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Re: 256 player servers.. or not

Posted: 2011-04-24 19:34
by Spec
Dunno about spawn time. Out of all things that require time between getting shot and being combat effective again, the respawn time is still the shortest, even if it was three times as much as it is now. What's a few minutes of respawn time when you take into account all the time you spend waiting for a medic and returning to the combat zone from the nearest FOB or wherever you spawn?

Re: 256 player servers.. or not

Posted: 2011-04-24 19:46
by Wicca
Truism, i like what your typing.

I think because of the fact we cant have as many players as we want, the devs had to compromize and find out ingenious solutions to get a good balance.

Flags, is there to center the action. Veichles is there, in certain numbers (Quite high), to mimic the size of a battle being bigger than it really is. (Sound, connected to "animation" doppler effect and long range sound)

All these things, makes PR immersive and great to me. Pluss the community is great! One of the core reasons i keep playing this game, is the community!

What i suggest, is to not call 13 man squads platoons, just call them squads, but 13 player is good. Cause they are squads.


The number of players ingame, is all based on the communities maturity. Not on the game itself. If you cant work with other people, like it is required to win. Then you just wont win. Simple ***.

Pluss, having a team win, simply cause their better at capping flags, is an illegit way to win a battle. What would seem fit, is a teams ability to coordinate, communicate and kill the enemy to win.

Remove all flags. And lift the number of fobs you can have per team, but keep the same amount of fob structures, such as mortars aa and AT.

Any structure a team wants to fullfill these goals must be at the mercy more of the commander. And changing the teams kit system, to give only squadleaders and commanders the ability to give out kits will enforce more relations to communication following chain of command by default. Therefor eliminating the random sniper joining your squad, only to not help you in the intention you would want.

Giving the CO, being the only one with the ability to request pilot and crewman kits, might enforce someone having to be a CO. Aswell as giving the CO more control over his team.

A new player in PR, would have to referr to his SL to get any kit. And same with any player, this would enforce communication and dependence on the squadleader, who in turn could more easily command a squad.

Re: 256 player servers.. or not

Posted: 2011-04-24 20:01
by Mouthpiece
And changing the teams kit system, to give only squadleaders and commanders the ability to give out kits will enforce more relations to communication following chain of command by default. Therefor eliminating the random sniper joining your squad, only to not help you in the intention you would want.
I so f*** love this.
+ 1'000'000

Why? It would kill the mute lonewolf.

Re: 256 player servers.. or not

Posted: 2011-04-24 20:38
by Snazz
mikeyboyz wrote:Gameplay will be WAY more realistic, once spawn time gets tripled. Or even higher.
Actually it'd be WAY more realistic if people didn't respawn at all. Neither would be popular and probably result in players quiting from the server when they die, if not PR entirely.

Ultimately people play games for entertainment, not to stare at a black screen waiting. It's bad enough already that collaborators get 2 whole minutes of it just for being arrested, may as well commit suicide instead and deny the enemy intel or not play as a civilian period.

Re: 256 player servers.. or not

Posted: 2011-04-24 21:21
by naykon
mikeyboyz wrote:I've said this before and I will say again.

Gameplay will be WAY more realistic, once spawn time gets tripled. Or even higher.
Especially if we push up the player limit.
Yeah and joining the army would be even more realistic, might as well take "game" and "play" out of that sentence.

Re: 256 player servers.. or not

Posted: 2011-04-24 22:52
by Wicca
Make PR Army!

Invade libya :)

No, but the realism versus gameplay issue is always there.

Re: 256 player servers.. or not

Posted: 2011-04-24 23:02
by Conman51
Wicca wrote: Pluss, having a team win, simply cause their better at capping flags, is an illegit way to win a battle. What would seem fit, is a teams ability to coordinate, communicate and kill the enemy to win.

Remove all flags. And lift the number of fobs you can have per team, but keep the same amount of fob structures, such as mortars aa and AT.
I like this but only as a new game mode, I dont think the AAS flag capping should go away.

Re: 256 player servers.. or not

Posted: 2011-04-24 23:43
by gaurd502
Isn't Command and Control kinda like what Wicca is talking about? I would love to see that gamemode played. But I guess you have to have organized teams.

Re: 256 player servers.. or not

Posted: 2011-04-24 23:48
by Punkbuster
[R-CON]Soppa wrote:Its over 9000!!! ?
Dragonball... Anyone?!?!?!

If I say that I (Well not me) could bring you a server that may be able to handle 250 players, who should I contact?

Re: 256 player servers.. or not

Posted: 2011-04-25 00:00
by Wicca
CnC only allows one fob per side. And people focus to much on fobs. It should be just about killing eachother.

Also talk to soppa about servers punkbuster ;)

Re: 256 player servers.. or not

Posted: 2011-04-25 01:06
by infinitywraith
You guys are way overthinking this.

Having played the 128 server nearly every day, here are the only issues I see with going even higher.

1) Make sure the server runs smoothly, the 128 server often has minor lag issues already
2) Use only the larger maps, on the 128 server the AAS rounds sometimes last only 10 minutes because the map is so small, and the tickets are spent so quickly
3) Keep the squad size around 9. The only reason for this is because a squad leader can only manage so many people at once, and I think that 9 is just the right number. I've played with 8 people and 13 people squads before, and I think 9 is the right balance

Ultimately, I think the more players the better, because it is more realistic. I always find a game with more players is more fun, as long as basic problems like lag and map size are solved.

