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Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-17 07:57
by PLODDITHANLEY
The PRTA admin group is composed of senior admins and normal admins.

We are working hard to sort out the 128 server admining issues - we have all been surprised at the high level of tardery encountered there. This has lead to some admins being too rash. In one case in ten minutes I saw a BH crash into a friendly truck then the Apache, numerous guys in the wrong squads, and a heavy fail team.

I assure you that I and many other admins who know of you would question any complaint against you, hunter as I've seen you around enough to know that you're a decent player.

As concerns the remarks about the massive influx of admins to some degree I agree with you but we have many devoted pro admins who do an excellent job, in time bad or self serving ones will be routed out and removed. At the very least the previous problem of insufficient admins has gone.

At present I am trying to sort out admin procedures set in stone for the 128 server so far we've got this far:

1. Mumble kicks from 64+ possibly before as with VOIP off no mumble = no comms.

2. No squads before 2:30

3. Armour squad for all armour

4. No locked squads under 8 except CAS

5. Clan name squads only with +8 clan players

6. Do not insta kick for minor **** like TK's etc Post #176 only for greifing/asset waste

7. Keep mumble spam between round to sensible stuff, all admins must show the example INCLUDING WICCA!




The post #176 is a link to your post, to help out Hunter become an admin yourself?

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-17 09:20
by Hulabi
'Hunter[1stReconBn wrote:;1708054']
Perhaps a charter for all sisu admins should be drafted, and required to be read and signed by all present and future administrators. If that has already been done, it should be revised and/or redouble the efforts to enforce it. Such as suspensions or complete revocation of powers to the person(s) in question. We demand quality in our admins, not quantity.
The regular SISU admins do not have their admin rights at the moment, as PRTA has rented the server and only PRTA admins are running the show for now.

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-17 12:02
by LieutenantNessie
Hulabi wrote:The regular SISU admins do not have their admin rights at the moment, as PRTA has rented the server and only PRTA admins are running the show for now.
Derp. I was fearing for this.

To ploddit: I've never actually experienced that kind of things in Sisu, everything ran smoothly because of good admins..
I'm starting to think this is because of PRTA.. (no offense to PRTA ofc.)

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-17 12:21
by Brainlaag
LieutenantNessie wrote:Derp. I was fearing for this.

To ploddit: I've never actually experienced that kind of things in Sisu, everything ran smoothly because of good admins..
I'm starting to think this is because of PRTA.. (no offense to PRTA ofc.)
Or because Sisu had actually only 2 active admins :lol:

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-17 12:27
by Wicca
The matters will be sorted. Please us the PRTA complaint system if you have any problems with an admin.
When it comes to new admins, well. We need admins all the time, the more admins the better. Of course it is up to us to deal with any admin who is out of line, but without anyone complaining that is hard.

Complaints | PRTA

As for PRTA taking over the administration on SISU, its the same rules and alot of the same admins, give or take a few. Pluss a surplus of new admins. Since it is very hard to have the same "good" admin online all the time, we feel it is better to have many. So if an issue arises it will be dealt with, and to ensure no griefers run freely on our servers.

But as with all new people, they need to learn. And we cant learn without feedback. So give us some names and what the issue was and we will sort it out in the PRTA Complain forum.

// Wicca out

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-17 13:20
by PLODDITHANLEY
128 will always be a major headache to admin to ensure high quality gameplay which is what PRTA try to do - we don't want squads running about independently.

The hard coded squad number is a major issue IMO as we can't have a tank squad, apc squad and small clan or friend based infantry squads running about. Plus the inevitability of the magic higher player amounts drawing in many guys who are not very team thinking - to say the least.

Many many times I've seen squads spread all over the map with a BH trans in an infantry squad or armour sharing the CAS squad. Infact the only time I've ever seen a 'tidy' looking squad screen and therefor battlefield on 128 was on Karez (I'm not saying it never happened I've just never seen it). Also as VOIP is off we have that extra mumble obligation to deal with.

The squad spaces means players that want to play with their mates solely can't - those groups that play via TS and don't communicate find themselves as SL to 8 other players but don't want to - thus broken up useless squads. Mumble can go some way to solving this meaning loners can latch on to functional squads but it's far from ideal.

To try and get the most out of 128 with mumble means that squads have to carefully monitored to keep them effective:
All armour in one squad.
No locked sqauds under 8 - except CAS.
Don't use a clan name if you don't have eight members as it scares of players from joining.
I would even go as far as saying if we see a squad spread all over the map it may even be wise to resign the SL and find one that can at least keep them together.

Personally I've never been a huge fan of 128 because of this, that's why we're trying to sort it out whilst Wicca has let PRTA have a chance to make the most of what I agree is an awesome potential

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-17 13:47
by LieutenantNessie
PLODDITHANLEY wrote:128 will always be a major headache to admin to ensure high quality gameplay which is what PRTA try to do - we don't want squads running about independently.

The hard coded squad number is a major issue IMO as we can't have a tank squad, apc squad and small clan or friend based infantry squads running about. Plus the inevitability of the magic higher player amounts drawing in many guys who are not very team thinking - to say the least.

Many many times I've seen squads spread all over the map with a BH trans in an infantry squad or armour sharing the CAS squad. Infact the only time I've ever seen a 'tidy' looking squad screen and therefor battlefield on 128 was on Karez (I'm not saying it never happened I've just never seen it). Also as VOIP is off we have that extra mumble obligation to deal with.

