128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 128 player tests: Feedback and Observations

Post by cyberzomby »

Dev1200 wrote: 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.
I really disagree with you. For me, like others are saying it feels much more like a battle instead of spec-ops squads searching each other out. Muttrah is very good as are the other 2 km maps.
Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: 128 player tests: Feedback and Observations

Post by Mouthpiece »

Sidewinder Zulu wrote: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.
+ 1

To all the people saying that they didn't enjoy the 128 gameplay - I also had some bad rounds there, the same as in almost any other server that wasn't moderated (for the moment) or the teams were disbalanced. The last happens because people wanting teamwork tries to join the team witch has most mumble users and known good squadleaders/players, and the other team gets all the noobs and maybe one or two squads working together.

But the good rounds... I really don't have the words to describe the gameplay and the coordination/teamwork. It felt so natural, that I can't really enjoy myself in 64 people server.
Massios
Posts: 30
Joined: 2009-04-21 20:52

Re: 128 player tests: Feedback and Observations

Post by Massios »

Is there a US test server?

If our license is renewed, we would definitely be willing to help. (X3430 quad core dedicated box)
AKA: The_Sniper_NM (Vanilla)

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Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: 128 player tests: Feedback and Observations

Post by Oddsodz »

I Will say that Kashan64 assets to man ratio seems just about right. Just needed even more tickets. The games would be just to short. Say 2000 each would be a good starting point. The last few rounds of that map I played only lasted 30-40 minutes or so. Far to short.
vishuddaxxx
Posts: 139
Joined: 2008-07-06 16:24

Re: 128 player tests: Feedback and Observations

Post by vishuddaxxx »

I really hope the DEVS decide to have 144 players, as you can have the 8 man squads, and at the least its not smaller than 128 players,

with the test server closed in the last few days, playing on 64 servers just feels so empty..

there are several negative comments about the big servers; but I think as more people get used to it, the gameplay and teamwork will improve, players are still getting over this new thing like as if it a new toy or something..

it would be great as well, if someone figured out a way to have more people in transports.. I know its hard coded or whatever, but was 'nt the 64 player limit hardcoded as well, maybe someone can work a way round this hurdle..
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: 128 player tests: Feedback and Observations

Post by killonsight95 »

vishuddaxxx wrote:I really hope the DEVS decide to have 144 players, as you can have the 8 man squads, and at the least its not smaller than 128 players,
errr.... no. lol that would mean you can't lock your squad you silly bean.
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vishuddaxxx
Posts: 139
Joined: 2008-07-06 16:24

Re: 128 player tests: Feedback and Observations

Post by vishuddaxxx »

alot of servers dont allow locking squads..

cas and air transport can go in same squad with their spotter
manligheten
Posts: 202
Joined: 2007-03-25 21:01

Re: 128 player tests: Feedback and Observations

Post by manligheten »

Oddsodz wrote:I Will say that Kashan64 assets to man ratio seems just about right. Just needed even more tickets. The games would be just to short. Say 2000 each would be a good starting point. The last few rounds of that map I played only lasted 30-40 minutes or so. Far to short.
I like it. In short games you can hold up the steam all round through and stuff you do seems to actually matter. If they get longer the group mixup will change during the round, the SL leave, etc. There is no fun when more than half the team wasn't in from the start.

There is a good amount of balancing needed to be done. Don't increase the armor assets, but increase ordinary trucks and infantry transports. There is a fairly good balance between infantry and assets as it is now in 128 players.
There need to be more LAT-kits. Like 10 - 20 of them in each team. The main strength of the armor shouldn't depend on whether the enemies happen to have LATs or not. In a realisticish mech-battle, every second soldier carries LATs. They are almost as common as a rifle. And since deviation isn't that bad any more, the LATs won't be used against infantry, "noobtubers", as ordinary rifles are more effective.

