What makes a good server

General discussion of the Project Reality: BF2 modification.
Ptolemaios
Posts: 77
Joined: 2012-05-30 17:26

Re: What makes a good server

Post by Ptolemaios »

saXoni wrote:Yes there are. There are several players that are better than the majority of this community.
those who abuse the game mechanics to the max, yes. and i dont blame them
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: What makes a good server

Post by saXoni »

What do you mean by abusing the game mechanics?
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: What makes a good server

Post by sweedensniiperr »

another thing...a stable server.
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Ptolemaios
Posts: 77
Joined: 2012-05-30 17:26

Re: What makes a good server

Post by Ptolemaios »

saXoni wrote:What do you mean by abusing the game mechanics?
marker glitch, build a tow or something on top of some really high shit thats quite far away from battlefield and almost nothing can kill u etc.
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: What makes a good server

Post by saXoni »

Ptolemaios wrote:marker glitch, build a tow or something on top of some really high shit thats quite far away from battlefield and almost nothing can kill u etc.
You think that's the only people that are better than others? Go play some more PR before you start discussing.
Portable.Cougar
Posts: 1192
Joined: 2007-03-03 01:47

Re: What makes a good server

Post by Portable.Cougar »

a place where I know I can work with other SL by just asking.

Still have yet to find this.
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Ptolemaios
Posts: 77
Joined: 2012-05-30 17:26

Re: What makes a good server

Post by Ptolemaios »

saXoni wrote:You think that's the only people that are better than others? Go play some more PR before you start discussing.
I have played since 0.5. Not playing anymore due to game not being very good after 0.85

e: i have sent you PM so we wont derail thread :)
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: What makes a good server

Post by Brainlaag »

--> NVM, off-topic.
Last edited by Brainlaag on 2012-06-30 00:22, edited 1 time in total.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: What makes a good server

Post by SGT.Ice »

Brainlaag wrote:Players, nuff said. Rules and administration can only go so far, the rest depends on the playerbase, whether they have the right mindset or not. No rule can turn a player.

If you had only "good" players on a server with the right mind set, you wouldn't need rules, nor an admin enforcing them.
That's incorrect. Most of the rules have nothing to do with the players themselves but people not liking how the engine/mechanics work.
Ptolemaios wrote:marker glitch, build a tow or something on top of some really high shit thats quite far away from battlefield and almost nothing can kill u etc.
Emplacements on buildings is just being creative & is done often.
Portable.Cougar wrote:a place where I know I can work with other SL by just asking.

Still have yet to find this.
The search is on. For cute boots.
Last edited by SGT.Ice on 2012-06-30 00:27, edited 2 times in total.
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: What makes a good server

Post by Brainlaag »

SGT.Ice wrote:That's incorrect. Most of the rules have nothing to do with the players themselves but people not liking how the engine/mechanics work.
What does roadkilling, spawncamping, base raping etc. has to do with game mechanics? It's not a game exploitation like glitching, or using some tricks like the parachute hax but rather a limitation to the players in order to play in a realistic and first of all FAIR manner.

People running off alone with special kits to fight their own war, crew assets doing anything but their actual job and purpose on the battlefield. It all depends on the players and hardly anything on the gamemechanics.
Last edited by Brainlaag on 2012-06-30 00:00, edited 1 time in total.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: What makes a good server

Post by SGT.Ice »

Parachuting out of a chopper wasn't a hack. Base raping is often the fault of the team who gets raped unless you've got armor or the whole team at your doorstep that's a different story. TBA use to allow bombcars/big red to attack main & whatnot. Made the game fun & you had to actually fight for every inch of the field. Sometimes you might drive onto a mine while leaving base.

Since when is jumping from a chopper unfair? You have armor, AA emplacements, mobile AA, bullets, guns, shovels. Seems fair.
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: What makes a good server

Post by Brainlaag »

SGT.Ice wrote:Parachuting out of a chopper wasn't a hack. Base raping is often the fault of the team who gets raped unless you've got armor or the whole team at your doorstep that's a different story. TBA use to allow bombcars/big red to attack main & whatnot. Made the game fun & you had to actually fight for every inch of the field. Sometimes you might drive onto a mine while leaving base.

Since when is jumping from a chopper unfair? You have armor, AA emplacements, mobile AA, bullets, guns, shovels. Seems fair.
INS baserape was epic, I was talking mainly about AAS and especially regarding HATs and AAs as on a 4km map you simply lack the manpower to establish a safe perimeter.
SGT.Ice wrote:Parachuting out of a chopper wasn't a hack.
Thats not what I was talking about, I mean the trick with which you can survive a fall from any height with any kit unharmed. Thats a legit hack.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: What makes a good server

Post by SGT.Ice »

Brainlaag wrote:INS baserape was epic, I was talking mainly about AAS and especially regarding HATs and AAs as on a 4km map you simply lack the manpower to establish a safe perimeter.



