256 player servers.. or not

General discussion of the Project Reality: BF2 modification.
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 256 player servers.. or not

Post by Brainlaag »

Thumbs up for this:
[quote=""'[R-CON"]Soppa;1585621']
I believe huge servers (~200 players) will work fine in events where players are usually very experienced.[/quote]
and this:
[R-CON]Soppa wrote:Big server (96-146 players) could work as public if communication issues will get sorted. Im pretty sure new version of mumble will bring some help for this.
[quote="Wicca""]But i have to say. I managed to squadlead my 16 player squad very well. I didnt split us into Fireteams though. I had us move in a blob. Was very effective.[/quote]

Not to be rude, but your sqaud's K/D didn't appear to be very effective. :p
Last edited by Brainlaag on 2011-05-01 08:46, edited 1 time in total.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 256 player servers.. or not

Post by Soppa »

Wadziu wrote:Yesterday's 120 players WC event was going great until we found out that we couldn't cap Central Village despite we had 50+ guys in cap-zone and no resistance at all... (is it even possible for a flag to bug like this?? or maybe there were 50 enemies hiding in one building...) Then Blue team started rage quitting...and we ended up after one hour and 700 tickets left. Anyway it was GG.
I know FH2 mod is suffering of flag bug in some of their maps. I have no idea how or when it happens but when it does, you cant cap flag at all until everyone is stepped out of capping zone, then you can recap it.
But otherwise I haven't seen this happening in PR and I dont believe it has nothing to do with bigger server.

In 128 tweak mode which Sisu servers use, additional persons in flag area does have LESS affect to the capping speed than in normal 64 player PR.
Tweak has made simple because rushing with big group was way too easy and made games too short.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 256 player servers.. or not

Post by KingKong.CCCP »

wow guys guys guys...

Brainlag, I think you were in the wrong type of unit.
Wicca, exactly! Noob blobs work!

This is a great thing - 4 guys can manage 4 platoons of noobs and get the proper front line going. You don't have to organize fireteams with new players - but you can direct them into doing something that is important. They pretty much have no place to go, since they are squeezed into the wall of enemies. Left and right are blue guys.
Rule of engagements are simple - fire at will.
You don't have to point marker at the enemies, since they are in front of you all.
There is plenty of ammo around, your back is safe so every time I was wounded I just fell back, found a medic, dead guys kit, or ammo.

This is actually great, can't you see it?
Leading squad of 5 noobs was a nightmare in 64, now you can lead 15 noobs, do a good thing for our team, and still be relaxed and have fun.

AND YES (FFS) - that's 80% of the team we're talking about (btw it takes about 4-5 experienced players to manage them). So now we can make specialized squads for spec-vet-ops, mech-inf, air-cav, or whatever we want to.


Bottom line
Noobs (who just want instant fight) will be satisfied with the constant battle going on on the front line.
Experienced leaders will enjoy leading mass battles in a relaxed way.
Elitist vets will be free to do elitist stuff.

Pure gold!

Anyway, it's way too early to draw conclusions about 200p server. We had only few rounds.
Last edited by KingKong.CCCP on 2011-05-01 10:49, edited 1 time in total.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 256 player servers.. or not

Post by Brainlaag »

KingKong.CCCP wrote:Rule of engagements are simple - fire at will.
You don't have to point marker at the enemies, since they are in front of you all.
Yeh we have seen to how many TKs that led already, everyone is firing at everyone, why don't we just make a free-for-all round? :|
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 256 player servers.. or not

Post by Wicca »

AFAIK Brain we kicked your *** in Muttrah and won. So herrp derrp.
Xact Wicca is The Joker. That is all.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 256 player servers.. or not

Post by Brainlaag »

Wanna talk about skillz eh? I was the medic there and got 13th after 5 mins just by reviving all the random guys on the server with a K/D of 3:1. What did you have 3:5 right :p
Orford
Posts: 856
Joined: 2009-06-17 15:41

Re: 256 player servers.. or not

Post by Orford »

PR COD style no chance of reviving if you know 50 players are coming round the corner who needs deviation, settle time when spray and pray 50 players one of the 300 rounds coming your way at full auto is bound to hit.

Even Wii Tennis is fun, depends how you play it. PR isnt COD...........

If you want never ending firefights bring back Sl rally spawn points that only go away when the enemy knife them. OOOhhh i remember they were taken out for that very reason due to a never ending resupply of fresh troops to the fire fight. Backwards step me thinks. Events is the way forward now that im fully behind.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 256 player servers.. or not

Post by KingKong.CCCP »

Saying big battles are not for PR cos it's not COD is a nonsense.
Actually, COD is not fit for big battles, PR is.

The lack of teamwork, vanilla battles - that's a lie.
The true reason behind people hating 200p fights is their impact on the battlefield is now insignificant. On 64 you would be one of the top boys on the server, in score and in your achievements. Now, no matter what you do, you can't win or lose just by being a good leader/member.
Orford
Posts: 856
Joined: 2009-06-17 15:41

Re: 256 player servers.. or not

Post by Orford »

Its just the veiw I have got from reading the mulitple threads and post on the server limit increase.
GhostTouch
Posts: 19
Joined: 2010-12-21 14:30

Re: 256 player servers.. or not

Post by GhostTouch »

Wicca wrote:AFAIK Brain we kicked your *** in Muttrah and won. So herrp derrp.
Saarna
Posts: 68
Joined: 2008-10-29 20:10

Re: 256 player servers.. or not

Post by Saarna »

KingKong.CCCP wrote: The lack of teamwork, vanilla battles - that's a lie.
The true reason behind people hating 200p fights is their impact on the battlefield is now insignificant.
Slightly dealing in absolutes, eh?

