128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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Mahis
Posts: 37
Joined: 2009-05-16 08:48

Re: 128 player tests: Feedback and Observations

Post by Mahis »

Autokicks are a ***** :D On that same Muttrah round everyone keeps talking about, i teamkilled maybe 6 guys with a Logi :D Not my fault if people wont use sidewalks.. Once clown car was driving on the wrong side of the road and we crashed = teamkilled 2-3 people. Then 2-3 more people just walked right infront of me when i was on fullspeed. So basically not my fault and i would have been kicked.
Pirate
Posts: 145
Joined: 2009-10-25 22:30

Re: 128 player tests: Feedback and Observations

Post by Pirate »

Mahis, we were driving on the right side of the road! Maybe they drive on the left in Finland, but not in Muttrahland! And there were five people in that car :P

And yes, automated kicking for teamkilling causes more harm than good in my opinion. Doesn't stop people from destroying friendly unmanned assets, kicks people that placed mines and others were stupid enough to drive over, just one badly placed Heat shell or grenade can cause you to get instant kicked, four people try to fly in the chinook by crawling in the back without being in a seat (Like yesterday) and then die when it takes off, which would mean the pilot gets kicked for teamkilling and the chopper goes down meaning a grand total of 12 people would die on that team.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

The less scripts running, the less crashes afaik.
Xact Wicca is The Joker. That is all.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

Snazz wrote:Kirra didn't ask about the 'number of players in squads'.


Presumably if that was possible at this stage it would of been done already.
It is possible but will need to remove client side limit and ingame voip wont work for extra squads, so no point imo.
Cpt.Standby[Fr]
Posts: 13
Joined: 2011-04-08 21:42

Re: 128 player tests: Feedback and Observations

Post by Cpt.Standby[Fr] »

goguapsy wrote:I agree the low-life is an exaggerated remark.

But can you elaborate on how preventing one's enjoyment a "humor" source?
I was there , and i can tell you we just start teamkilling just for fun because the round couldnt start because of the squad bug and if i remember only one admin was online :

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Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: 128 player tests: Feedback and Observations

Post by Snazz »

'Cpt.Standby[Fr wrote:;1577593']i can tell you we just start teamkilling just for fun
Did all the people you TK'd approve of it and have fun too?
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

'Cpt.Standby[Fr wrote:;1577593']I was there , and i can tell you we just start teamkilling just for fun because the round couldnt start because of the squad bug and if i remember only one admin was online :
Hmm.

Box fights are fun. Just TKing with guns without anyone knowing is a annoying :P
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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Cpt.Standby[Fr]
Posts: 13
Joined: 2011-04-08 21:42

Re: 128 player tests: Feedback and Observations

Post by Cpt.Standby[Fr] »

Snazz wrote:Did all the people you TK'd approve of it and have fun too?
I wrote " Fun " because the whole players on mumble was laughing hard :lol:

Ps : i didnt kill this all players on the screenshot
A-10Warthog
Posts: 1911
Joined: 2007-01-03 01:28

Re: 128 player tests: Feedback and Observations

Post by A-10Warthog »

KingKong.CCCP wrote:I got used to 116 people, I can't even tell the difference from what it used to be in regular PR.
In fact, I haven't played regular PR in... well, since 128 is up. I can't play 64 any more. It's a gimmick PR compared to 116.

Seriously, after a month on the big server, 58 guys on one side seems normal, not enough even... increase will be welcomed. ;)


same here, when the server gets to 64 people or less it seems boring and too spread out. like the server is empty or something lol









ALSO, is there anywhere i can get a list of the map rotation on the server? i want to try it on a few maps but always end up playing at the same times when its the same maps as always :(
A-10, EX PR Tester, Moderator, Public Relations.

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from [R-DEV]CodeRedFox: "Fixing bugs creates more bugs"
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

I just realized this thread is the one with the most replies on the forum. :)
This should be 629th reply.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

We dont have a maplist.

Just run whatever the admins heart desires. And also there is a "DEFAULT" Maplist. Just incase.
Xact Wicca is The Joker. That is all.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

Wicca wrote:Just run whatever the admins heart desires.
Damn. Your admins are some evil motherf*****.

Joking! But seriously, let's play more insurgency (Fallujah/Operation Archer)! It is NOT laggy (at least for me - in fact, I have higher FPS on 128 players than 64 players servers...)
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 »

Insurgency is sometimes a ClusterF*** on 128. But it can be fun ofc. Just not as PR oriented :P
Xact Wicca is The Joker. That is all.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: 128 player tests: Feedback and Observations

Post by Kain888 »

Wicca wrote: Just not as PR oriented :P
Like most maps on 128.
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

Wicca wrote:Insurgency is sometimes a ClusterF*** on 128. But it can be fun ofc. Just not as PR oriented :P
Kain888 wrote:Like most maps on 128.
Whaa?

I only played Fallujah on 128 once or twice...

Needless to say, it was epic win.

What do you guys mean by "not-PR-oriented"?
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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Leo76
Posts: 20
Joined: 2010-05-25 15:43

Re: 128 player tests: Feedback and Observations

Post by Leo76 »

Hi, I would like to report a teamkiller that was ruining the server. Name: yahudgaming
This guy was teamkilling the whole round at lashkar. Not sure whether he was the guy who crashed 2 helicopters and deleted fobs as a commander in yamalia as well, maybe someone could confirm this. Anyway I and many other players would really love to see this guy banned. I'm sorry if this is the wrong place for requesting this. Thanks.
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: 128 player tests: Feedback and Observations

Post by Snazz »

I thought Fallujah was great with 116 players, no issues here except my 400 ping from Australia but it's worth it.

Every PR map I've tried is better with more players IMO, like some others here I prefer to just wait for the 116 player server than play on normal 'quiet' 64 player servers now.
ulvulv
Posts: 1
Joined: 2011-04-15 20:23

Re: 128 player tests: Feedback and Observations

Post by ulvulv »

+1 regarding yahudgaming!
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

Well you might like it, but i like planning and not being in the shit all the time.
Xact Wicca is The Joker. That is all.
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: 128 player tests: Feedback and Observations

Post by Snazz »

Wicca wrote:i like planning and not being in the shit all the time.
How much time do you need to plan?

Also last time I played on Fallujah there was ample opportunity to flank around the main enemy forces, there were a few stragglers about but that shouldn't be too much of a threat to an organized squad. It's not like it's Karkand, it's still a 4km squared map with a maximized combat area and many routes.
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