128 Player TEST Sisu (Europe)

Player feedback for all Project Reality: Battlefield 2 servers.
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Gozjh
Posts: 186
Joined: 2010-10-17 17:12

Re: 128 Player TEST Sisu (Europe)

Post by Gozjh »

Server says its at 139, yet i cannot join, it says "this battlefeild 2 server is full".
[R-DEV]Rudd: "its project reality...not an episode of bob the builder or something...."
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Tiger1
Posts: 354
Joined: 2009-05-18 10:19

Re: 128 Player TEST Sisu (Europe)

Post by Tiger1 »

Fools road 64
Agemman
Posts: 383
Joined: 2007-02-13 12:57

Re: 128 Player TEST Sisu (Europe)

Post by Agemman »

We need more people that are able to kick from Mumble. We had lots of griefers today running in and spamming shit with Force Center. Admins in the game can't actually do shit about it, which is freaking sad. Maybe the DEVs can make the admins of servers also admins in Mumble. To get things in order...
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maz
Posts: 1
Joined: 2011-04-23 20:38

Re: 128 Player TEST Sisu (Europe)

Post by maz »

Muttrah City 64, AAS
Op. Barracuda 64, AAS
Beirut 64, AAS
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: 128 Player TEST Sisu (Europe)

Post by Bellator »

Omg. I just probably had the worst round of PR in a long time (MEC side on Jabal). Nobody, despite mumble, despite password, apparently knows how important it is to stay in CAP RANGE. I mean, its so elementary that if you can't figure it out, go back to playing CoD. And I mean this for 2/3rds of our team.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 Player TEST Sisu (Europe)

Post by Wicca »

Well no flag AAS is better than flags IMO
Xact Wicca is The Joker. That is all.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: 128 Player TEST Sisu (Europe)

Post by Arc_Shielder »

Well Bellator, the loss of some is the gain of others. I was on the other side and having hella fun. Great team coordination. Sometimes it happens and you can't forget that tweaks and fixes are in need.

And nops Wicca, I think we need the flags for team coordination (and for that - a purpose). The only reason why there is that epic feeling is solely because of that. I understand that in C'n'C mode looks alright without flags, but you're forgetting that the maps being designed by the DEVs now are 4kms sized. The team would be spread more and we know how unpleasant that can turn into.

Which leads me to the following, isn't it possible to add Iron Eagle to the map list? I have yet to experience this dimension of players in a large map like that.
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: 128 Player TEST Sisu (Europe)

Post by Bellator »

Well Bellator, the loss of some is the gain of others. I was on the other side and having hella fun. Great team coordination. Sometimes it happens and you can't forget that tweaks and fixes are in need.
For a moment, I was the sole defender of the eastern flank of Jabal city and I did inflict some major damage on landing squads. If I'd had a squad supporting me (instead everyone was wasting time) we could have held on to the city. No, I don't think it was your team's great co-ordination: more than 2/3rds of our team was ALMOST NEVER IN CAP RANGE. Its infuriating.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 128 Player TEST Sisu (Europe)

Post by Brainlaag »

Arcturus_Shielder wrote: Which leads me to the following, isn't it possible to add Iron Eagle to the map list? I have yet to experience this dimension of players in a large map like that.
Arc not to destroy your cardhouse, Iron Eagle is better with more players, but still remains a very dull and long ongoing map. We could play it but really, really rarely.
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: 128 Player TEST Sisu (Europe)

Post by K4on »

Agemman wrote:Maybe the DEVs can make the admins of servers also admins in Mumble. To get things in order...
actually this is the case. but for some months ago, server admins are able to kick from their channel only. not global anymore...
Agemman
Posts: 383
Joined: 2007-02-13 12:57

Re: 128 Player TEST Sisu (Europe)

Post by Agemman »

K4on wrote:actually this is the case. but for some months ago, server admins are able to kick from their channel only. not global anymore...
Really? I didn't know that... Does this apply for all server admins for that specific server, or just the "head"?
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Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: 128 Player TEST Sisu (Europe)

