100 player servers and name tags

General discussion of the Project Reality: BF2 modification.
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KillJoy[Fr]
Posts: 837
Joined: 2010-12-28 20:51

Re: 100 player servers and name tags

Post by KillJoy[Fr] »

I have nothing against remove the name tag but a least give us a minimum distance like 20meters for showing the tags, it's getting really annoying when you have 10 people around you and you dont know who are who.
Au dela du possible ...
NoxNoctum
Posts: 133
Joined: 2009-04-10 05:49

Re: 100 player servers and name tags

Post by NoxNoctum »

Is it possible for you guys to make it so people very close (within 5 meters) show up but no one else does?

I don't know anything about what the engine limitation is but just wondering.

That would be the best solution IMO. Fixes problem, more realistic, but still able to know who you are talking to.
Kothra
Posts: 513
Joined: 2009-12-31 13:52

Re: 100 player servers and name tags

Post by Kothra »

They removed nametags because with more than 64 players, the tags would only show up for the first 64 anyway.


They still show up if you aim at a teammate (like how you could see the tags on a faraway teammate in previous versions), but only if they are one of the first 64 players on the server.
Banok
Posts: 62
Joined: 2012-02-04 05:07

Re: 100 player servers and name tags

Post by Banok »

Ba|)Pilot wrote:
2. remove the name tags all together
This. WTB insurgency only server.
Archosaurus
Posts: 258
Joined: 2011-10-09 11:32

Re: 100 player servers and name tags

Post by Archosaurus »

I think 64p for smaller maps, and 100p for bigger maps, with icons, would fix the whole thing.

On big maps you do not necessarily need icons, but on small maps you do, and on small maps, 100p is horrible.

Viable?
DwayneDibbley
Posts: 7
Joined: 2013-08-03 10:26

Re: 100 player servers and name tags

Post by DwayneDibbley »

Archosaurus wrote:Viable?
No.

Read the thread, names can either be as they are or turned off.
Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: 100 player servers and name tags

Post by Excavus »

8 man squads plus no nametags makes the medic's job incredibly hard. It's always difficult to tell who's wounded when they have no nametag, and when you're in the middle of a firefight, it's not so easy for them to just tell you where they are.
Blu
Posts: 16
Joined: 2010-06-07 06:54

Re: 100 player servers and name tags

Post by Blu »

As a medic, I found it easy to use the mumble overlay to distinguish from different players. Just had to be familiar with difference people's voices. Also, calling out on mumble local for a medic is actually more useful than using the game's medic call.
Tommygun
Posts: 325
Joined: 2011-03-16 08:08

Re: 100 player servers and name tags

Post by Tommygun »

Im not sure we've actually tried a game with no name tags at all yet so Im not sure what people are basing their "it will ruin the game" on.

100 too much...hell, I want 1000! (I might get a kill) Lots of the maps can handle 100+ players easily.

Is the name tag thing a server side switch when you start the server? or is it hard coded into the server code? If its a server side switch different servers could experiment and see what works although I suspect PR developers may want consistency across servers?

0-2Meter name tags is a goodish compromise but personaly speaking, we'd get used to no tags and once again its fair as TKs should be even on both sides :)

p.s. I know threads get as long as a piece of string but it would be good if people read them before asking the same questions over and over again...its a vicious feedback as all do a TLDR and post and answered question again.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: 100 player servers and name tags

Post by Gracler »

Excavus wrote:8 man squads plus no nametags makes the medic's job incredibly hard. It's always difficult to tell who's wounded when they have no nametag, and when you're in the middle of a firefight, it's not so easy for them to just tell you where they are.
Most players don't give a damn about the location of themselves and there squad-medic before they are lien on the ground bleeding there guts out..... that's there own mistake really and not the medic's fault.

Fight from behind cover and within range of one of your squad-mates so they can direct the medic if necessary.
Same goes for tall buildings where the medic not only have to worry about X and Y but also the Z-direction :p

The saying that "Two is One.....One is None" is very true when it comes to your chances of being rescued.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: 100 player servers and name tags

Post by rPoXoTauJIo »

1. Ask for medic in local.
2. Press "Call medic" button.
3. Medic moving to wounded guy with minimap opened.
4. ????
5. Profit!

