128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: 128 player tests: Feedback and Observations

Post by Bluedrake42 »

I can't get on, everytime I try to connect this happens:
I get on... it loads. and then when I hit squad assignment it immediately says "connection problems" and goes back to the server list saying "your connection to the server has been lost". Then it doesn't show up on the server list for like... 10 minutes, and I can't join via IP. And then when it finally does show I try and rejoin, and the same thing happens again
Last edited by Bluedrake42 on 2011-03-15 21:59, edited 1 time in total.
xambone
Posts: 548
Joined: 2010-04-20 16:58

Re: 128 player tests: Feedback and Observations

Post by xambone »

Mumble is sending me to the "welcome " channel after 4 mins on this server, no clue why... Ping is 207 from New Orleans, but game play is fine. Can't wait to test USA server with these settings Good work guys!!!
Sniperdog
Retired PR Developer
Posts: 1177
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Re: 128 player tests: Feedback and Observations

Post by Sniperdog »

Next test is tomorrow, same time.

ANNOUNCEMENT: https://www.realitymod.com/forum/f10-pr ... ost1562248

INFO & REPORT ISSUES HERE: https://www.realitymod.com/forum/f29-pr ... ost1559872
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Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

please do not post feedback of issues which you experience also on normal 64 player servers.

if you have CTD (Crash To Desktop) a lot more than normally, try to take screenshot of errors too.

also no need to report about lag if you got poor ping to server already.
those who have 80ms and under could report if they experience any lag more than normal servers.
server is located in finland but should have decent latency to europe (Berlin 29ms, 1500km).
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: 128 player tests: Feedback and Observations

Post by Arc_Shielder »

No lag whatsoever from here.
Wicca
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Re: 128 player tests: Feedback and Observations

Post by Wicca »

Server rules updated. To make more clear the requirment of Mumble.

See you all tommorow.
Xact Wicca is The Joker. That is all.
Sidewinder Zulu
Posts: 2429
Joined: 2009-07-28 03:30

Re: 128 player tests: Feedback and Observations

Post by Sidewinder Zulu »

Mora wrote:You should use the PR mumble only.
Right, that's what I thought.

But is that the Mumble 0.5 beta? The one linked in the PR Mumble thread?
Or is there a more recent verison I should be using? :?
Froztbyte
Posts: 367
Joined: 2008-01-01 16:46

Re: 128 player tests: Feedback and Observations

Post by Froztbyte »

Sidewinder Zulu wrote:Right, that's what I thought.

But is that the Mumble 0.5 beta? The one linked in the PR Mumble thread?
Or is there a more recent verison I should be using? :?
no no, 0.5 beta is the current version i believe.
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Jafar Ironclad
Retired PR Developer
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Re: 128 player tests: Feedback and Observations

Post by Jafar Ironclad »

A request, when the moderators have time on their hands:

Can a separate topic dealing with the tests in the past several weeks be created, and the posts pertaining to their logistics and technical discussion be moved/merged into it?

At the very least, lets keep future posts about test scheduling in a different thread.

I would like to keep this thread more focused on individual feedback and observations as loosely outlined in the OP.

Thanks very kindly!
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: 128 player tests: Feedback and Observations

Post by dtacs »

At the very least, lets keep future posts about test scheduling in a different thread.
https://www.realitymod.com/forum/f10-pr ... sting.html

?
Sidewinder Zulu
Posts: 2429
Joined: 2009-07-28 03:30

Re: 128 player tests: Feedback and Observations

Post by Sidewinder Zulu »

Froztbyte wrote:no no, 0.5 beta is the current version i believe.
Ok, well I'll look into that. Thanks for the information.

So, whlle I wasn't able to use mumble while playing on the server, it was still very impressive.
The lack of nametags above half the players actually added to the gameplay, since you had to carefully check to see who was enemy and who was friendly.

I had a few situations where the squad would be like "Hey, see those guys over there? Are they friendlies or hostiles?"
"I dunno, let me check."
"Looks like friendlies..."
"Wait, no, he's holding a G-3! They're hostiles! Light 'em up!"
*Bang bang bang bang*
8-)

The fact that vehicles were also more rare on the battlefield only added to their scare-factor and made people run like hell when they heard those treads coming.
Overall, well-moderated, well-planned, and very fun. Hope to play there again soon (with Mumble this time!)
SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: 128 player tests: Feedback and Observations

Post by SGT.MARCO »

can someone plz record some footage of some good 128 gameplay?
=Romagnolo=
Posts: 4765
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Re: 128 player tests: Feedback and Observations

Post by =Romagnolo= »

SGT.MARCO wrote:can someone plz record some footage of some good 128 gameplay?
Here

[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Sniperdog
Retired PR Developer
Posts: 1177
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Re: 128 player tests: Feedback and Observations

Post by Sniperdog »

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Tequila
Posts: 192
Joined: 2011-02-11 21:21

Re: 128 player tests: Feedback and Observations

Post by Tequila »

I don't mean to sound negative but my entire 128 player experience wants to make me uninstall pr entirely. I spent about 30 min today in the server. We were all holed up underground on hour base. I was TKed 3 times, wounded 3 (by teammates) with 8 or so medics running around doing nothing to help.. worst of all when I died and couldn't respawn underground, I was spawn raped by a squad sitting on our base killing people as they spawned in.

128 is just too much. Its un-controlled chaos. Do what is left of this community a favor and stick with making the 64 man experience better.
Something something build a fob.
Arc_Shielder
Retired PR Developer
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Re: 128 player tests: Feedback and Observations

Post by Arc_Shielder »

Don't base what 128 will be during tests like these...
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 128 player tests: Feedback and Observations

Post by cyberzomby »

ecfelix wrote:I don't mean to sound negative but my entire 128 player experience wants to make me uninstall pr entirely. I spent about 30 min today in the server. We were all holed up underground on hour base. I was TKed 3 times, wounded 3 (by teammates) with 8 or so medics running around doing nothing to help.. worst of all when I died and couldn't respawn underground, I was spawn raped by a squad sitting on our base killing people as they spawned in.

128 is just too much. Its un-controlled chaos. Do what is left of this community a favor and stick with making the 64 man experience better.
^ This was in Barracuda with the base-flag in play. This happens on 64 servers as much as it does in 128.

EDIT: Thx Kingkong :P
Last edited by cyberzomby on 2011-03-16 22:26, edited 1 time in total.
Sniperdog
Retired PR Developer
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Re: 128 player tests: Feedback and Observations

Post by Sniperdog »

Testing is over now, the next test will be on sunday.
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KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

@cyberzombie,
I believe you mean Op Barracuda?

@ecfelix,
how about no?

What you want is that people play the game YOU think will be better for them. Nobody is forcing you to join 128p server. Right now, there are some servers with 32 or even 24p as their max number of player slots.
So even if the limit goes to 256, that doesn't mean there will not be 64p servers.

I'm sorry, but what you're asking for is simply rude. You know most of the servers will be maxed on 128, because people will like it better, so you want to spoil fun for most of us.
That's not nice.
Last edited by KingKong.CCCP on 2011-03-16 22:31, edited 5 times in total.
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