100 player servers and name tags

General discussion of the Project Reality: BF2 modification.
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Ba|)Pilot
Posts: 1
Joined: 2013-07-01 03:36

100 player servers and name tags

Post by Ba|)Pilot »

Okay so with the release of the beta, it appears its a go on the 100player servers! That being the case, i personally feel PR stands at a crossroad, since it is apparently not feasible to get name tags for all 100 players, in my humble opinion there are only 2 options.

1. leave the server capacity at 64 players or

2. remove the name tags all together

As i understand it the first 64 players to join the server will have nametags and all others after will not. Depending on how the server populates / how many people teamswitch
the number of tagged players per team could stack up on one side, providing an unfair advantage.

As it stands i think its fun for some laughs but half the players tagged and half not is a bit tacky IMO for game with such a outstanding reputation for Realistic, High Quality Gameplay!
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: 100 player servers and name tags

Post by SANGUE-RUIM »

I agree, its horrible the way it is

a third option (dunno if possible) would be nametags just for SQLs
SamEEE
Posts: 121
Joined: 2010-02-02 03:26

Re: 100 player servers and name tags

Post by SamEEE »

Only squadleaders having tags would be good although i'm not sure if technically possible.
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Darman1138
Posts: 569
Joined: 2013-02-01 03:50

Re: 100 player servers and name tags

Post by Darman1138 »

I'd be annoyed if I don't have nametags. Example:

Soldier #1: "Soldier #2, behind you!"
Soldier #2: "What're you talking about? I'm not even spawned in."
Soldier #1: "Wait, who am I looking at?"
Soldier #3: "I don't know. How do I know who you're looking at if I don't know who you are?"
Soldier #1: "I'm the guy with the Rifleman kit."
Soldier #3: "I see two guys with Rifleman kits. Move your mouse around so I know which one you are."

I don't know. I just see mass confusion coming from this. Especially when two friendly squads are near each other and they don't know who they're supposed to be following or who's in their squad. In real life, we all have distinct faces and bodies to tell each other apart. In PR we all share very similar character models. I don't think getting rid of the nametags is a good idea.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: 100 player servers and name tags

Post by PLODDITHANLEY »

Just SL s would be good if not possible remove them, but what to do on 64 layers?

The mumble overlay tells you who is talking.
Darman1138
Posts: 569
Joined: 2013-02-01 03:50

Re: 100 player servers and name tags

Post by Darman1138 »

It tells you who's talking, but it doesn't tell you which of the 5 guys on your screen is talking. If 5 guys are looking at you and one of them says "I got shot, I need a medic." You can see which one is talking, but have no way to tell which one is hurt unless they call out for medic using the commo rose.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: 100 player servers and name tags

Post by ComradeHX »

This is fine.

Imo, it simulates you being able to recognize a lot of people in same unit but not all. :p
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: 100 player servers and name tags

Post by Spook »

Darman1138 wrote:I'd be annoyed if I don't have nametags. Example:

Soldier #1: "Soldier #2, behind you!"
Soldier #2: "What're you talking about? I'm not even spawned in."
Soldier #1: "Wait, who am I looking at?"
Soldier #3: "I don't know. How do I know who you're looking at if I don't know who you are?"
Soldier #1: "I'm the guy with the Rifleman kit."
Soldier #3: "I see two guys with Rifleman kits. Move your mouse around so I know which one you are."

I don't know. I just see mass confusion coming from this. Especially when two friendly squads are near each other and they don't know who they're supposed to be following or who's in their squad. In real life, we all have distinct faces and bodies to tell each other apart. In PR we all share very similar character models. I don't think getting rid of the nametags is a good idea.
This +1

Also I'll quote a part of my feedback post regarding this tpoic:
100p are way too much on 2km maps. Most maps focus the battle only on a few hotspots, therefore causing way too much chaos. Together with the new RPs you have huge amounts of contact the whole time coming from every direction.

And I thought you guys would have fixed the name bug. Otherwise I would have never implemented that. But for some reason its still there? Is it fixable? If not then you either have to remove all nametags (which I actually do not recommend, read why after this sentence)or do not implement 100p at all.

Do not tell me to double check enemies. ofc it would be much more realistic and such. But it is impossible to be done with the gameplay that PR provides right now. And it will be even more impossible with the RPs and the new deviation in 1.0.

Gameplay is too fast. In one moment everything is quite and suddenly on intitial contact all hell breaks loose on you. People starting to rush INSIDE your squads positions and you simply have no time to actually double check an enemy who appears freaking right between you and your mate. In PR you get into very close firefights way too often. If PR would be 80% distance firefights and 20% CQB, this would be possible I think. But right now its 80% very close contatcs and 20% on distance. Usually those 20% happen on intial contact and after that at least one part of the squad tries to get closer to them by flanking or whatever...where we get to 80% CQB again. And with that much CQB firefights it is bullshit if you do not see the names of friendlies. Our defensive positions got rushed by small 2-3 men squads all the time causing so much confusion and chaos. We were mostly busy killing ourselves than killing the enemy.

