Official 100p Testing Sessions

General discussion of the Project Reality: BF2 modification.
Souls Of Mischief
Posts: 2391
Joined: 2008-05-04 00:44

Re: Official 100p Testing Sessions

Post by Souls Of Mischief »

Stealthgato wrote:I was merely expressing my disappointment in such changes. Besides, you think I care the slightest bit if I am important to you or not? Silly troll, go back to your basement.
You fell for it, brah. Good day, Sir.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Official 100p Testing Sessions

Post by badmojo420 »

I will try out the server later tonight to get a better idea, but I have agree with the rallypoint. Changing that alone will make for spammy gameplay, but add on all the extra players and I'm expecting 0.7 sunset city spammyness.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Official 100p Testing Sessions

Post by SGT.Ice »

Stealthgato wrote:If these **** changes go through to the main build I'll just give up on PR.
Yep....

badmojo420 wrote:I will try out the server later tonight to get a better idea, but I have agree with the rallypoint. Changing that alone will make for spammy gameplay, but add on all the extra players and I'm expecting 0.7 sunset city spammyness.

Good ol sunset.
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BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: Official 100p Testing Sessions

Post by BloodyDeed »

As always thanks a lot to anybody who joined.
I want to make you aware of the feedback threads to keep the discussions focused:

General 100p feedback: https://www.realitymod.com/forum/f252-p ... ost1780520
Map (128p layouts) related: https://www.realitymod.com/forum/f253-v ... ost1780516
Administrative feedback (PRTA): https://www.realitymod.com/forum/f29-pr ... erica.html
And most important after this test:
Rallypoint changes: https://www.realitymod.com/forum/f252-p ... oints.html
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BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: Official 100p Testing Sessions

Post by BloodyDeed »

PRTA Testserver is up again today:

Changes:
100 player
8p per squad
2 medics per squad
Removed kit allocation delay for all infantry kits
UAV doesn't expire anymore, takes 1min to relocate
Amount of needed informants to give commander intel reduced from 6 to 4; time for informants to deplay reduced from 180 to 60 seconds.
Rallypoints last 10minutes. Overrun takes now 2 enemies within 25m radius on 1km, 50m radius on 2km, 100m radius on 4km. Rallypoint needs to get reloaded by time or firebase.
Removed need of mortar firemission
Removed ability to pickup enemy kits
Soundmod is allowed but not mandatory
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James2464
Posts: 1035
Joined: 2011-07-18 02:26

Re: Official 100p Testing Sessions

Post by James2464 »

[R-DEV]BloodyDeed wrote:PRTA Testserver is up again today:

Changes:
100 player
8p per squad
2 medics per squad
Removed kit allocation delay for all infantry kits
UAV doesn't expire anymore, takes 1min to relocate
Amount of needed informants to give commander intel reduced from 6 to 4; time for informants to deplay reduced from 180 to 60 seconds.
Rallypoints last 10minutes. Overrun takes now 2 enemies within 25m radius on 1km, 50m radius on 2km, 100m radius on 4km. Rallypoint needs to get reloaded by time or firebase.
Removed need of mortar firemission
Removed ability to pickup enemy kits
Soundmod is allowed but not mandatory
All of that is perfect except picking up enemy kits, I don't understand the reasoning behind that. A gameplay decision?


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BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Post by BloodyDeed »

See it as a workaround for the kit geo issues when picking up enemy kits.
Especially on the 100p server with no nametags.
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James2464
Posts: 1035
Joined: 2011-07-18 02:26

Re: Official 100p Testing Sessions

Post by James2464 »

[R-DEV]BloodyDeed wrote:See it as a workaround for the kit geo issues when picking up enemy kits.
Especially on the 100p server with no nametags.
Oh my bad i didn't realize there were bugs involved :P


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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Official 100p Testing Sessions

Post by Wicca »

The testserver new settings are not working properly, due to an error in python. I am resetting the server to normal settings until bloody can come back and fix the issues.

Also, Bloody i have to go to work now. Where are you ?!
Xact Wicca is The Joker. That is all.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Official 100p Testing Sessions

Post by Wicca »

Bloody is fixing shit now I think. Which is great
Xact Wicca is The Joker. That is all.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Official 100p Testing Sessions

Post by Wicca »

Bloody fixed it.

Join up and try out the changes.

Also sorry for spamming
Xact Wicca is The Joker. That is all.
James2464
Posts: 1035
Joined: 2011-07-18 02:26

Re: Official 100p Testing Sessions

Post by James2464 »

[R-CON]Wicca wrote:Bloody fixed it.

Join up and try out the changes.

Also sorry for spamming
Awesome thanks Wicca

We like this kind of spamming :P


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BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: Official 100p Testing Sessions

Post by BloodyDeed »

As always I want to thank anybody who participated, was great fun.
In case you want to give us feedback, leave your opinion in one of the following threads:

General 100p feedback: https://www.realitymod.com/forum/f252-p ... ost1780520
Map (128p layouts) related: https://www.realitymod.com/forum/f253-v ... ost1780516
Administrative feedback (PRTA): https://www.realitymod.com/forum/f29-pr ... erica.html
And most important after this test:
Rallypoint changes: https://www.realitymod.com/forum/f252-p ... oints.html
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SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Official 100p Testing Sessions

Post by SGT.Ice »

The problem I have with the whole "kit geo" bug being the defining reason to remove the ability to pick up enemy kits is the fact there are a number of ways to identify an enemy aside from his helmet.
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BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: Official 100p Testing Sessions

Post by BloodyDeed »

There will be another 100p testing session TODAY.
Sorry about the short notice but the server will be up at around 17 PRT.
Tell your friends, hope we can fill the server.

Changes and maplist will.be posted later.
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Official 100p Testing Sessions

Post by Mineral »

PRTA 100p? nice :D

good to have you back!
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L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: Official 100p Testing Sessions

Post by L4gi »

Judging by what the gameplay has been on prta for the last few days im a bit worried.
mockingbird0901
Posts: 1053
Joined: 2009-05-13 17:30

Re: Official 100p Testing Sessions

Post by mockingbird0901 »

Looking forward to it! :D
I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
-Albert Einstein
Volens et potens

Tema567 just might be my new hero
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BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: Official 100p Testing Sessions

Post by BloodyDeed »

It will take place on NEW Era Warfare servers, not PRTA.
It's due to the fact we need a linux server for this test.
100 player
8p per squad
2 medics per squad
Removed kit allocation delay for all infantry kits
UAV doesn't expire anymore, takes 1min to relocate
Amount of needed informants to give commander intel reduced from 6 to 4; time for informants to deplay reduced from 180 to 60 seconds.
Rallypoints last 2 minutes. Overrun takes now 3 enemies within 25m radius on 1km, 50m radius on 2km, 100m radius on 4km. Rallypoint needs to get reloaded by time or firebase.
Officer needs 2 squadmates to set a rally.
Removed need of mortar firemission
Removed ability to pickup enemy kits
Soundmod is allowed but not mandatory
Several minor python bugfixes
Last edited by BloodyDeed on 2012-08-18 15:01, edited 2 times in total.
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WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

Re: Official 100p Testing Sessions

Post by WeeD-KilleR »

You guys got a maplist ready or are you going to vote the next map in the end of the round?
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