100 player servers and name tags

General discussion of the Project Reality: BF2 modification.
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MrBrooks
Posts: 53
Joined: 2012-01-22 16:36

Re: 100 player servers and name tags

Post by MrBrooks »

Wouldn't it have been better putting this to a vote since there are a whole bunch of people repeating themselves over and over again? No tags would be better then just some tags.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: 100 player servers and name tags

Post by doop-de-doo »

It's not hard, provided you click on them in the mini map and find out which squad they're in (they would be highlighted in the list of squad members), even easier if you are SL.

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Viperelite
Posts: 110
Joined: 2009-08-25 18:57

Re: 100 player servers and name tags

Post by Viperelite »

Wheres_my_chili wrote:I dont suppose it would be possible to use mumble to do something about this, would it? I have no idea how it works but it does have positional audio which means the program has a good idea of where the player is on the map. Is there a way we could add a nametag to the player's mumble position?
This would actually be pretty great if it is possible for it to work. Like when someone is talking on mumble an icon will appear over the friendly players head.

Or if you can add an overlay into the game for mumble would it be possible to use the mumble overlay to display peoples names instead of the BF2 engine? Like floating names over peoples head via mumble?
Bonetopick
Posts: 7
Joined: 2012-10-17 23:10

Re: 100 player servers and name tags

Post by Bonetopick »

Keeping name tags would be nice.

Nice that I at least know the reason that half of them don't show up, I was getting pretty pissed off earlier when 1 teammate I could see, the other guy I couldn't and I didn't know why.
Last edited by Bonetopick on 2013-07-02 04:01, edited 1 time in total.
thelastvortigaunt
Posts: 38
Joined: 2012-02-03 21:35

Re: 100 player servers and name tags

Post by thelastvortigaunt »

If you had to choose between nametags and no nametags, why would you choose no nametags? It bridges the gap where the engine can't - unless every single player gets his or her own player model, telling people apart is unrealistically difficult. Leaving nametags SIMULATES realism, just like respawning SIMULATES realism. If you wanted ultimate realism, dying in game would uninstall your game and keep you from ever installing PR again, but instead, respawning is implemented to simulate reinforcements being deployed over the course of a battle. As a matter of practicality, it's better to keep nametags in. ALL the names may not show up, but I'll take what I can get.
Quobble
Posts: 123
Joined: 2012-05-13 09:19

Re: 100 player servers and name tags

Post by Quobble »

Guuuuuuuys.....in arma and dayz it works fine was vine....aint nobody got time for tags
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Moszeusz6Pl
Retired PR Developer
Posts: 939
Joined: 2010-06-24 13:41

Re: 100 player servers and name tags

Post by Moszeusz6Pl »

I don't think it would be possible to do it with mumble, would require too much memory hacking. First, you would have to check all players position, then position of active player and direction where is he looking(whcih need to be hacked from BF2 engine), then calculate it, and change parameters of 100 nodes. Even if it would be possible, I'm pretty sure it will take a lot time to do, and there will be chance, that it will lag game as hell or will be refreshing nametags with low frequency.

I think it will be better to just stick with vBF ones.

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hyraclyon
Posts: 297
Joined: 2007-02-04 09:56

Re: 100 player servers and name tags

Post by hyraclyon »

thelastvortigaunt wrote:If you had to choose between nametags and no nametags, why would you choose no nametags? It bridges the gap where the engine can't - unless every single player gets his or her own player model, telling people apart is unrealistically difficult. Leaving nametags SIMULATES realism, just like respawning SIMULATES realism. If you wanted ultimate realism, dying in game would uninstall your game and keep you from ever installing PR again, but instead, respawning is implemented to simulate reinforcements being deployed over the course of a battle. As a matter of practicality, it's better to keep nametags in. ALL the names may not show up, but I'll take what I can get.
How would it be unrealistically difficult? I get that you don't like the idea but saying that makes no sense. In real life identifying the enemy properly is hard as hell. Often soldiers need to double check with their comrades to make sure no friendlies are around and even then accidents happen. Meanwhile, no magic nametags pop up to help them out. IMO this idea would add a whole new layer of realism to PR and would definitely enhance gameplay.

Now on the subject of griefers, just clicking them on the map and then looking at in which squad they are on the squad menu would easily identify them. Not to mention their negative score on the scoreboard would give them away.
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baltimore
Posts: 623
Joined: 2012-08-27 09:30

Re: 100 player servers and name tags

Post by baltimore »

Are you kidding?
100 P servers are so awesome , it's realy good to play on them with your clan/team.
That little issue (what will be corrected by the full release) , that expect from your squad no icons from above their head ; realistic. You pay attention to the squads primary objective and not to your team , of course if squad willing to help the team and just start recognise friend uniform and not shoot him.
Easy...for me , my squad , had no problem at all....
But the 100P servers all cool and in 1.0 would like to see sometimes 128 P matches.
Hitmanrules
Posts: 13
Joined: 2010-10-17 21:28

Re: 100 player servers and name tags

Post by Hitmanrules »

