Quite a few people were playing earlier - but now, there are exactly ZERO players online from what I can discern. Come on you panzies, get in there and play.
No excuses!
Cripes, where is everyone?
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DEDMON5811
- Posts: 867
- Joined: 2005-11-20 06:45
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Sirex
- Posts: 8
- Joined: 2005-12-13 18:35
im waiting a bit for the game to mature. its fun and all, but needs a bit 'extra'. ill be on from time to time. but it'll be a while before its my main game. -- lot of potential though.
btw: is it possible to reduce the fog factor in the game ? -- really screws up tactics when you cant see very far.
btw: is it possible to reduce the fog factor in the game ? -- really screws up tactics when you cant see very far.
#include <linux.h>
Rolf harris sperm ~~~~o : "Can ya guess what it is yet?"
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Wolfmaster
- Retired PR Developer
- Posts: 4927
- Joined: 2004-09-05 16:00
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Resjah
- Posts: 812
- Joined: 2005-08-24 02:33
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dawdler
- Posts: 604
- Joined: 2005-11-13 14:45
Which is where its at already on minimum/recommended spec. I dont think PR would do well in limiting players to 3500+ CPUs with X1800 or 7800GT cards.'[R-PUB wrote:Wolfmaster']The fog is a mapping thing. I think I can safely say that eventually the visibility will be increased to as close as possible to realistic levels, with the restriction of playability, i.e. lag.
Anyway, the problem is getting a game going. Its dull to play alone even if we are only talking 10 minutes until people start to drop in... PRMM need coop!!!!
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Sirex
- Posts: 8
- Joined: 2005-12-13 18:35
is it not at all possible to create some type of workaround ? i understand about the gfx load and all, but its hard to set up a sensible tactic and / or ambush, when you cant see people in the distance beyond the effective range of your weapon.
#include <linux.h>
Rolf harris sperm ~~~~o : "Can ya guess what it is yet?"
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dawdler
- Posts: 604
- Joined: 2005-11-13 14:45
But of course there is a workaround! Just strip the levels of 90% of the buildings and you can run with pretty long view distance. I would say strip the level of most trees as well, but as we all know, BF2 hardly have any trees anyway.Sirex wrote:is it not at all possible to create some type of workaround ? i understand about the gfx load and all, but its hard to set up a sensible tactic and / or ambush, when you cant see people in the distance beyond the effective range of your weapon.
For example, Karkand with 2 buildings would run great! Question is if it would play great?
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Sirex
- Posts: 8
- Joined: 2005-12-13 18:35
well, couldnt you make the minimap show vauge vacinitys of the emy, or maybe thin the fog out ? -- i dont know, but it seems if this mod is going to be realistic, youll not want to run / run / run / run / see someone / prone / shoot / repeat.
i'd want to be proned, crawling along, setting up ambushes etc. which isnt going to happen without a UAV or any vision beyond the effective range of my weapons. is it ?
i'd want to be proned, crawling along, setting up ambushes etc. which isnt going to happen without a UAV or any vision beyond the effective range of my weapons. is it ?
#include <linux.h>
Rolf harris sperm ~~~~o : "Can ya guess what it is yet?"
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billclo
- Posts: 26
- Joined: 2005-11-18 23:39
I've also noticed that it's very hard to find any servers with players at all. From 4pm-8pm EST, 3-4 servers up, ZERO players. Weekends aren't so hot. Today was the first time I've actually played PRMM online, and there was only 3-4 players per side.
This sucks on a larger map, such as Zatar Wetlands, especially when everyone goes for the jets/helos...kinda leaves the rest of us in the dust.
This sucks on a larger map, such as Zatar Wetlands, especially when everyone goes for the jets/helos...kinda leaves the rest of us in the dust.



