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Re: 128 Tests: Feedback and Observations
Posted: 2011-02-07 03:37
by KillerBee256
There was small bug I notced which no one has brought up here, the icons of firendly vehicles on the mini map would "drift" away from where the vehicles actaully were on the map, after a short tiime they would currect themselves and start drifting again. Not a major thing at all.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-07 04:01
by crot
KillerBee256 wrote:There was small bug I notced which no one has brought up here, the icons of firendly vehicles on the mini map would "drift" away from where the vehicles actaully were on the map, after a short tiime they would currect themselves and start drifting again. Not a major thing at all.
That happens due to massive lag.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-07 13:10
by majlo112
I saw one important bug.
You can lock AA on friendly vehicle.
For example, I was maybe 54th in team. My name didn't show and guy from my team kill my Havoc with AA.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-07 16:02
by killonsight95
majlo112 wrote:
For example, I was maybe 54th in team. My name didn't show and guy from my team kill my Havoc with AA.
can happen if it has locked onto something before you.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-07 16:28
by Jaymz
majlo112 wrote:I saw one important bug.
You can lock AA on friendly vehicle.
For example, I was maybe 54th in team. My name didn't show and guy from my team kill my Havoc with AA.
Really? Wow...good find, mate

Re: 128 Tests: Feedback and Observations
Posted: 2011-02-07 16:43
by AquaticPenguin
majlo112 wrote:I saw one important bug.
You can lock AA on friendly vehicle.
For example, I was maybe 54th in team. My name didn't show and guy from my team kill my Havoc with AA.
Could be an important find, though I've been shot down by team-mates before when an AA missile has locked onto me after it's been fired at an enemy. Also if you were close he could have just fired without lock and the proximity would kill you.
crot wrote:That happens due to massive lag.
Yeah, it can be present on any server but it's generally not unnoticeable.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-07 16:51
by ChiefRyza
majlo112 wrote:I saw one important bug.
You can lock AA on friendly vehicle.
For example, I was maybe 54th in team. My name didn't show and guy from my team kill my Havoc with AA.
I'm pretty sure you can lock onto a friendly Aircraft even when they have that big X through the lock on symbol, I have had it done to me a few times. I'll try it on some bots in singleplayer but I'm almost 90% positive that you can lock on and fire at a friendly aircraft even when you don't get the lock on tone. PS, don't try it on other players!!!
Edit: Never-mind, it doesn't work anymore. Perhaps not only the nametags are lost but all Hud details and information on friendly players as someone was saying.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-07 17:09
by majlo112
I will make a some series of tests about this
I think if you are for example 34th in team and your name didn't show, computer (or server) don't know about you (friendly or enemy) and gives permission for lock.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-07 17:13
by DankE_SPB
What is lacking here - if it was a 100% lock on helicopter itself before launch or the usual change of target in flight, which has been happening from the early days of bf2. Most likely the latter, since there were quite a few test rounds for now and would have been noticed by few people at least.
Nametag issue is a clientside bug and only affects the output of nicknames itself, its not related to teams, vehicles etc.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-08 00:56
by Clooney
PROS: It was amazing to see lots and lots of infantry accompanied by some armor squads. This is a great thing because recently armor squads have been dominating the servers. It was also awesome to see 2 more people in the squad, allows for some extra diversity in squad play. On some maps, like Kashan, 128 players just seemed more appropriate. There was less sitting around and waiting for enemy INF, and more action + team play. Overall, more players definitely made PR more fun.
CONS: Well, mainly just the instability of the server, which is obviously gonna be there as it was a test.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-09 12:04
by yy885
is this test still on going? if so how can i join the server?
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-11 22:08
by KingKong.CCCP
Wicca said that if you got 2 guys in your team without tags, they also can't see yours, while they can see tags of each other. Can someone confirm this?
IF it is like that... if there are tag-groups... Obviously the limit for tag-group has to be 64, cos in BF2 you can see enemy tags. Then, it is possible to switch all the players from one group to one team... at least on a test server.
If this can be confirmed, would that help solving the tag problem?
We could do a test for the weekend... to check this out...

Re: 128 Tests: Feedback and Observations
Posted: 2011-02-12 01:14
by Oddsodz
One Observation I wish to point out is the fact that this could well be a "Grieffers" wet dream. As we already know. It only takes one bad apple to screw a team over when at 64 players. Now times that by the amount of teamwork needed for a good map to work with 128 players. Then factor in the ease a "grieffer" would have to screw a team. I Hate to say it. But a time may have to come when you might wish to add the option to turn off (at the server level) the ability "Team kill" or "destroy" friendly assets (IE: HELOS and JETs). I Hate even having to think about it. I Would hate to see it have to be needed. But as we all know. PR is getting bigger. And with that comes more *** holes all to ready to fuck your gaming experience.
I Am sure some of you (if you did read the whole thing I posted) are just thinking "no biggy. Ban them". Now think about the poor admins on said gaming servers that will have to monitor for just this sort of thing. It's no fun as an admin on a public server. Just go and ask some.
Anyway. That is my observation for 128 players servers. I Look forward to them if they come. But remeber, With great power comes great responsibility (lame quote)
Oddsodz
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-12 07:05
by eenis
I think this is the future of PR and to everyone being so skeptical, dont be afraid of change. How awesome is 128 players, and yet people complain that it might be more prone to "grieffing" is missing the point that this game doesnt attract that type of crowd. I say bravo devs for doing something amazing.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-12 07:49
by dtacs
128 players no doubt is something that should be welcomed, of course its going to take more testing and perfecting than anything else added in PR before but the benefits are staggering, plus servers will no doubt increase their admin teams twofold.
Griefers will be swiftly dealt with, perhaps even moreso than now.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-12 09:40
by dtacs
There is no way the devs would add this in unless the tag issue was fixed.
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-12 10:42
by killonsight95
well there is one way to fix it, people still appear on the map as blue dots, if a server has the you must be in a SQ rule, then find out which SQ they are in then click on their icon on the map and they'll be highlighted on the map, then you can report them and or kick/ban. this is a fairly easy work around and doesn't take to long to do. Maybe 128 player servers should be given passwords changed every week then server admins can block the IP's from their website to stop them from getting the passwords again, they could then appeal their bans by PMing the server admin on these forums if needed?
Re: 128 Tests: Feedback and Observations
Posted: 2011-02-12 10:47
by Mellanbror
I find tags disturbing. Alot of friendlys close fills the air with long floating non-seethrough words.
Ofc a nightmare for admins witout them, just wish there was some other way to ID players. Thoughts?
Edit: A thought above mine.