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Re: 128 player tests: Feedback and Observations

Posted: 2011-03-17 15:45
by goguapsy
Arcturus_Shielder wrote:Seriously people. Think how the game will run once everything is tweaked properly AND THEN give your suggestions.
When we were beta-testing the limited RPs, I think most changes came from feedback/suggestions from the players.

We wish to help with the tweaking.



5 min is too damn long (the game STILL has to be fun... Perhaps a tetris mode when you died would make you have fun... Or perhaps it could appear on the screen a set of workout (ie. 20 push-ups in 1 minute, so you get into shape while waiting to spawn?) :shock :) .

1:00 through 2:00 would be fine for me IMO. On AAS at least.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-17 16:22
by Arc_Shielder
goguapsy wrote:When we were beta-testing the limited RPs, I think most changes came from feedback/suggestions from the players.

We wish to help with the tweaking.
I said "think how" not "wait until"...

What is chaos now certainly won't be with the logical and basic tweakings that are going to be implemented by the DEVs. People must have that in perspective - the "fixed" version - before throwing stuff out there mindlessly.

Suggesting to dramatically increase the spawn limit because someone experienced chaos with 8 squads for 64 players where there are nametag bugs and 12 player squads overloading VOIP and what not...is talking too early. The FL kit sounds reasonable since they're trying to antecipate how the "fixed" version will run (in this case a squad of eight). That sounds far more reasonable for me than whatever people are experiencing now. I think the DEVs are more interested in stabilizing the server and experimenting between 120 and 128, the ghost IDs, etc now. Gameplay is to 2nd plan atm since tickets and assets haven't been tweaked.

People will adapt in the fixed version. The best servers will still guarantee tactical organization. I do agree that a slight increase should be in the works like you suggested (around 1 min and something), but 3 or 5 is overkill.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-17 22:34
by Wicca
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Re: 128 player tests: Feedback and Observations

Posted: 2011-03-17 22:43
by KingKong.CCCP
nice low settings screenshots, Wicca. :)

To all of you suggesting longer respawn time...
5 minutes???? Are you crazy?
Also, I know what I would do if there would be longer spawn - ALT-TAB and surf the web, or watch a movie.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-17 23:35
by goguapsy
We all said 5 was too much... But between 1:00 to 2:00 would be interesting to test, so, you know, you have a bit more time to prepare for the endless hordes of enemies.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-17 23:43
by Kain888
goguapsy wrote:We all said 5 was too much... But between 1:00 to 2:00 would be interesting to test, so, you know, you have a bit more time to prepare for the endless hordes of enemies.
Good idea. It can be taken from wounded time, so it's not a loss as many people will wait full 5 min anyway.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-18 00:00
by TommyGunn
I almost did not play at all.... Had some nickname bug, so were going from player to player without nickname asking: "Hey are You on mumble?" xD

On 2nd Wicca's pict. was going to leave some supply, and in moment by hotel there was alot of MEC, so while i was moving N i was almost screaming on mumble, "ENEMY BEHIND MEEEE!"

The last map on Kashan was most funniest....
Some guys who left on server were so funny that i almost cried of laughing

Here's the story..... They decide to break rules, like they made 2 squads before time, and talking on mumble: -Dude you will cause squad bug.... - Who cares, theres no admin on the server.... - (confirming some other guy) - Yeaaaaahhh! Theres no admin...
20 sec before start, :whistlebl resigning both of them and SQ members, and then on mumble: - What?? WTF?? Who?? :cussing:

Anyway, had a good time, just ppl should be more familiarize with mumble...

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-18 01:01
by MikeDude
'Limeni[BiH wrote:;1564092']I bet one of them was Sprats, I just love playing with that guy.
And missing name tags is well known issue.

And btw who are those guys on east city on first pic?
I bet that's brainlaags super l337 squad of deadly stealth ninjaz :)
and I bet they all died in next 20 sec
That was me (MikeDudeNL) And my 8 man squad.
We were setting up a fob there. And then advance to North City..

But once we came to North City, the enemy already took over Docks....

Fml..

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-18 03:07
by =Romagnolo=
will the server be up during the weekend ? I hope to get a try in a 128 players server with mumble.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-19 10:49
by Redrum
Will you be kicked in test if you don't have mumble installed? or is it mandatory?

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-19 12:51
by Wicca
Not only have it installed, make sure its working and your using it.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-20 02:12
by KillerBee256
What time zone is "PRT" western europe?

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-20 02:48
by Oskar
KillerBee256 wrote:What time zone is "PRT" western europe?
PRT = GMT, if I recall correctly. It is now, anyway. So yeah, Western Europe.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-20 03:17
by x-spades-x
Tomorrow, will be there!

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-20 03:45
by Mr Smiles
No password right?

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-20 04:04
by Sidewinder Zulu
Mr Smiles wrote:No password right?
Password is 128wins, quite appropriate, no? :smile:

To clarify, should we be using the old PR Mumble .5 beta? That's what I had, but I was unable to find the server on Mumble, even after I put in the server IP and so forth in the custom search box.