128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: 128 player tests: Feedback and Observations

Post by dunem666 »

Jafar Ironclad;1539383 wrote:READ BEFORE POSTING:

"STATE WHAT YOU FEEL, NOT WHAT YOU WANT."

This statement has now been reversed.
dunem
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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:Why not Mumble (since most people have it - just force it with installation)?

Local is built-in! And it would be fairly easy to make Fireteams (ie. standard mumble channel: Team 1/Team 2: Sqds 1 through 9. Supposing there are 12 people per squad, FireTeam 1, FireTeam 2 and FireTeam 3.

Arrange it in a way that SL is able to talk to other SLs and his FT Leaders. Also, FT Leaders may communicate with SL and the rest of his fireteam (and the other FT leader). FT members may only communicate with FT leader (and fellow FT members).

Local works as normal.

Doable?
I thought about all of that before too. I think the only issue is how to make it as accessible as when you log in into the game, so that previous non-mumblers have nothing to complain of.

You forgot to include "forced speech" within the squad, so that we have the in-game voip features and mumble as well. The very least this would allow to create over 9 squads.
Lt.Dan_991
Posts: 47
Joined: 2008-07-29 02:52

Re: 128 player tests: Feedback and Observations

Post by Lt.Dan_991 »

Nevermind
Last edited by Lt.Dan_991 on 2011-04-30 19:22, edited 1 time in total.
Reason: Found out server is private atm
goguapsy
Posts: 3688
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Re: 128 player tests: Feedback and Observations

Post by goguapsy »

Arcturus_Shielder wrote:I thought about all of that before too. I think the only issue is how to make it as accessible as when you log in into the game, so that previous non-mumblers have nothing to complain of.
Yes, I agree. Would be rather a hassle for some people who can't find the right sqd or team :(

You forgot to include "forced speech" within the squad, so that we have the in-game voip features and mumble as well.
You mean a normal squad-VOIP (but through mumble)?

I kinda left it out on purpose (FT members may only radio FT leaders, FT leaders may only radio fellow FT/Sqd leader (and his FT members), Sqd leader may only radio HIS FT members and FT leaders and other Squad Leaders).

But you got a point, it makes more sense (FT leader AFK, Super-Emeregency...) having it ;) .
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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Wh33lman
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Re: 128 player tests: Feedback and Observations

Post by Wh33lman »

has nobody seen the other side of this feed back? the observations from other servers on 128?

now dunems tantrum was rather childish, but he does bring up vaild points. the PR team have decimated several smaller servers with their 128 test.

now im not a server admin, i don have access to the server EULA. but the rules for custom maps say they have to be locked. boil that down, and that means that any server not running content that is officially distributed with PR needs to be passworded.
the server started off being locked however due to the lack of sufficient population and through official backing from the PR Team that restriction was removed
https://www.realitymod.com/forum/f10-pr ... ost1585472

so you've broken the rules? or rather, the rules didnt suit you, so you changed them. and so, if you've changed the rules, then all servers should have the option to run 128.

as i said, im not an admin, but i am a regular in another server. friday nights in that server usually pick up, and we have god games going. last night i spent hours in that server with 3 other regulars, waiting for it to get going. i finally gave up at 1 AM. and there are other, even smaller servers other there, that stay empty even longer then mine.

your costing these clans/communities/whoever real money because the server they paid for is sitting unused.

this is not a thread for admins, this is a thread for the community to speak out.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

To help 64 servers, I will password test server from now on.

Password is: prftw
Khidr
Posts: 76
Joined: 2007-02-16 04:03

Re: 128 player tests: Feedback and Observations

Post by Khidr »

I might not understand how it came to pass that BF2 can now surpass 64 players, but why is this knowledge being confined to only a few people and a single server?

Is the knowledge to open up the player limit on a server somehow copyrighted or patented knowledge, I assume much like an artist's work or piece of code? If so do you really want to horde this knowledge to a single mod, denying millions for the smug pleasure of a few thousand?

Essentially if people were serious about testing the limitations of increased player count and working out the bugs, Why have these server files not been released to the vanilla BF2 communities? Get a forum set up with a depository collecting all the hick ups and fixes other admin are encountering. Probably in no time at all would the solutions appear and every person who owns the game can now play on +250 player stable servers.

All the clowns who have been getting so righteous about their "concern" that the PR community can not handle this development and must be led by the hand by a few all knowing elite is ridiculous. Fear of change means you no longer have any creativity. Please step out of the way and allow those who are motivated to share their vision.



BTW

Good job on the server so far.
The increased player count makes it much more exciting and I have not encountered any of the bugs other people have been complaining about.
Admins have been ok keeping matches smooth, but even with a lack of admins the games seem to play without to much issue.
Wicca
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Re: 128 player tests: Feedback and Observations

Post by Wicca »

Testing = not ready = if spread out will be 2nd class half done shit muck.

