Cripes, where is everyone?

General discussion of the Project Reality: BF2 modification.
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ir0nside
Posts: 54
Joined: 2005-06-11 15:38

Cripes, where is everyone?

Post by ir0nside »

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!
DEDMON5811
Posts: 867
Joined: 2005-11-20 06:45

Post by DEDMON5811 »

No shite, only 4 of us on tonight Where was everyone? put down the pud and play!
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Sirex
Posts: 8
Joined: 2005-12-13 18:35

Post by Sirex »

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.
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Wolfmaster
Retired PR Developer
Posts: 4927
Joined: 2004-09-05 16:00

Post by 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.
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Resjah
Posts: 812
Joined: 2005-08-24 02:33

Post by Resjah »

Usually people are on later in the day for me, around 8 or 9 pm.

anytime earlier than that you would be lucky to find 3 people on the same server.
dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

'[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.
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.

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!!!!
Sirex
Posts: 8
Joined: 2005-12-13 18:35

Post by Sirex »

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.
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dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

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.
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.

For example, Karkand with 2 buildings would run great! Question is if it would play great? :-?
Sirex
Posts: 8
Joined: 2005-12-13 18:35

Post by Sirex »

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 ?
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billclo
Posts: 26
Joined: 2005-11-18 23:39

Post by billclo »

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.
waffenbaum
Posts: 478
Joined: 2005-06-22 04:32

Post by waffenbaum »

Which is why I reccomend motorcycles.
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