128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
Locked
Jorgee!
Posts: 350
Joined: 2008-03-23 17:57

Re: 128 player tests: Feedback and Observations

Post by Jorgee! »

Guys, if you did all this, maxed the players, maxed the sq members, why dont you max the ammount that a chinook can carry?

Like 20 people ahha would be epic
Image
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

Jorgee! wrote:Guys, if you did all this, maxed the players, maxed the sq members, why dont you max the ammount that a chinook can carry?

Like 20 people ahha would be epic
It is "hardcoded" (I don't know if that word even has its place in the DEVs vocabulary now).

Just LAND SAFELY AWAY FROM THE ENEMY... And you'll be fine! +, it will take more time to create a big fighting force in the front, encouraging use of APC transportation, for example. Or defense before assault gameplay.



What about a longer spawn time? You know, many people... you get killed, you got your squad and your team in big trouble... Not to mention yourself, with your 1 minute respawn time...

What do you guys think?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
DonDOOM
Posts: 819
Joined: 2007-02-10 11:42

Re: 128 player tests: Feedback and Observations

Post by DonDOOM »

Jorgee! wrote:Guys, if you did all this, maxed the players, maxed the sq members, why dont you max the ammount that a chinook can carry?

Like 20 people ahha would be epic
That's still something that is hardcoded, and not unlocked (yet) like the max player amount.

Small maps make it chaosy, but some rounds I've played on the 128 player on somewhat biggermaps have been really good.

Something that can make the 128 player server more playable now is to up the round start time to 5 minutes.

I've found that 1:30 mins is not enough to get everything fully organised with this many players.

Upping the start wait time would give that extra bit of time necessary for everyone to get organised.

Edit: Took too long to write this, damn you goguapsy ninjaaaa!
Image
Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: 128 player tests: Feedback and Observations

Post by Cassius »

I feel if the squad could be split in 2 it would be less chaoticly. If you could have a squadleader with 6 green guys under his control, who in turn commands a yellow fierteamleader which has 5 guys under him, that would help.

But yes, I have seen chaos on 64 player servers as well and this is a test server, so its like taking 2 players from that college 5 players from that college etc. and putting toegether a football team. Its gonna be chaotic if they play right away. If 128 becomes normal, then servers which want to get organized gameplay done will get it done. Server Admins might want to nominate one or 2 deputies though.
|TG|cap_Kilgore
Image
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

What i felt, was things was going slower, but having the right guys incharge of squads, such as Luda and Some other good SLs, made your plans work quite well. However, i havent led a full 8 man squad yet, so i cant comment on that.
Xact Wicca is The Joker. That is all.
Cpl.Hansen88
Posts: 40
Joined: 2011-03-16 18:11

Re: 128 player tests: Feedback and Observations

Post by Cpl.Hansen88 »

I also noticed that its a must to have a commander to keep things organized on a scale like this =)
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: 128 player tests: Feedback and Observations

Post by L4gi »

DonDOOM wrote:I've found that 1:30 mins is not enough to get everything fully organised with this many players.

I commanded a few rounds last night and I have to say 1:30 is more than enough to get things organised. Or are you trying to fit 2 weeks worth of planning and intelligence into that 1:30? :P
Heikkine
Posts: 57
Joined: 2008-08-29 22:29

Re: 128 player tests: Feedback and Observations

Post by Heikkine »

the feeling of being in an 8 man squad, all on a truck, made me giggle! I feel that the extra 64 players on the map doesn't seem to be that much once they have separated in a 4km/4km map, but clearly for the better.
Life is cruel, if you choose to see it that way.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 128 player tests: Feedback and Observations

Post by cyberzomby »

dsi1 wrote:Am I the only one who only felt that there were 59 or so other teammates right at the beginning of the match in spawn? Once everyone gets spread out around the 4kmx4km box it doesn't feel much different.
This is imo mainly due to the fact that we still only get 9 squads. If you had more 6-man squads you'd see more squads attacking a objective.