Keeping testing withing PR gives PR more "promo" which is good IMO. I dont want BF2 Community to get this, cause i dont like vanilla. simple.
Xact Wicca is The Joker. That is all.
Jafar Ironclad
Retired PR Developer
Posts: 2203
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Re: 128 player tests: Feedback and Observations

Post by Jafar Ironclad »

Echoing Wicca here,

As Tema and Soppa will likely attest, the feature of boosted playercount in PR is not 100% ready. Furthermore, PR's maps are not calibrated for boosted playercounts yet. Note that Sangin Valley and Shijia Valley are not playable yet: you can argue that the community is ready for them to be released publicly, but can you argue for the maps being ready for the community? What I can argue is that the potential/likely consequences of releasing the maps before they are ready are unacceptable.
Same thing here with boosted players, with a few twists: 1. in order to properly gauge the readiness of this feature, it requires a lot of manpower. 2. Specific balancing of the maps is NOT required in testing to confront the technical issues. However, its still a feature in development, and when it is ready (on the judgment and labor of both the developers and the people working specifically on this code) to become part of the regular PR experience, we will get better results than if we get our pizza half-baked we can't be arsed to wait for it to be ready. PR is still optimized for 64 players, and it is still fun in this form.

Server administrators and supporters; I would strongly encourage you to use your channels and your powers professionally and graciously, if you want in on the testing. You will get much more accomplished than dunem, for sure.
Mouthpiece
Posts: 1064
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Re: 128 player tests: Feedback and Observations

Post by Mouthpiece »

Jafar Ironclad wrote:Echoing Wicca here,
However, its still a feature in development, and when it is ready (on the judgment and labor of both the developers and the people working specifically on this code) to become part of the regular PR experience, we will get better results than if we get our pizza half-baked we can't be arsed to wait for it to be ready. PR is still optimized for 64 players, and it is still fun in this form.
After playing in 128, I find the 4x4 maps empty (2/3 of team goes assets, rest - inf). As someone noted: it feels like infantry is fighting like one spec.ops squad against another spec.ops squad, yet it's ment to reflect common soldier. Sure, Muttrah and Fallujah and other non 4x4 maps are still fun, but If I had a choice, I would never return to 64.
Wicca
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Re: 128 player tests: Feedback and Observations

Post by Wicca »

Jafar Ironclad wrote:Echoing Wicca here,

As Tema and Soppa will likely attest, the feature of boosted playercount in PR is not 100% ready. Furthermore, PR's maps are not calibrated for boosted playercounts yet. Note that Sangin Valley and Shijia Valley are not playable yet: you can argue that the community is ready for them to be released publicly, but can you argue for the maps being ready for the community? What I can argue is that the potential/likely consequences of releasing the maps before they are ready are unacceptable.
Same thing here with boosted players, with a few twists: 1. in order to properly gauge the readiness of this feature, it requires a lot of manpower. 2. Specific balancing of the maps is NOT required in testing to confront the technical issues. However, its still a feature in development, and when it is ready (on the judgment and labor of both the developers and the people working specifically on this code) to become part of the regular PR experience, we will get better results than if we get our pizza half-baked we can't be arsed to wait for it to be ready. PR is still optimized for 64 players, and it is still fun in this form.

Server administrators and supporters; I would strongly encourage you to use your channels and your powers professionally and graciously, if you want in on the testing. You will get much more accomplished than dunem, for sure.
Echooooooo!

Anyway thanks for being more precise than me. I think what i always liked about the PR community was that it was more including and like attached to the mod. Than anything else ive seen. It is all about PR! And having a good game of PR! But if it becomes about something else. Then i get sad. And you dont want to make Wicca sad.
Xact Wicca is The Joker. That is all.
Wh33lman
Posts: 667
Joined: 2008-07-16 23:30

Re: 128 player tests: Feedback and Observations

Post by Wh33lman »

everyone saying "oh its not ready, its not ready", you missed my point. everybody is playing in 128 and its starving all the other servers. you have a huge advantage and its unfair to the other servers.

bottom line, you are costing people real money with this experement.

edit: and soppa, dont be a smartass just because your a dev now.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

Wh33lman wrote: edit: and soppa, dont be a smartass just because your a dev now.
Well I'm not Dev but anyway I understand problem and try to help with it as much I can.

Like Wicca said, this could be also good promotion for PR too. Try to think bright side of it. It could bring more players who might end up playing mod and that means more players for all servers.

Please leave these comments under Server feedback. This post is about feedback of bigger servers.
Last edited by Soppa on 2011-05-01 00:30, edited 3 times in total.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: 128 player tests: Feedback and Observations

Post by BroCop »

I disagree with that Soppa.

While it has a chance to attract some new people, its probably going to detract the current players and most likely keep only a small number of new people.

The other server's wont fill up because of the auto deploy feature. They'll rather stay tabbed out and browse the internet while waiting instead of joining a different server.

