128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: 128 player tests: Feedback and Observations

Post by Bellator »

Joking aside. 128 players is a nice idea. But as I posted before (diffrent thead) It has failings. Failings that need to be address if 128 it to work in the long run. It's hard work with no pay for server admins to run a 128 player server. When Wicca stated that he spends the 1st hour of most games just admining the round.
The 128 player server is prominently listed and it has a larger number of players than most servers: so obviously it attracts noobs, spammers and trolls like a magnet. You can't conclude from this that if there were more 128 servers, that they'd all be as full of them.
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: 128 player tests: Feedback and Observations

Post by Lugi »

White-list would be very helpful.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 128 player tests: Feedback and Observations

Post by Brainlaag »

I guess its time to shift to ArmA II, anyone with me ?
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: 128 player tests: Feedback and Observations

Post by Lugi »

I would, if I had Arma. But im going to buy it.
sparks50
Posts: 1128
Joined: 2008-07-16 21:30

Re: 128 player tests: Feedback and Observations

Post by sparks50 »

When you snap the candy back from the baby, do not be surprised if it cries :grin:

Anyway, I think the larger player count on servers will have a positive effect on law and order. One admin is essentially covering the population of 2 servers in one 128 server, meaning that the chance for any player to have an admin on hes/hers team should be bigger.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 128 player tests: Feedback and Observations

Post by cyberzomby »

Brainlaag wrote:I guess its time to shift to ArmA II, anyone with me ?
Same as Lugi instead I also need to add: Once I have a good system. I'm gonna mis being your fireteam leader dude :(
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 128 player tests: Feedback and Observations

Post by Brainlaag »

cyberzomby wrote:Same as Lugi instead I also need to add: Once I have a good system. I'm gonna mis being your fireteam leader dude :(
Don't worry get some money together and buy a new rig (like a boss), so we can have fun while playing ArmA. Only profit right there buddy :mrgreen: .
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

You underestimate people behind 64 cap.
Biggest ArmA2 server is locked with 64p. Right now, 20 guys are playing on 30p server.

I have to admit, dunem666 did a good job.


btw, Oddsodz...
You're talking about 0.5 PR mumble... isn't it obvious that with the new patch there will be a new version of mumble (with whispers and shouts, like it is at the moment in Mumble 1.2.3), probably integrated into the game via tr.exe application? Every time you join a server, your mumble will start, and you will be in the right channel. After that, it's down to just using two buttons - one for 3d positional voice, and second for squad-radio.
I see nothing complicated about it.

About admin nightmare... Please don't get offended, but IF you don't like mumble, and you prefer 64p server, it is ok if you just say so. Also, you are allowed to say: "I don't like close combat I think it's vanilla" (like some of the guys I know who play PR said)
Or, you can say: "Battles with more then 64 soldiers are not realistic in 21st Century"
"Admin nightmare" - what does that mean?
You really think one guy can admin 64p server easier than 2 guys can admin 128?
Last edited by KingKong.CCCP on 2011-05-05 20:32, edited 3 times in total.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 128 player tests: Feedback and Observations

Post by Brainlaag »

KingKong.CCCP wrote:You underestimate people behind 64 cap.
Biggest ArmA2 server is locked with 64p. Right now, 20 guys are playing on 30p server.
You have to take into consideration, that firefights in ArmA are much more intense. If you play with the right community/clan you can have firefights 8 vs 8 that last for 10-15 min. And if you take that 8 vs 8 to PR, you are just "uhm wtf". My 2 cents regarding this subject, enough ArmA now.
Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: 128 player tests: Feedback and Observations

Post by Oddsodz »

KingKong.CCCP wrote:You underestimate people behind 64 cap.
Biggest ArmA2 server is locked with 64p. Right now, 20 guys are playing on 30p server.

I have to admit, dunem666 did a good job.


btw, Oddsodz...
You're talking about 0.5 PR mumble... isn't it obvious that with the new patch there will be a new version of mumble, integrated into the game via tr.exe application? Every time you join a server, your mumble will start, and you will be in the right channel. After that, it's down to just using two buttons - one for 3d positional voice, and second for squad-radio.