A hard thing to balance for 128 players will be insurgency. Taliban vs Blufor works quite well, but ins vs blufor is ridiculousy imbalanced. The ins need more firepower for longer distances.

Oh, and the militia need a scoped rifleman.
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: 128 player tests: Feedback and Observations

Post by Lugi »

Some zoom on ironsights would do the trick.
manligheten
Posts: 202
Joined: 2007-03-25 21:01

Re: 128 player tests: Feedback and Observations

Post by manligheten »

Lugi wrote:Some zoom on ironsights would do the trick.
Yea. It quite surprising, but 128 players is in blufors favor since they got so many rifles and other stuff with supreme fire power. I though it would be the other way around. Of course, on 1 km maps it's in ins favor.

One interesting thing is that Asad Khal works very well with 128 players. It feels about right, even though it's 1 km^2, since there is so many paths to take. Muttrah City actually feels smaller. There is easely a stale mate over the round dividing the north from west city. The walls around it should be removed s? it wont be stale mates there.
Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: 128 player tests: Feedback and Observations

Post by Oddsodz »

manligheten wrote:I like it..
That's what the smaller maps are for. Quick short fun rounds. Kashan and Battle for Q are maps that are there to represent the "Big" battles (in my opinion). With all the glory of tanks/APCs/CAS and so on. But with the amount of players on the server, the Tickites get drained far to fast for you to fully enjoy the toys of the map (that means me being a jet whore or you in your tank of doom). 40 Minutes is far to short a time for this type of map. Remeber, CAS don't even get up for the 1st 15 minutes (I think it s 20).
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

manligheten wrote:on 1 km maps it's in ins favor.
Hm... before we tried Gaza, everyone thought IDF would never reach the city.
I thought it's not gonna be problem to enter the city (because of the tank and namer support, all together with HMGs from the FB), but it turned out IDF, after a problematic start, enter the city with ease, and we managed to destroy all the cashes.
That happened on the first round of Gaza 128 ever.


So IDF has an advantage on Gaza. After few rounds I believe people would know what to do, so IDF would win most of the rounds on that map.

144 seems out of the question, as far as I know...
128 is a good measure in my opinion... Hope it will not go lower than that... as I see very little difference between 100 and 128, thou 128 offers so much more.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: 128 player tests: Feedback and Observations

Post by ytman »

The increase to 128 will make security a much simpler goal to obtain, so I would gather that Blu For would be able to occupy more land and take more names.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 128 player tests: Feedback and Observations

Post by cyberzomby »

Played on a 64 server today running Fallujah. It felt really empty. I was on there for like an hour and saw little to nothing. It really is getting used to smaller player numbers if you played on 128 player exclusively haha.
vishuddaxxx
Posts: 139
Joined: 2008-07-06 16:24

Re: 128 player tests: Feedback and Observations

Post by vishuddaxxx »

maybe someone can put a poll up, to find out what the general preferences are for the max number of players in a server..

it can go like..

64 Cap

Under 100

100-128

128 +

I cant set a poll up, so could someone please do one,
GhostTouch
Posts: 19
Joined: 2010-12-21 14:30

Re: 128 player tests: Feedback and Observations

Post by GhostTouch »

512 players aiming for 1024 of course after dice adds multicore for bf2
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: 128 player tests: Feedback and Observations

Post by killonsight95 »

ghost what're you talking about? Also if your on about a new server up, make sure you've asked the DEV's?
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Pesticide
Posts: 307
Joined: 2009-11-09 02:57

Re: 128 player tests: Feedback and Observations

Post by Pesticide »

i would hate to see a hardcoded or licence restriction, if a server wishes to run 160 , you should let them. hardcoding and limitations are for the dice pussies :D
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: 128 player tests: Feedback and Observations

Post by BroCop »

The more restricted it is the better.

I believe there was a reason why PR passed onto licenses
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 128 player tests: Feedback and Observations

Post by Brainlaag »

Heres your troll-award Crocop, enjoy! :D
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