In other words PR + New players + Larger than necessary servers = PR - old players + 0.1x new players + shitton of empty servers
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Wicca
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Re: 128 player tests: Feedback and Observations

Post by Wicca »

Wh33lman wrote:everyone saying "oh its not ready, its not ready", you missed my point. everybody is playing in 128 and its starving all the other servers. you have a huge advantage and its unfair to the other servers.

bottom line, you are costing people real money with this experement.

edit: and soppa, dont be a smartass just because your a dev now.
Well people are helping out to test it?

Why cant they help? I know i want servers to have 128 players on it. Infact, it has been tried countless times to make it so. But it always failed. We finaly have it. And its being worked out to make sure we get a smooth gameplay experience on it. And you think soppa causing you to lose money?

Look mate, players decide where to play. They dont cost money, AFAIK. Nearly noone pays money to play PR.

Its all free. So what is the difference between an empty and a full server? Does it cost less? Are we costing someone money if its empty? Or if its full?

AFAIK, it is more costly to have a full server, cause then you pay the connection bills aswell. So in essence PR is free, Players are Free. And paying for a server to host a free game comes with that understanding.

In essence, you are saying. Devs please give all admins money when their servers are full. Cause it costs money.

End of the day, server license is free. And your choice to get a host is free. How much time you spend on it is freewill. And you getting mad cause someone is better or bigger than you, or more prefferd by the community is just an old old way of saying. Hey you stole my customers.

If competition is tough, Maybe up the game abit. Start enforcing mumble, make gameplay on your server as good as possible. To make sure people come back. Cause if they dont, you will sit there with an empty server. And you cant blame everyone else.

Noone asked you to make a server, you just did. And noone has any liability towards the server admin to seed or play there. The SA has no say in who gets to play where. Its a free market. Get over it.

I think i can remember far back when UKWF ran 3 servers. How hard was it for new clans and communities to get a piece of the player base back then? Now they are in the same position?

We in PRTA also have issues with seeding, but i think the general consensuss is that 128 is good, we need it in PR. To promote it. PR is the best game. PRTA is not more important than PR. IE i support 128.

I dont want to piss anyone off, but please consider the MOD more important than the communities that resides in them.


// Wicca out
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 »

CroCop wrote:I disagree with that Soppa.

While it has a chance to attract some new people, its probably going to detract the current players and most likely keep only a small number of new people.
So are you saying that PR has less players now than in month ago ?
UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: 128 player tests: Feedback and Observations

Post by UKrealplayER666 »

dsi1 wrote:Why should testing stop because it affects some people negatively?
That exact reason, imo i think, now its been up for a while, it should be re-passworded, people who have shown genuine intrest in actually TESTING the game rather then just playing for the hell of it should be given the password back. once 128 people is the norm and its all be finalised then it should be avaliable for all to play, but at the minute it is affecting so many communities negatively i think the whole testing format that being used needs a rethink.

I have absolutely nothing against the gamemode, i think once its implimented it will be fantastic to play, untill then, consider the rest of the community that have made this game what it is, there are (if i recall) 10,000 individual players within this mod, only 128 of them can fit on the test server and realisticy how many of them will actualy give useful feedback?

I think the rules need clarifying about server, are you classing this as a public BETA test of a new game mode? if so shouldnt the same rules be used as with any BETA testing within PR? people should be required to give a certian amount of feedback or they are removed from the test.

Im not a dev, never claimed to be tallented enough to become one, but i am and avid PR player, and i dont like whats happened to the community since this test has started, i pay for a server thats never populated, all our regulars now spend all there time on what is suposedly a test but has aparently become a new game mode only a few select servers are allowed to use.

Sorry for the rant, having played for a short time on the server i agree it is great, i just dont like the fallout.

Just my observation

EDIT: Wicca, you know i respect you, but what you said about the mod being more important thant the communitys is rubish, this mod is a community, one that is being torn apart by this test, it needs sorting in some democratic way that will make both sides happy, i know thats not an easy thing to do with so many oppinionated people but we at least need to try rather then just saying "NO, WERE RIGHT, NOW SIT DOWN AND SHUT UP!"
It's been a while, old friends
Wicca
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Re: 128 player tests: Feedback and Observations

Post by Wicca »

What is the idea though?

Is it realistic to have 128 players dedicated like that?
Xact Wicca is The Joker. That is all.
UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: 128 player tests: Feedback and Observations

Post by UKrealplayER666 »

Wicca wrote:What is the idea though?

Is it realistic to have 128 players dedicated like that?
No, not really, and thats my point, what ever way you look at it this test has its flaws, what needs to happen is these communitys that are being hurt by the test need to be brought into it in some way, set up community matches on the server, get two or three communitys versus another two or three communitys.

Either give it to all, or give it to none
It's been a while, old friends
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