make me quit for the night.


[*]Do you esperience any PC problems(audio, ctd, loss of connection)?


I had to restart my game once because my Mic stopped working. Not sure if it was the games fault however.


[*]What kind of Processor do you have (rate in terms of dual or quad,and gHz)


Q9300 Quad Core stock 2.5 Ghz but OC'd to 3.5 Ghz


[*]where do you live realative to the server location?


Canada, Ontario
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: 128 player tests: Feedback and Observations

Post by LithiumFox »

  1. 100-250
  2. 100-250
  3. Only slight drop in FPS, which can lead to a little lag, but thanks to my new processor, I do not care. ^_^
  4. Annoying lack of people using mumble. (2 or 3 in my squad. Damnit i do NOT like using ingame voip, leads to comm clutter. D :)
  5. i7 2600k Sandy Bridge Quad-Core 4.1ghz OC'd (3.4ghz stock) (love getting around 70-80 frames in fallujah. :D )
  6. no freakin idea.

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

SGT.MARCO wrote:Survey
  1. Whats your average ping on 64 player servers?
    300s PRTA
  2. Whats your average ping on 128 server
    300s (Finland)
  3. Do you exsperience more lag?
    Nope... Not at all.
  4. Do you esperience any PC problems(audio, ctd, loss of connection)?
    Not at all.
  5. What kind of Processor do you have (rate in terms of dual or quad,and gHz)
    Core 2 Dual, 2.4GHz I believe.
  6. where do you live realative to the server location?
    I live in Brazil. The server is in Finland so... yeah...
What in the world do you mean by "Where do you live 'relatively' to the server"?

Southwest I believe...

KingKong.CCCP wrote:That rule about mumble being mandatory... that was the only rule we had on the server. That, and the usual "Don't be a destructive tard".
And the "BillSL, move away from the Train Station, flag no longer in play" rule, right? XD jk man. That's what we were trying to do since we lost hill 179... Got pinned down by APC.

Then server crashed :(
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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Kirra
Posts: 1143
Joined: 2009-01-22 18:24

Re: 128 player tests: Feedback and Observations

Post by Kirra »

SGT.MARCO wrote:Survey
  1. Whats your average ping on 64 player servers?

    50ish
  2. Whats your average ping on 128 server

    50 ish
  3. Do you exsperience more lag?

    Nope.
  4. Do you esperience any PC problems(audio, ctd, loss of connection)?

    Nope.
  5. What kind of Processor do you have (rate in terms of dual or quad,and gHz)

    4 years old Pentium 4 3GHZ
  6. where do you live realative to the server location?

    Stavanger, Norway
Answers in bold.
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: 128 player tests: Feedback and Observations

Post by Hotrod525 »

Honestly since i have played couple games on 100+ players, I can't go back to 64 whitout keep thinking about the awesome point of being more; you can now actualy see the frontline on map, there is just so many point spread that you see where it progress and where it dont. There is nothing like see 5 huey fully loaded escorted by there gunship sister... resulting with having 35 infantry men on the ground, on a spot, and STILL have 20+ guyz that can men chopper, gunship, and armor.
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Valleyforge3946
Posts: 210
Joined: 2009-12-09 18:53

Re: 128 player tests: Feedback and Observations

Post by Valleyforge3946 »

Okay so today was my Second consecutive run on a 128 player server. The server name was 128 player TEST Sisu [Mumble]PR
Map was Kokan.
CTD issues None.
Lag=FPS ranged from 17-75
CPU- AMD Anthlon X2 64 5600+ OC'D to 3.2 GHZ
SiŁeńŤĤŨňŤeŘ
spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: 128 player tests: Feedback and Observations

Post by spawncaptain »

SGT.MARCO wrote:Survey
  1. Whats your average ping on 64 player servers?
  2. Whats your average ping on 128 server
  3. Do you exsperience more lag?
  4. Do you esperience any PC problems(audio, ctd, loss of connection)?
  5. What kind of Processor do you have (rate in terms of dual or quad,and gHz)
  6. where do you live realative to the server location?
  • 65
  • 95
  • Not anymore, was worse during the first tests
  • No
  • 3.2 Ghz Dual
  • 1,600 km SW (Western Germany)
User Ubaydah: "I used to play Call of Duty a lot and Battlefield 3. I am really good at those games 10th prestige, High K/d., I can kill people easily, etc. But on PR, for me, to be honest, I kind of suck."

User Not_able_to_kill: "Frontliner, you like evil man who comes to family house during christmas, takes out tree because it's too happy, so they can be just as sad as you"
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

The thing I like about big servers, they look more real. You can see the lines, check this screenshots from Qwai:

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SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: 128 player tests: Feedback and Observations

Post by SGT.MARCO »

Survey 2:
  1. What is your FPS in 64 player servers
  2. What is your FPS on 128 player server
  3. What is your processor model and speed (gHz)
  4. Should there be an increase in assets for each side?
  5. Should there be an increase in Kits
  6. Should spawn times be increased?
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