128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

I will send the Devs a list of people who should have moderation rights in the 128 channel There is an incredible amount of spam in the 2 min wait for load. And its really decreasing the respect some people have for Mumble aswell as the mod and the community. might consider sorting that out
Xact Wicca is The Joker. That is all.
Strepto
Posts: 55
Joined: 2011-03-13 21:49

Re: 128 player tests: Feedback and Observations

Post by Strepto »

You really need to state that mumble needs to be run as administrator, i hear many people bothered by all the sounds in mumble when there is no sounds coming from the people nearby. 64 people on their ears the whole round. I think thats the problem most people have with mumble.

PS: Good rounds yesterday, one servercrash and some lag for me. But no real problem :)
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: 128 player tests: Feedback and Observations

Post by Jigsaw »

maarit wrote:on sisu server,there was still nametag problem today in gaza beach.
any solution to this?
The nametag issue requires a client side fix.


I had my first proper game yesterday, was epic.

http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

Wicca wrote:I will send the Devs a list of people who should have moderation rights in the 128 channel There is an incredible amount of spam in the 2 min wait for load. And its really decreasing the respect some people have for Mumble aswell as the mod and the community. might consider sorting that out
Interestingly, I never had any issues during map load (an admin would just tell everybody not to talk otherwise Mumble server could crash ("imagine if all 120 ppl decided to talk at the same time...") and everyone was quiet :/)

Nemesis_2142 wrote:128 man Falluja west would be legit ;D
It is 8) They don't play it anymore because it caused too much lag IIRC, with a bunchload of people hanging around in the same cache area.

Was pretty epic, though.
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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Smegburt_funkledink
Posts: 4080
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Re: 128 player tests: Feedback and Observations

Post by Smegburt_funkledink »

'[R-MOD wrote:Jigsaw;1572748']I had my first proper game yesterday, was epic.

My first proper full game too. I had no idea 120 players had such a huge impact on FPS performance.

Usually I get a great FPS on Muttrah, at times during that round, I had less than 15.

Never been so stressed as a Medic but it was indeed great fun. :)

Also, to anyone complaining about Mumble... I can't imagine playing without it, especially on a 128 player server. If you don't like people talking during map load, simply mute&deafen yourself, I always do. :|
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
hyraclyon
Posts: 297
Joined: 2007-02-04 09:56

Re: 128 player tests: Feedback and Observations

Post by hyraclyon »

[R-CON]Spush wrote:The only thing annoying about it is loading it up. Having full communication with squads, commanders and other squad members without having them all blasting their voices over the vbf2's current voip is annoying. Hearing everyone in 3d positional helps you figure out where everyone is. Also you get a radio, to talk to SL/Commanders...
Problem is that often you HAVE to be on mumble to be allowed on a server. Normally that doesn't matter because you simply find a server on which it's not required. But for example on the 128 server you get kicked if you don't have mumble, however you want to play with 128 people so you get forced to use it. It just kills the game for me a lot of times. I just want to have a quick round of PR without too much hassle, not with all this nonsense surrounding it. Anyone likes mumble, fine, but don't force it on others.
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Rudd
Retired PR Developer
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Re: 128 player tests: Feedback and Observations

Post by Rudd »

I just want to have a quick round of PR without too much hassle, not with all this nonsense surrounding it. Anyone likes mumble, fine, but don't force it on others.
then join a normal non-mumble server mate...

remember this stuff is still in beta, so theres not gonna be much choice for players for now. Once this stuff is all fixed up and done for full public consumption then you'll be able to play on a server that caters to your play style.
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hyraclyon
Posts: 297
Joined: 2007-02-04 09:56

Re: 128 player tests: Feedback and Observations

Post by hyraclyon »

[R-DEV]Rudd wrote:then join a normal non-mumble server mate...

remember this stuff is still in beta, so theres not gonna be much choice for players for now. Once this stuff is all fixed up and done for full public consumption then you'll be able to play on a server that caters to your play style.
That does make sense, i'll just wait for you guys to fix things up then. I was just a bit angry about being kicked and all. With these public tests you often get people forgetting about it still being in beta, including myself obviously :o ops:
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goguapsy
Posts: 3688
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Re: 128 player tests: Feedback and Observations

Post by goguapsy »

Smeggie wrote:My first proper full game too. I had no idea 120 players had such a huge impact on FPS performance.

Usually I get a great FPS on Muttrah, at times during that round, I had less than 15.
:|
I never had any FPS issues with 120 players. Interesting. Not even in packed maps such as Muttrah or Fallujah...

Do you know what issue you get exactly (ie. CPU or GPU stress?)
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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Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: 128 player tests: Feedback and Observations

Post by Nebsif »

I had a wierdo bug today, I could hear an enemy sq's voip, twice (yesyes, voip)!!!1
The amount of mumble trolls and griefers is also annoying.. today on barracuda I got hit by AA and 50cool in an attack huey, managed to emergency land and saw a friendly sup truck coming to me only to ram me, and when I survived he got out and shot me with his rifle (atleast he got kickd 5 sec later). Ohh there's also a huge amount of newbs, one of them was askin how to get a pilot kit for 10 mins :D

But despite all that i'll go 128 anytime, 64 just feels empty and boring :P

(Rus voip)
Last edited by Nebsif on 2011-04-03 18:29, edited 2 times in total.
Kirra
Posts: 1143
Joined: 2009-01-22 18:24

Re: 128 player tests: Feedback and Observations

Post by Kirra »

'[R-MOD wrote:Jigsaw;1572748']
Hahahaha

I was driving the AAV at 30:00. The enemy APC somehow killed me inside of it, but the gunner survived. I guess they thought that they killed both of us when Trollfaen stopped firing.