Thats not what I was talking about, I mean the trick with which you can survive a fall from any height with any kit unharmed. Thats a legit hack.
I'd call that more of an engine exploit as someone has demonstrated to me how to do that before & it's quite odd.
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Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: What makes a good server

Post by Conman51 »

Good admins that play a variety of maps.

It doesnt matter how good the game play is. If you keep playing the same maps over and over it will get boring.
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: What makes a good server

Post by Psyko »

Brainlaag wrote:Players, nuff said. Rules and administration can only go so far, the rest depends on the playerbase, whether they have the right mindset or not. No rule can turn a player.
incorrect. If you have lots of good players, then less good players will be attracted due to the popularity. So if you started off with 80 Great players. 300 less good players would come along and Dilute the server demography.

The trick is to Have a high server membership population for example to have 1000 regular visitors. And to weed out the bad players every few minutes, so the spaces have a chance to be filled with good players.

In a scientifically ideal situation, admins would have to be extremely frugal to the point of unfairness and kick people who were not making enough points to be deemed worthy of staying so that it would keep the demography of each game high in rich quality players, and this would attract even more good players with a huge appreciation for playing to a high standard. Its my understanding that most of the good players have a "no shit" policy, so even if they thought the admins were not being as kind to newcomers as they should be, they would still appresiate the cleanly weeded environment.

This method would hardly work in this community because the community is so small in comparison to BF3 or COD, so a method of "keep the peace" is the only way to really run a server.

I dont agree with forcing "noobs" off servers to get better players mind you, but technically thats the most efficient way to have the best server. Even if it is unethical.

Theres probebly another solution, whitelisting players who are familiar with the game, which is already employed with such things like the passive PRTA membership slots. This doesnt kick noobs, but it allows people on the server who are known for being mostly repetitive players, by "making space" for members.
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: What makes a good server

Post by Acemantura »

hmm, so kicking lone-wolfers and "dead" players is best for the server?

How do we measure if a player is **** or not?
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: What makes a good server

Post by SGT.Ice »

Psyko wrote:incorrect. If you have lots of good players, then less good players will be attracted due to the popularity. So if you started off with 80 Great players. 300 less good players would come along and Dilute the server demography.

The trick is to Have a high server membership population for example to have 1000 regular visitors. And to weed out the bad players every few minutes, so the spaces have a chance to be filled with good players.

In a scientifically ideal situation, admins would have to be extremely frugal to the point of unfairness and kick people who were not making enough points to be deemed worthy of staying so that it would keep the demography of each game high in rich quality players, and this would attract even more good players with a huge appreciation for playing to a high standard. Its my understanding that most of the good players have a "no shit" policy, so even if they thought the admins were not being as kind to newcomers as they should be, they would still appresiate the cleanly weeded environment.

This method would hardly work in this community because the community is so small in comparison to BF3 or COD, so a method of "keep the peace" is the only way to really run a server.

I dont agree with forcing "noobs" off servers to get better players mind you, but technically thats the most efficient way to have the best server. Even if it is unethical.

Theres probebly another solution, whitelisting players who are familiar with the game, which is already employed with such things like the passive PRTA membership slots. This doesnt kick noobs, but it allows people on the server who are known for being mostly repetitive players, by "making space" for members.
Skimming through the first few words of your post I took the liberty to read in my short time on this forum. It would seem you're saying turn away all the new guys who will one day work on or carry on this mod. Would you like to comment?

Seemed like a slanted statement define "Good players". Not everyone racks up a ton of points, I use to move around the map calling targets every 5 seconds to the team so people had a constant stream of intel. Did I get points? No.

Just going to put this out there with how you worded the repetitive players sentence. That caused me to think repeat offenders, just sayin'.
Acemantura wrote:hmm, so kicking lone-wolfers and "dead" players is best for the server?

How do we measure if a player is **** or not?
Cats out of the bag.
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Tit4Tat
Posts: 514
Joined: 2009-12-11 12:41

Re: What makes a good server

Post by Tit4Tat »

Admins & Community
Maj.Osama
Posts: 140
Joined: 2010-10-20 19:47

Re: What makes a good server

Post by Maj.Osama »

mumble + drunk admins + rules + good ping
Anti
Posts: 14
Joined: 2011-03-15 17:16

Re: What makes a good server

Post by Anti »

Pubbers that don't cry.
Last edited by Anti on 2012-06-30 07:11, edited 1 time in total.
Reason: Lol. Impossible.
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