The squad spaces means players that want to play with their mates solely can't - those groups that play via TS and don't communicate find themselves as SL to 8 other players but don't want to - thus broken up useless squads. Mumble can go some way to solving this meaning loners can latch on to functional squads but it's far from ideal.

To try and get the most out of 128 with mumble means that squads have to carefully monitored to keep them effective:
All armour in one squad.
No locked sqauds under 8 - except CAS.
Don't use a clan name if you don't have eight members as it scares of players from joining.
I would even go as far as saying if we see a squad spread all over the map it may even be wise to resign the SL and find one that can at least keep them together.

Personally I've never been a huge fan of 128 because of this, that's why we're trying to sort it out whilst Wicca has let PRTA have a chance to make the most of what I agree is an awesome potential
Wat? Everything been working fine for me, usually CAS is merged with trans btw. The things you describe happen mostly on other servers IMO :D

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-17 14:19
by Tartantyco
For admining strategies I suggest you read the article I wrote for RC8. I posted the full text in the article thread.

Tips:

Get a lot of mods. A lot. People you know, people you trust to make the right decisions, even just volunteers. Don't require them to be active on the server when it's up or even to actually moderate while they're on. What you need is mod saturation in the game so that if a SL is not performing his tasks, if someone's teamkilling, if someone's wasting assets, etc., you're likely to have someone in that squad or in close proximity to the event who can take direct action to correct his behavior or remove him from the game if need be.

These mods should have the ability to warn, kick, and maybe even temp-ban, and there should be few limits to their ability to utilize them. Retain or remove mods based on their record, don't have any silly rules which detail exactly what behavior the players need to engage in to be kicked, just let the mods take care of it.

This should make it much easier to admin the server and it will produce a much better gameplay.

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-17 15:25
by temexter
Now i'm really happy to see some constructive talk about admin procedures on PRTA 128 (SISU).

As i see the present way is causing a hell of a shitstorm.

Agree with this:
PLODDITHANLEY wrote:The PRTA admin group is composed of senior admins and normal admins.

As concerns the remarks about the massive influx of admins to some degree I agree with you but we have many devoted pro admins who do an excellent job, in time bad or self serving ones will be routed out and removed. At the very least the previous problem of insufficient admins has gone.

At present I am trying to sort out admin procedures set in stone for the 128 server so far we've got this far:

1. Mumble kicks from 64+ possibly before as with VOIP off no mumble = no comms.

2. No squads before 2:30

3. Armour squad for all armour

4. No locked squads under 8 except CAS

5. Clan name squads only with +8 clan players

6. Do not insta kick for minor **** like TK's etc Post #176 only for greifing/asset waste

7. Keep mumble spam between round to sensible stuff, all admins must show the example INCLUDING WICCA!

The post #176 is a link to your post, to help out Hunter become an admin yourself?
Less and more competent admins and straightforward procedures. me liek :)

And like said: http://prteamwork.com/forums/complaints.150/, use that so that we know about abuse and problems and can sort them out.

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-17 16:51
by Wicca
I think both the player and the admins wants to see more communication. Instead of admins action. Thank you for the feedback.

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-18 01:01
by manligheten
GG tonight guys :)

The maps played well. But Ghost Train is too narrow with to few attack ways. And Kashan also. Others worked great incl. Tad See.

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-18 01:22
by temexter
Oyea, nice games tonight. Thank you all making this possible :)

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-18 01:51
by Wicca
The PRTA rules have been updated to fit the 128 server.

All PRTA servers share the same ruleset.

PR Server Rules | PRTA

Please update OP with link to this.

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-18 01:52
by AFsoccer
manligheten wrote:GG tonight guys :)

The maps played well. But Ghost Train is too narrow with to few attack ways. And Kashan also. Others worked great incl. Tad See.
You guys played 128 people on Tad Sae? OMG :shock:

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-18 02:00
by Wicca
[R-DEV]AFsoccer wrote:You guys played 128 people on Tad Sae? OMG :shock:
U werent there man! U dont know! U werent there for it!

:)

Come join us someday man! We will make maps specificly for your dev awesomness haha

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-18 02:02
by Oskar
[R-DEV]AFsoccer wrote:You guys played 128 people on Tad Sae? OMG :shock:
You might not believe it, but it was one of the best rounds I've had in some time!
Proper no-bullshit infantry fighting! Granted, the map is super small so it was a slight bit (but not unacceptably) too crowded - I think it worked well and I had a blast as an infantry squad leader.

My kingdom for a 2km map with a similar concept!!

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-18 11:21
by manligheten
[R-DEV]AFsoccer wrote:You guys played 128 people on Tad Sae? OMG :shock:
It actually works better than you might think. It's more about attack ways than area I believe. On Tad Sae you can come from any direction. Maps like Ghost Train (many choke points) and Kashan Desert (4x4 km^2! choke points, you can go left and right) are actually the maps that don't play well.

As Oskar said:
"Proper no-bullshit infantry fighting!"

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-18 12:03
by Brainlaag
Yes Soccer was fun, there is not much time, or actually room for proper tactical advance but in terms of regular skill-based infantry firefights is Tad Sea quite epic. Should be used as training ground for new players to forge them into true PR players ;)

Re: 128 sisu.kompassi.com TEST (Europe)

Posted: 2011-12-18 18:18
by AFsoccer
Good to hear it worked well and was fun. If I had known you guys were even considering playing that many on Tad Sae I would have made a 128-layer for you with more tickets.