As for me, medic job didn't changed a lot. For now on you just have to secure area a bit more instead of "revive-and-run".
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: 100 player servers and name tags

Post by Gracler »

rPoXoTauJIo wrote:1. Ask for medic in local.
2. Press "Call medic" button.
3. Medic moving to wounded guy with minimap opened.
4. ????
5. Profit!

As for me, medic job didn't changed a lot. For now on you just have to secure area a bit more instead of "revive-and-run".
The issue with that is that the players that don't have a tag on the map also don't have a tag if they call for a medic I believe.
I'm not 100% sure, because I haven't tested it though, but I thought that was how it worked.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: 100 player servers and name tags

Post by dtacs »

Tags for all under 10m. Allows the realistic 'identify by face' when under a small distance but requires people to do proper identification before shooting at a distance and risking a teamkill.

Simple, no fuss, and gets the best of both worlds!
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: 100 player servers and name tags

Post by rPoXoTauJIo »

Gracler wrote:The issue with that is that the players that don't have a tag on the map also don't have a tag if they call for a medic I believe.
I'm not 100% sure, because I haven't tested it though, but I thought that was how it worked.
The players do not have name-tags only over their heads. On ze map i can perfectly see all players(except bugs when tank\SL\etc disappeared, but this is another and well-known bug)
Image

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: 100 player servers and name tags

Post by Gracler »

rPoXoTauJIo wrote:The players do not have name-tags only over their heads. On ze map i can perfectly see all players(except bugs when tank\SL\etc disappeared, but this is another and well-known bug)
I named it wrong... I'm not talking about the "tag" I'm talking about the marker on the map.

As for the Vehicles like tank's disappearing on the map it is because the marker is linked to the driver, and sometimes driver's jump into the 50 cal, which then bug's the marker untill he jumps out or get in the driver seat again.

And No you cannot see all players on the map if the server has 100p. The name tag and map marker is sharing the information.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: 100 player servers and name tags

Post by PLODDITHANLEY »

I agree with rpoxo wounded guy opens map calls medic on commo rose ONLY when medic is close use mumble local. He can see medic symbols still.
metal
Posts: 29
Joined: 2009-03-25 15:26

Re: 100 player servers and name tags

Post by metal »

crokojot wrote:Time will tell...
Yes it will tell from 1200 to 650 players ;-)
vishuddaxxx wrote:64 player is enough, perhaps then go and play on a 64 player server or less..

its on not fair nor democratic of you to try to tell people what to do..

whilst the 100 player server was being built, the testing of this has been ongoing for many months if not years, and I can tell you for a fact that these tests were very popular and people almost Im quite confident to say that 90% loved these high player servers..

as for team killing, this is your own fault for trying to shoot any thing that moves rather than playing intelligently and identify your target and confirm this.. this is reality , this is project reality, not cod...
reality is when i punch your face....you cant make it reality...but this 1.0 Version is like shooting a big bear....its sad to shot the bear but the teamplay sucks on every server !!! and dont lie , look yourself how no one is defending !!! its like 0.98 in the last time...people forget to defend the flag !!!!!!!!!!!!!

100 people without Nametags is like BF3 on Metro ....bam bam bam bam bam dying, respawn, bam bam bam bam bam, dying respawn ...tickets are schei?egal!!!! damn kiddies...

no fun....sorry i buy bf4 ........ or wait, maybe pr is good on arma 3 !!! :wink:
Darman1138
Posts: 569
Joined: 2013-02-01 03:50

Re: 100 player servers and name tags

Post by Darman1138 »

...wut?
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: 100 player servers and name tags

Post by ChallengerCC »

Maybe to integrate a option vor enable/diasble this feature. So that 64 servers still have nametags?
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Rezza
Posts: 2309
Joined: 2008-04-06 20:53

Re: 100 player servers and name tags

Post by Rezza »

I am totally against name tags. With the BF2 artifact having some people have nametags and some not is completely weird. Also we have PRmumble and people can contact each other on there. People are afraid of change and they don't check their maps enough.

Also no nametags creates more immersion and realism. People talk when there is movement close. They are like hey! friendlies coming in! Don't shoot! This feature is actually one of the best of the 1.0 release. It really makes me proud that the DEV's chose this and wait a few weeks people are getting used to it day by day.

In the first days i saw teamkilling occasionally but now its shifting to incidentals which should be in PR. Blue on blue is a reality of war and it's nice that it can happen in PR.

We don't need name tags. We need people who are on mumble and communicate while checking their maps before they shoot. Players will eventually get used to that and trust me they will.
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