I see nothing complicated about it.
Until a troll comes along and spams your mumble sever silly all day long. I Played the 128+ server for 5 days last week. And in every game I played. I Had to "alt-tab" and "local Mute" a spammer every round. Maybe I got a bad day/week. But it has been my experiences with Mumble from day one. Plus the fact that it loses sync far to much.

This will be the last time I say it. Mumble is great. But only in an organised environment like the PRT and communality events. On public servers. It is more hassle than it is worth.

I Love the idea of lots of players. I Love it a lot. The more the better. The more players for me to shoot/bomb/murder/kill. I Just wish to make sure that it is handle in the right way. And there mustl be some changes at the map levels for it to happen or it will kill the platform. When an admin has to spend an hour every game just to do admin duties. It's gone to far. Where is the fun for him/her?
Last edited by Oddsodz on 2011-05-05 20:42, edited 1 time in total.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

What oddzods is trying to say with mumble is one.

For him the hazzle with mumble and all iits issues outweighs what it does good. I agree. But i cant play without it anymore.

And also, i dont want to admin all night. I do it for the players, and im pretty sure ive never recived a thank you, neither has any other admin for that matter. (I MIGHT BE WRONG)

So if the devs can implement ways to make less adminning for admins, and more gaming. That would be splendid.

// Wicca out
Xact Wicca is The Joker. That is all.
101 bassdrive
Posts: 514
Joined: 2007-02-20 15:04

Re: 128 player tests: Feedback and Observations

Post by 101 bassdrive »

I just want the server to get back up! :*(
64 is so predictable, empty and boring.
I'd even sign up for the unthankful role of admining !w and !k for hours to all stoked newbes flocking the server.
just, PLEASE give us back the server!
Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: 128 player tests: Feedback and Observations

Post by Gosu-Rizzle »

Ahh Wicca. On behalf of PR players everywhere:

Image

Serriously, you guys do a great job, large serves arent the same without admins :smile:
CallousDisregard
Posts: 1837
Joined: 2009-06-02 11:31

Re: 128 player tests: Feedback and Observations

Post by CallousDisregard »

Gosu-Rizzle wrote:Ahh Wicca. On behalf of PR players everywhere:

Image

Serriously, you guys do a great job, large serves arent the same without admins :smile:
I second that ! :grin:
Image
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Robbeh
Posts: 327
Joined: 2006-05-23 16:22

Re: 128 player tests: Feedback and Observations

Post by Robbeh »

Gosu-Rizzle wrote:Ahh Wicca. On behalf of PR players everywhere:

Image

Serriously, you guys do a great job, large serves arent the same without admins :smile:
Thirded! :razz: I cant even play 64 now. 128 just feels so much more realistic for a full scale battle! Appreciate you guys running the server and giving up your free time to make it a better experience for the rest of us, hopefully once more servers are able to move to this size the noob attraction will die down.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

Appreciated. I think the devs, does one hell of a job. My daily life wouldnt be the same :)

NEVER FORGET THE DEVS!

Anyway, im sure we can find a fix of PR somewhere. Somehow, i feel like a narko. hmmm
Xact Wicca is The Joker. That is all.
Sidewinder Zulu
Posts: 2429
Joined: 2009-07-28 03:30

Re: 128 player tests: Feedback and Observations

Post by Sidewinder Zulu »

Where is the 128 server? We need it back up soon, please! :(

I was looking forward to playing a round earlier but when I got to the server list it was gone. Sadface.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: 128 player tests: Feedback and Observations

Post by Dev1200 »

Congrats for getting 128/500/what have you working.


However, before releasing huge public tests and such in which everyone just plays and can't really give you quality feedback, you should have stayed to private testing.


You've also put double the amount of players in a map designed for half. You've also put ~ 8 times as many players into a map designed for 64 players.

For pure stress testing, public testing is fine. But gameplay wise, I played on this server a few times, and it's really just a big cluster#$%&. =l It probably will ruin my tested/completed experience of 128/500 player.
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BrownBadger
Posts: 495
Joined: 2009-09-05 21:29

Re: 128 player tests: Feedback and Observations

Post by BrownBadger »

Wicca wrote:What oddzods is trying to say with mumble is one.

For him the hazzle with mumble and all iits issues outweighs what it does good. I agree. But i cant play without it anymore.
Contradicting yourself there, but sure, there are issues. Nobody is forcing him to play on a mumble-only server : - )
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