Post by Arc_Shielder »

Bellator wrote:For a moment, I was the sole defender of the eastern flank of Jabal city and I did inflict some major damage on landing squads. If I'd had a squad supporting me (instead everyone was wasting time) we could have held on to the city. No, I don't think it was your team's great co-ordination: more than 2/3rds of our team was ALMOST NEVER IN CAP RANGE. Its infuriating.
I understand what you're saying, in no way am I claiming that my team was superior. You just need to have in mind that there are alot of variables that sometimes contribute to have a bad game in Sisu server. And the odds of that are incredibly high, but nothing that can't be reduced in the future with the appliance of tweaks and fixes. Most importantly, fanbase adaptance.
Last edited by Arc_Shielder on 2011-04-24 09:51, edited 1 time in total.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: 128 Player TEST Sisu (Europe)

Post by Arc_Shielder »

Brainlaag wrote:Arc not to destroy your cardhouse, Iron Eagle is better with more players, but still remains a very dull and long ongoing map. We could play it but really, really rarely.
The majority of maps being created for PR are 4kms sized. I'm just saying that during the late serious attempts in bringing decent gameplay, we have yet to test maps of that size. So I believe it is important for us to figure out what can the gameplay be like with 128 players. After all, this is a test server for some reason.

Btw, I pointed out Iron Eagle because it seems to be the one that causes less issues of the bunch. Also, despite being 4 times bigger than 2 km map, it can't certainly be duller than with 32p on each side. Plus, it allows better tactical maneuvering and team coordination which is something that will play a bigger role than in 2km maps - and that's what PR is all about!

EDIT: Actually remember playing Iron Eagle at the early stages of the test server and far, far from being dull. I was defending the FOB together with 3 squads or so in foxholes. Enemies were popping up north on the hill and descending to us from the east at one point. Mortars falling on us, clouds of smoke, the occasional HAT round, airstrikes, it was epic. Surely chaotic as it was in that time, but it proved that such a large number can be as exciting as we've witnessed yesterday in a 2k sized map. First time I really experienced an extensive/intensive firefight in this server.
Last edited by Arc_Shielder on 2011-04-24 11:18, edited 4 times in total.
TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: 128 Player TEST Sisu (Europe)

Post by TheComedian »

I have to complain about the US side attack huey helicopter. It can keep flying even if I spam 4 missiles on a perfect lock from the MEC Anti Air Vehicle. The CAS huey leads many people to rage-quit because you cannot destroy it. The pilots don't need much coordination either, just spam rockets and you are bound to hit something with this number of players on the map.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: 128 Player TEST Sisu (Europe)

Post by PLODDITHANLEY »

Not really unique to this server, best in 0.95 vehicle feedback I would've thought
TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: 128 Player TEST Sisu (Europe)

Post by TheComedian »

It is unique, overpowered because everywhere you look there are targets because of the number of players. I have never seen this amount of success from hueys.

So to sum up:

Number of potential targets increased while threats are the same (roughly equals to 0).
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: 128 Player TEST Sisu (Europe)

Post by Elektro »

13 was a surprisingly good amount of players to lead - especially mechanized on kashan - 8 in a bradley & 5 in a humvee.

It also encourages SMs to use mumble when talking to each other due to the spam if everyone used voip.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 Player TEST Sisu (Europe)

Post by Wicca »

Yeah mumble is a must man. I just love it :)
Xact Wicca is The Joker. That is all.
thuliomoura
Posts: 44
Joined: 2010-06-06 20:59

Re: 128 Player TEST Sisu (Europe)

Post by thuliomoura »

how can i get the 64+ players archives to run a test on our server too !! :D
temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: 128 Player TEST Sisu (Europe)

Post by temexter »

Any chance for games tonight?

I've had serious fun a couple of nights in row :smoke:

BTW more admins would be nice. Quite a mess last night with mumble and in game chat spammers and retarded tk'ers + mess'a'rounders :/
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