In response to some other things that have been said:
- AAS is still the most strategic and logical game mode in my opinion, and it should not go away. The other gamemode suggestions don't seem very practical. CnC is an interesting idea but I don't see it being very fun. A key to having this many players is having multiple objectives so that people can be somewhat spread out.
- Spawn time should stay as is. It should just be a penalty that punishes the player for dying. If the map is big enough, then I see no reason in increasing the spawn time.
- Troop density: I think the density achieved in 128 player server right now is pretty reasonable, but it really depends on map size. It should be so that you won't ever actually see an enemy unless you are either suiciding, in a very strategic location, or using binocs. This is realistic.
- Current squad/squadleader system: it is perfectly good currently, although if the squad limit of 9 is hardcoded that could really be an issue for servers larger than 128, because as I said, squad size of 9 is the most practical. In that case you can just raise the squad size to something much higher, although it will definitely impact the gameplay
- Poor gameplay on 128 player servers. I disagree, I feel like the 128 player server is entirely optimal, and I have played often on 64 player servers as well. 9 player squads is perfect, and gameplay on bigger maps like Ramiel is extremely fun, especially with two full civilian squads running around.

Also, nametags urgently need a fix to prevent FF and other confusion

tl;dr more players the better, just deal with lag and use big maps

Re: 256 player servers.. or not

Posted: 2011-04-25 01:20
by lromero
infinitywraith wrote:You guys are way overthinking this.

Having played the 128 server nearly every day, here are the only issues I see with going even higher.

1) Make sure the server runs smoothly, the 128 server often has minor lag issues already
2) Use only the larger maps, on the 128 server the AAS rounds sometimes last only 10 minutes because the map is so small, and the tickets are spent so quickly
3) Keep the squad size around 9. The only reason for this is because a squad leader can only manage so many people at once, and I think that 9 is just the right number. I've played with 8 people and 13 people squads before, and I think 9 is the right balance

Ultimately, I think the more players the better, because it is more realistic. I always find a game with more players is more fun, as long as basic problems like lag and map size are solved.

In response to some other things that have been said:
- AAS is still the most strategic and logical game mode in my opinion, and it should not go away. The other gamemode suggestions don't seem very practical. CnC is an interesting idea but I don't see it being very fun. A key to having this many players is having multiple objectives so that people can be somewhat spread out.
- Spawn time should stay as is. It should just be a penalty that punishes the player for dying. If the map is big enough, then I see no reason in increasing the spawn time.
- Troop density: I think the density achieved in 128 player server right now is pretty reasonable, but it really depends on map size. It should be so that you won't ever actually see an enemy unless you are either suiciding, in a very strategic location, or using binocs. This is realistic.
- Current squad/squadleader system: it is perfectly good currently, although if the squad limit of 9 is hardcoded that could really be an issue for servers larger than 128, because as I said, squad size of 9 is the most practical. In that case you can just raise the squad size to something much higher, although it will definitely impact the gameplay
- Poor gameplay on 128 player servers. I disagree, I feel like the 128 player server is entirely optimal, and I have played often on 64 player servers as well. 9 player squads is perfect, and gameplay on bigger maps like Ramiel is extremely fun, especially with two full civilian squads running around.

Also, nametags urgently need a fix to prevent FF and other confusion

tl;dr more players the better, just deal with lag and use big maps
I think squad leaders could handle up to 12 people. If its possible for the Devs to do that. The squad leaders role would change though a bit because since he can't take control of all 12 he would have to split them up into 3 fireteams and assign fireteam leaders. So now instead of controlling 12 he controls 3 who are in charge of 3 others.

Re: 256 player servers.. or not

Posted: 2011-04-25 01:34
by infinitywraith
Yesterday the 128 player server had 13 person squads, but today it was lowered to 9. So yes, it is possible to raise squad sizes.

Re: 256 player servers.. or not

Posted: 2011-04-25 02:03
by Punkbuster
One more thing, can you guys tell me please what are the specs of the server?

Re: 256 player servers.. or not

Posted: 2011-04-25 02:18
by Wicca
Punkbuster, its over 9000 bro :P

PM soppa!

Also, flags are quite gay. I dont like em, they are vanillaish.

Re: 256 player servers.. or not

Posted: 2011-04-25 02:52
by ghoststorm11
I think it could work. People just have to learn how to adjust to a massive game. Just like the trouble on the 128 server, people need more experience. There also needs to be better coordination between squad leaders and commander. Give it time. It will work.

Re: 256 player servers.. or not

Posted: 2011-04-25 04:06
by illidur
what OS + hardware is server using?

Re: 256 player servers.. or not

Posted: 2011-04-25 09:09
by Punkbuster
Wicca wrote:Punkbuster, its over 9000 bro :P

PM soppa!

Also, flags are quite gay. I dont like em, they are vanillaish.
I have also did that when I posted above. Response pending.

Cheers,
Punkbuster

Re: 256 player servers.. or not

Posted: 2011-04-25 09:26
by killonsight95
i still think 98 is the optimum amount of players for these servers anything more would have to be in a event.