Now you only get the feeling when opening up the map. On barracuda as US we had both the APC's up, Trans choppers up, CAS choppers up, a big blue blob on the attacking flag, a big blue attacking blob on the defending flag AND 8 man sniper squad somewhere near airfield.
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: 128 player tests: Feedback and Observations

Post by =Romagnolo= »

Image

What is different in this 128 version testings from the first one ? (I'm talking about the official tests).
[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."
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 128 player tests: Feedback and Observations

Post by cyberzomby »

Nothing much. This is an official test as well as R-DEV Sniperdog is involved. We enforce mumble and hope to get some more teamwork going. Thats the main difference. But the main object of the test is still to get data out Soppa and Tema to make adjustment and tackle bugs. Nametag to be one :)

EDIT:
LOVE the Dwight Schrute! :P Love the office
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: 128 player tests: Feedback and Observations

Post by =Romagnolo= »

cyberzomby wrote:Nothing much. This is an official test as well as R-DEV Sniperdog is involved. We enforce mumble and hope to get some more teamwork going. Thats the main difference. But the main object of the test is still to get data out Soppa and Tema to make adjustment and tackle bugs. Nametag to be one :)

EDIT:
LOVE the Dwight Schrute! :P Love the office
Ah, thanks... I hope to play a little more this weekend (and who knows, make another video).


PS: I bet you read my post in Dwight's voice in your head.
[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."
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: 128 player tests: Feedback and Observations

Post by MikeDude »

goguapsy wrote: What about a longer spawn time? You know, many people... you get killed, you got your squad and your team in big trouble... Not to mention yourself, with your 1 minute respawn time...

What do you guys think?
+over 9000!!!11!1

But seriously. With that much people, longer spawntimes is a MUST to prevent people from rushing and running around. With this many people, its just a must must must.
Like 5 min spawn time or something, and that you can get revived for 10 min?

I like.
Image
Image

[3dAC] MikeDude
Loving PR since 0.2.
lromero
Posts: 171
Joined: 2009-04-24 17:40

Re: 128 player tests: Feedback and Observations

Post by lromero »

mikeyboyz wrote:+over 9000!!!11!1

But seriously. With that much people, longer spawntimes is a MUST to prevent people from rushing and running around. With this many people, its just a must must must.
Like 5 min spawn time or something, and that you can get revived for 10 min?

I like.
I agree completely and I'm not exaggerating
I actually would not mind 5 min, idk about othe people though
[img]http://img577.imageshack.us/img577/4367/infuserbar.png" class="postimage" alt="Image" />[/img]


PR BF2-[USA]Foxtrot0321
A2OA- [Pvt]Romero[15th MEU] - Gambler 3 1st Squad Alpha Fireteam
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: 128 player tests: Feedback and Observations

Post by =Romagnolo= »

wow, 5 minutes ? I bit to harsh I think. Longer respawn times ? Sure, but not THAT long.
[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."
lromero
Posts: 171
Joined: 2009-04-24 17:40

Re: 128 player tests: Feedback and Observations

Post by lromero »

=Romagnolo= wrote:wow, 5 minutes ? I bit to harsh I think. Longer respawn times ? Sure, but not THAT long.
I guess thats a little over the top but longer respawn times are a must around 1:30-3 min would be a good medium.
[img]http://img577.imageshack.us/img577/4367/infuserbar.png" class="postimage" alt="Image" />[/img]


PR BF2-[USA]Foxtrot0321
A2OA- [Pvt]Romero[15th MEU] - Gambler 3 1st Squad Alpha Fireteam
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: 128 player tests: Feedback and Observations

Post by Arc_Shielder »

Seriously people. Think how the game will run once everything is tweaked properly AND THEN give your suggestions.

I'm pretty sure DEVs will come up with the possibility to create more squads. People will adapt since 2 more in a squad doesnt make much difference even if the Fireteam Leader kit is implemented. The VOIP system will work fine with 2 more, it's not that much of a chaos. Nametags are ok and dont fill up the screen (but some tweakings might be in hand if the FL kit is implemented). Etc.

Do not compare how the 128p limit version will be in the future with these early tests. Chaotic gameplay is always expected.
Locked

Return to “PR:BF2 General Discussion”