That was a good round.
A-10Warthog
Posts: 1911
Joined: 2007-01-03 01:28

Re: 128 player tests: Feedback and Observations

Post by A-10Warthog »

i was in a over 64 player server today (the only one up?) i forget exactly what it was called because i crashed during map switch. but may i say, it was fucking epic. 100 people and 8 per squad!


BUT, i was haiving a ping of about 200 (normal for me when im on a EU (i believe it was a eu server) server. BUT when i was IG for the first 15 or so minutes i had random lag spikes of 400-850. wouldnt kick me but my game would lock up for 10-20 seconds.
A-10, EX PR Tester, Moderator, Public Relations.

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from [R-DEV]CodeRedFox: "Fixing bugs creates more bugs"
A-10Warthog
Posts: 1911
Joined: 2007-01-03 01:28

Re: 128 player tests: Feedback and Observations

Post by A-10Warthog »

Nemesis_2142 wrote:128 man Falluja west would be legit ;D
and it is. i played it today with 113 people. THE MOST FUN IVE EVER HAD IN PR....EVER. PERIOD. it was CONSTANTLY intense it was just insane. and those 2 extra squad members REALLY help out a lot.




BUT that whole i can hear everyone's voip is getting annoying. and before you say it. I DO NOT USE MUMBLE (cant get it to work on my pc) so it is not mumble im hearing!
A-10, EX PR Tester, Moderator, Public Relations.

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Nugiman
Posts: 358
Joined: 2008-06-25 11:42

Re: 128 player tests: Feedback and Observations

Post by Nugiman »

Note: Asad Kahl is no disaster on a 128 player server!
Didnt think it plays so well, IDF won with 519.
Nice game there and really intense firefights
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

Nugiman wrote:Note: Asad Kahl is no disaster on a 128 player server!
Didnt think it plays so well, IDF won with 519.
Nice game there and really intense firefights
No disaster?

HAMAS got steamrolled. And I died as a Martyr twice. Hmm...
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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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

MARTYRS! :D

Anyway, gameplay is very up and down. All the issues is touch and go, we learn as we go both admin experience and the technical stuff the devs play with. So yeah, like rudd say. Its a beta. Live with it.
Xact Wicca is The Joker. That is all.
Muffins
Posts: 65
Joined: 2010-10-03 19:23

Re: 128 player tests: Feedback and Observations

Post by Muffins »

I feel Project Reality was made for 128 players. Everything went smooth to me while an admin was online. However, when the server didn't have one, it was kind of a mess. Assets got stole and wasted, people teamkilling, and attacking main.
Poi_Medic
Posts: 222
Joined: 2006-03-12 01:56

Re: 128 player tests: Feedback and Observations

Post by Poi_Medic »

I finaly got to play 128 player server.
I played Battle for Qinling, I was promoted squad leader on my first try. I was playing Brits. It was a good thing my squad was very cooperative and followed orders well. I was using mumble which was totaly benefical to the game.

Let me put forward my complaints before I start.
128 players had some logistical issues, transport was limited at the begining of the map, only 1 Chinok was avaiable at the time and not enough transport trucks. I prefered to fly so I didnt want to take land transport eitherway. We had a shitty pilot so it wasnt really good.
I had issues with name tags not showing up, it was hard to distinguish who I was talking to most of the time, but mumble helped a lot.
I wish I could add another 2 players in the squad to make it 10 man squad.
I was playing on a Euro server and I am on the westcost, dont know if its possible to play on a westcoast server, but again this is my first time playing 128 so I did not complain much, just wanted to test out the waters.
We constantly ran outa ammo lol, this is just a FYI as suppresion fire is totaly recomended for fire superiority with that much players. I loved it. (No change needed here)
Limited kits where totaly limited, but great to see so many riflemens in 1 squad but I would love to have either 2 medics or 2 LMG in a squad.
With 128 players, we need more assets. Again I only played with Qinling so asset was limited either way.
Walking to locations doesnt have a lot of tactical advantages plus its boring as there isnt a lot of cover and you get ambushed a lot. lol.

Now for the good stuff....
ITS 128 PLAYER FINALLY! GOD!
Hella fun working with 7 other cooperative players under my leadership.
The map does not feel empty at all. Ambush here, assault there, walk here then get ambushed again, pull back, regroup, rearm and move again. Then get spotted by armor, get pinned again, smoke, pull back and find an alternative. Never a dull moment.
Wish it was a standard feature.

Thats about it.

Thanks for letting me play PR team :)
Hope to see it as a standard feature.
Playing Since PR.3
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: 128 player tests: Feedback and Observations

Post by Rudd »

I came on for the first time, definately a new feel.

Was enjoying it, but unfortunately internet on my end was being crappy and therefore couldn't play PR, 128 or 64 :P

though pings and performance seemed comparable.
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