Last night the common behaviour was like the people were trapped in a burning building. Yes, everyone's running the same way and tackling the same obstacles (even if by ramming into them with sheer mass), but without very much intelligent thought behind their actions.
Like Brainlaag said it took all of, what, three Brits to out-cap the Militia team on Fool's Road? Meanwhile practically all Militia players were sitting together in a big bunch in the nearby forest not more than a few hundred meters from either Hilltop or Fort flags.

Of course teamwork isn't dependent on player amounts per se, and great numbers can indeed lead to magnificent battles (take for example WWII Online on both accounts), but with PR's limited playerbase coupled with BF2's command limitations chances are that 200+ player games will largely remain disorganized slugfests. Sure even those can be fun for a time, but I dare doubt they'll keep anyone playing PR for years on like the current mechanics have.
At least I'd much rather play organized TG/PRTA level rounds on 128, even 64 player servers.
Qadis
Posts: 101
Joined: 2010-11-16 21:10

Re: 256 player servers.. or not

Post by Qadis »

dsi1 wrote:Putting a pass on the server can only be bad for testing, much less likely to hit max players, meaning less stress, less likely for something bad to happen, less likely for that thing to get fixed.
Yeah that's obviously true for technical testing. For gameplay testing, a pass might be a way to filter out noobs and 'undesirables'.
dsi1 wrote:The difference between Eve Online and Project Reality is that random chatter masking the Fleet Lead can actually be bad for you and all of your friends in the long term, no one wants to be that guy who made everyone miss the warp out command, causing hundreds of people to get smartbombed, resulting in the loss of billions of ISK and the loss of territory, which could be priceless if it has the right stuff in it.

In PR all that happens is you might end up loosing the round, 2 or 3 hours of work, not 2 or 3 hundred hours of work.
Indeed, the people don't take the game seriously enough. I should've used the word 'hardcore' instead of 'normal'.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 256 player servers.. or not

Post by Brainlaag »

KingKong listen there is no teamwork. The only thing that gives you a slightly impression of organization is, as Saarna already pointed out, the target. The only factor that holds the team together is the will run to that bloody flag, nothing else.

I'm not trying to say 200+ is shit, no, not at all. I'm trying to point out the main issue here. Communication. We have to find and apply a good method to keep the level of comms short, clear and constant.

There we have mumble, which we could divide in some subchannels for indivudal squads and fireteams, or we start using TS/vent together with mumble.

BTW you are only so dogged, because this whole experience is so new, but if we keep it this way, I promise, you'll start whining about it in less than a month and wish you could go back to a 64 (or 128 ) server.
GhostTouch
Posts: 19
Joined: 2010-12-21 14:30

Re: 256 player servers.. or not

Post by GhostTouch »

no leadership

Robert-The-Bruce
Posts: 150
Joined: 2009-04-13 00:34

Re: 256 player servers.. or not

Post by Robert-The-Bruce »

GhostTouch wrote:no leadership
well the brief moment in the video in which you where commander pretty much says it all. There was no talking... now if that is not lacking teamwork and communication I don't know what is.
Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: 256 player servers.. or not

Post by Mouthpiece »

I somewhat agree with Saarna and Brainlag about the lack of teamwork.
The games I've enjoyed and won in this server 90% of time were the ones where one team is stacked with good players (they have a really GG, l33tly combining arms and killing non-organized masses) but the other - just like in the example of Fools Road - are a terrible organized mass.

But IMO this is not a permanent problem, it's just that this whole 128 player thing is new and it attracts a lot of vanilla-like thinking people.

EDIT: You can see what I'm talking about in the video GhostTouch posted. Only one Voip-INF sq in that team, others (Cas inf, Rambo - lonewolfs). Lemmie guess, you lost the round?
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 256 player servers.. or not

Post by cyberzomby »

Guys, remember how 128 server was at the first moments. It took a few weeks to straighten it out. Now with 200 players the same applys. People need to get used to the fact that theres 99 people on there team.
GhostTouch
Posts: 19
Joined: 2010-12-21 14:30

Re: 256 player servers.. or not

Post by GhostTouch »

Mouthpiece wrote:Lemmie guess, you lost the round?
I think we won then the server got dc and a pw, you shouldn't get this the wrong way 256 is just the beginning, think about it bigger maps more vehicles inf . This is best thing that happened to PR since its release
Remember this when you first joined pr after playing bf2 this is the same its all about getting used to as Cyberzomby stated
Killer-Ape
Posts: 387
Joined: 2007-02-26 16:00

Re: 256 player servers.. or not

Post by Killer-Ape »

cyberzomby wrote:Guys, remember how 128 server was at the first moments. It took a few weeks to straighten it out. Now with 200 players the same applys. People need to get used to the fact that theres 99 people on there team.

Agree..

Just give it some time.. Just give the players some time..
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: 256 player servers.. or not

Post by Tartantyco »

It's a really simple fix; moderate well.

SLs not communicating? Kick them. SLs not following CO orders? Kick them. CO sucks? Kick him/her. SL sucks? Kick him/her. SM not following orders? Report him/her, kick from server.

No warnings, no messing about, mods grow some balls and clamp down hard on stupidity and incompetence. Don't tolerate complaints in the chat, don't tolerate ****, period.
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