From an organisational perspective having only the people in your squad visible with namestags and everyone else on the team without would be much easier to manage. At the moment its really hard to see who is next to me when I have no nametag I have to look at my squad menu and then highlight whoever is next to me to see, or ask them directly who they are . Having it so that only the people in your squad are visible would be similar to the squads in arma with the little diamonds that follow the squad members, but i've read previously that you cannot change anything with the nametags so this is just a hope.
Everything else in the mod just goes swimmingly and its amazing what you've been able to do with the engine. The new particle and sound effects are just amazing and the deviation is very refreshing.
Schwab
Posts: 10
Joined: 2013-02-25 15:28

Re: 100 player servers and name tags

Post by Schwab »

Guys, u can't manage it having all tags activated, but you could still change uniform models.
In my point of view, the main problem is that often both factions on a map look quite similar.
On Ramiel, for example, u now have this (really nice looking) dark combat-uniform for US next to the also dark-looking "ARF" faction.
I found it hard to make a difference between both models, i need at least 2 secs to clearly identify the faction only by having a visual on it if not tagged.
So, why u dont just deactivate name tags at all but make sure both factions on all maps dont look that much similar (on Ramiel for example, give US a brighter uniform-look)?
Sure it would not be as realistic as before, but ways better playable in my opinion.
Just my 2 cents :)
Marcio
Posts: 59
Joined: 2011-06-07 11:24

Re: 100 player servers and name tags

Post by Marcio »

Schwab wrote:but you could still change uniform models.
If you can not have 100 players with name tag, the ideal would be to remove all.

This would change the current style of play, as is the case of binos, FOB...

I think it would be cool.
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Murphy
Posts: 2339
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Re: 100 player servers and name tags

Post by Murphy »

I would personally prefer if all nametags were removed so it would be uniform across the entire team.

I had TKed a pair of friendlies down a hall when an enemy popped out between us and started shooting at me. Out of pure reaction (I had AR) I just pulled my weapon up and sprayed every last m-fer in the hall because I was suppressed and had been hit. I didn't see any nametags down the hall and I had no idea it was 1 enemy 2 friendlies, I just assumed 3 guys stumbled into the same building as me. This might have played out differently if I was aware all friendlies had no name tags, and naturally mumble was an issue at the time (since been sorted I believe).

It may be true that you can ID someone from their face IRL but at the same time you have to get fairly close to recognize someones facial features. I doubt I can see exactly who that is 30-40 meters in front of me prone by the log facing the opposite way with his weapon ready to fire. So why would it be expected that I could instantly know that guy is my squadmate? I think changing nametags will not only change the pacing of fighting, but will also change the way comms works and it should (in theory) really help with squad cohesion. Maybe it will become standard practice to stay within visual of their squadmates/squad leader, it just might cut down on lonewolf type people even more.

In the end I feel this issue is akin to the kit geo issue, in that making it work in a uniform fashion across the board seems barely do-able and would probably require a lot of work to save an old play mechanic that can easily be done away with while having little impact on the game itself (the only thing that would need to be adjusted is player attitude/habits).
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Mats391
PR:BF2 Lead Developer
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Re: 100 player servers and name tags

Post by Mats391 »

i think we should keep nametags. reasons to keep them were stated enough already.
However i think nametags should not be usefull to distinguish friends from foes. For that matter nametags should only show when the friendly is very close to you, something like 5m, and never on long distances, even if you stare at them for 1hour.
This would make people not rely on nametags, but keeps them as usefull tool to just see who is next to you.
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Marcio
Posts: 59
Joined: 2011-06-07 11:24

Re: 100 player servers and name tags

Post by Marcio »

Mats391 wrote:but keeps them as usefull tool to just see who is next to you.
but this will not work for everyone
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Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: 100 player servers and name tags

Post by Cossack »

Mats391 wrote:i think we should keep nametags. reasons to keep them were stated enough already.
However i think nametags should not be usefull to distinguish friends from foes. For that matter nametags should only show when the friendly is very close to you, something like 5m, and never on long distances, even if you stare at them for 1hour.
This would make people not rely on nametags, but keeps them as usefull tool to just see who is next to you.
This. We could leave them to show up only at 5m.
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Pmosis
Posts: 27
Joined: 2013-04-02 16:47

Post by Pmosis »

I like the above suggestion for reducing the distance that they show up. Will force everyone to get in the habit of confirming targets at a distance but will still allow usefulness of distinguishing between most of your squad members.
IWI-GALIL.556FA
Posts: 511
Joined: 2013-03-25 20:51

Re: 100 player servers and name tags

Post by IWI-GALIL.556FA »

Cossack112 wrote:This. We could leave them to show up only at 5m.
But what about the friendlies within 5m of you who don't have name tags? Confusion will result in friendly TK most of the time.

And now, we wait.....
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: 100 player servers and name tags

Post by hobbnob »

frydad5656 wrote:But what about the friendlies within 5m of you who don't have name tags? Confusion will result in friendly TK most of the time.
If you can't tell a friendly uniform at 5 meters then the nametags are the least of your worries.
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Roger_Liquids
Posts: 101
Joined: 2012-09-11 08:44

Re: 100 player servers and name tags

Post by Roger_Liquids »

Not even a big deal. I wouldn't mind having no names. You can hear where the other person is coming from when they use local as well as you can see where you're squad and other squad members are on the map. It is nice to lower team kills with the names up but if you are shooting at other squads some better communication is probably what is needed. Personally I just dont really care. Either way will work. But i do think it would be more realistic without them.
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