Now ppl will say: Come one, everyone who played PR for somewhile can see the difference between an enemy and a friendly. No you cannot if you have less than a second to decide whether the guys who just ran around a corner into you is hostile or not. The enemy does not have that problem, he knows that he is surrounded by enemies and kills everyone he sees without hesitating. So if you hesitate and wait one more second to identify the guy, you are dead. No-Nametags will never ever work in PR unless we only play big 4km desert maps with no possibilites of CQB firefights.
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: 100 player servers and name tags

Post by ComradeHX »

Spook wrote: Now ppl will say: Come one, everyone who played PR for somewhile can see the difference between an enemy and a friendly. No you cannot if you have less than a second to decide whether the guys who just ran around a corner into you is hostile or not. The enemy does not have that problem, he knows that he is surrounded by enemies and kills everyone he sees without hesitating. So if you hesitate and wait one more second to identify the guy, you are dead. No-Nametags will never ever work in PR unless we only play big 4km desert maps with no possibilites of CQB firefights.
Uhh, IRL people do not see nametags around the corner and people seem to do just fine.

Problem is that people running into room that has friendly units do not say ANYTHING on mumble. It is easy to just say "friendly coming in" using local chat and it would have resulted in zero problem in identification.
MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: 100 player servers and name tags

Post by MADsqirrel »

No nametags for everyone isnt a good idea (for the reasons Darmen1138 said).
Better stay with the current system.
ATM you normaly can see at last half of your squads nametags. While this isnt perfect it helps a lot to identify your people and if you can keep your squad close to you, its not much of a problem (squad intern).
I only played 2 hours yesterday and shot a friendly without a tag (because he was shooting at me first) but after this happend I mostly used my Binocs (GLTD?) to check on enemy, or friendly and just gave orders to my squad.

Players have to get used to the new style (harder to identfy enemys and friendlys because of the nametag problem, no binocs and currently no mumble)
It would be alot easier with mumble working so we have to see.
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viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: 100 player servers and name tags

Post by viirusiiseli »

100p is way too much. Infantry combat has turned into Call of Duty. 80 would be doable.
knightaxl27
Posts: 6
Joined: 2012-12-20 00:59

Re: 100 player servers and name tags

Post by knightaxl27 »

yea ill say 70-80
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 100 player servers and name tags

Post by Brainlaag »

I'd like those tags to show up only for SMs and SLs. Basically you see the tag of all your squadmembers and the other squadleaders, ONLY squadleader of different squads. Same goes for the global map, just with added vehicles, FOBs, etc.

Either that, or no tags at all. Although at the beginning tk amounts will be dreadful, eventually everyone will get used to it and IMO it will improve gameplay. The only downside I see here, is that admining could become a lot harder this way. Maybe just remove the tags and keep the map as it is.
viirusiiseli wrote:100p is way too much. Infantry combat has turned into Call of Duty. 80 would be doable.
BLASPHEMY! Moar is bettur.
dragon1988
Posts: 3
Joined: 2012-01-28 12:05

Re: 100 player servers and name tags

Post by dragon1988 »

name tags only for SLs FTW
No name tags at all - even moar FTW!
Last edited by dragon1988 on 2013-07-01 10:54, edited 2 times in total.
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Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: 100 player servers and name tags

Post by Raklodder »

This had me really confused while playing the BETA, had me kill a few team-mates and almost blow myself away a couple of times, why, well simply because the name tags keep disappearing and reappearing.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: 100 player servers and name tags

Post by Gracler »

100 players is good... there is never a shortage of players to do a specific job like there normally is.

64 people with player tags... or 32 on each team as I believe it is (yes I'm not showing off my awesome calculating skills... but only demonstrating that the tags are divided evenly) is fine. People have to identify who they are shooting at by uniform/player model.... or they could open the map and check the blue/green dots.

Local mumble and overlay will help you identify the rest. What could make thiseven better would be if the mumble overlay would stay or fade out after 1 or 2 seconds so that you get a better chance of spotting who it was that said "here" or whatever brief message he delivered.

100 players makes it harder for individuals to stay alive.... since they have to mow down entire 8 man squads to be successful..... and I like this change... I've had enough of lone-wolf's with 30+ kills. (technically the odds are lone wolf will get 30+ kills still but only because of the extra players and untill people learn to sort friend from foe.
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: 100 player servers and name tags

Post by Sgt. Mahi »

Only squadleaders having name tags is a pretty good idea IMO. Also we should have a 100 and 80 players server and see, which one people would prefer in the long run.
Peace is that brief glorious moment in history when everybody stands around reloading
Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: 100 player servers and name tags

Post by Cossack »

Sorry guys, its hardcoded. Still no solution for this found. And we cant have SL's only.
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labonte95
Posts: 174
Joined: 2011-02-12 20:31

Re: 100 player servers and name tags

Post by labonte95 »

Ok I'm not 100% sure but my brother said forgotten hope has found a way around this. I'm not a forgotten hope player so I wouldn't know for sure. Can anyone confirm this?
HeadlessChicken86
Posts: 130
Joined: 2013-01-21 14:09

Re: 100 player servers and name tags

Post by HeadlessChicken86 »

Cossack112 wrote:Sorry guys, its hardcoded. Still no solution for this found. And we cant have SL's only.
In this case id say: No name tags at all.

Fair.
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