Re: When will 128 Source Code go public?
Posted: 2011-10-09 13:45
I'd love 64 servers with 10-man squad possibilities.
You are the one who started with it, I was only referring to the fact that if we get an American server to host another 128 test, it should be one with an already persistent mumble population.[R-COM]BloodyDeed wrote:Guys, do we have to turn this thread in another "this community sux/this one is great"-thread?
Everything was said now, as usual the dev team wont tell any release dates.
Its not something I want, thats what we (the whole Sisu community) are enforcing. And as Karambaitos said, if Mumble causes lag, then you should really think about a change from your mobile phone network to a proper connection.mattnett1 wrote:Believe me, you really don't want to. It gets annoying but it's WAY more realistic.
The lag is horrible also.
Nope, it won't change one bit.stealth420 wrote:BATTLEFIELD 3 RELEASES ON 25th
PR POPULATION WILL DROP!!!!(Its the truth)
You overestimate yourself. AFAIK you need a Xeon to even run 128.stealth420 wrote:And you can Trust me on this, I am a middle class american gamer and my system can handle a 256 player server. So 128 is a drop in the ocean.
I will try to be kind.stealth420 wrote:BATTLEFIELD 3 RELEASES ON 25th
PR POPULATION WILL DROP!!!!(Its the truth)
RELEASE THE CODE BEFORE SO IT WILL ATTRACT MORE PLAYERS BECAUSE 128 COMBAT IS EPIC!!!!
(Caps for special effects)
DEVs if you are worried about systems handling it dont worry, just give it to american servers because we Americans have the most $$$$$$, we have the best hardware and we run games on max even in windowed mode.
And you can Trust me on this, I am a middle class american gamer and my system can handle a 256 player server. So 128 is a drop in the ocean.
heres my specs
Overclocked Intel Core i7 990x Extreme Six Core Processor (3.93 GHz, 12MB Cache)
24GB2 Tri-Channel DDR3 SDRAM at 1333Mhz - 6 DIMMS
2000GB3 SATA II hard drive (7200RPM)
Dual 2GB ATI Radeon HD 6950 - ATI CrossFireX
Alienware is the way to go!
If you release the code now it will BOOST PR population by a large amount of players.
TheComedian wrote:Nope, it won't change one bit.
You overestimate yourself. AFAIK you need a Xeon to even run 128.
Here is a very specific instructions to help make 128 a reality.[R-DEV]Rudd wrote:Lets not let this discussion stray into the mumble kingdom, keep it to the 128 code please lads.
If you have any ideas to help implement 128 we'd love to hear them, specific or non-specific ideas; just keep it constructive and think before you post![]()
What?Dev1200 wrote: Also, server costs go up because of more slots, plus less servers will be available.
Fallacy. It's reasonable to assume that if there is 128 servers more people would play. If there would be too few players in the playerbase the playercount could be caped at like 100. 64 players is like a tipping point and every extra player over that goes into infantry and players that are actually populating the battlefield.Dev1200 wrote: If all servers go to 128, then amount of populated servers is essentially halved.
Actually 10-men squads is one of the reasons I only play on the 128 by now, nothing wrong with it. If you are unable to do, its failure on your side, no being "impossible" in a public game.Sgt. Mahi wrote:Forget about 126 servers and make them ~80-100 players instead. That's where the good gameplay is at anyway. Oh and 10 man squads??? Ridiculous for a public game since no one still doesn't want to be the medic.
126 servers is a God damn nightmare unless the squad limitation can be bypassed.
yes, the BF2 team all moved over to ArmA2 for the weekendI stated then, PR64 team spent too much time working on PR:Arma2, which was a big mistake, from the gamer perspective.