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Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 09:03
by PLODDITHANLEY
Yes:

Inf with APC and logy OK

Tanks with AA and logy OK

CAS with more spotters with land rover/Humvee/UAZ jeep/G wagon OK

But much more could get too independant.
Originally Posted by puckett View Post
Here is a idea, fix it and make it work before giving it to anybody and if you do give it out give it to everybody so you can prevent conflicts and/or attacks and competition between servers etc. I think giving it out to a select few is mediocre. Everybody or nobody.
Just to get it working needs 128 on to see! It'll get sorted when it's working, just really nice to see such work from all concerned.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 09:33
by DankE_SPB
[quote=""'[R-CON"]Burton;1538033']I'm really torn. 128 players in theory is great, but in practice it doesn't work.

I was just disappointed to see such chaos, and hoped it wasn't a sign of things to come should 128 players become the norm in PR[/quote]
It worked like a charm for the rounds i played yesterday and this is without all the stuff to take new players into account and admin tools, so its clearly players problem, well-administrated server can deal with it :)

[quote="puckett""]Here is a idea, fix it and make it work before giving it to anybody and if you do give it out give it to everybody so you can prevent conflicts and/or attacks and competition between servers etc. I think giving it out to a select few is mediocre. Everybody or nobody.[/quote]


And how are we supposed to "fix it" without giving it to somebody to find problems we're supposed to fix? :roll:
Test is a test :!: it is not supposed to make everybody happy.

[NEW] server completely satisfies us for now and did a really good job helping to test this all. If other servers would be needed - it will be handled with server admins, but atm [NEW] will stay the only one.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 09:46
by Sirex[SWE][MoW]
First off really great thing you guys did.
And now we what i have said all along, https://www.realitymod.com/forum/f440-p ... ost1385743
The 64 limit has never been a hardware limit, not since 1992 anyway, it is a limit set by companies so they won't have to balance and optimze gameplay for 128 players for games that are made for singleplayer (exluding Battlefield series). The battlefield series even while being multiplayer they were to lazy to up the player limit. Before you respond remember that the current limit has been 64 over 17 year, that is 1000 years in computer development and hardware development, and that games like S?ldner and Arma2 don't care about balance and thus have no 64 limit.

There, now i feel better. And on the squad managment issue. Please don't make a strict squad table system, maybe one fireteam leader but in otherwise no. My reasoning is that many of the games armies does not use strict command tactics leadership like US. Germany and Isreal uses the total opposite, mission type tactics. And mission type tactics don't role with strict squad management. And vefore you say "Us does use mission typ-tactics". Do you have more knowledge on the field then a Canadian
Lieutenant-Colonel?
http://www.army.forces.gc.ca/caj/docume ... 1_05_e.pdf
Description of practical mission type tactics: The army is agile! - Being Cellfish - Site Home - MSDN Blogs

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 09:53
by Arnoldio
Other thing i saw, but that may lack of teamwork problem, is huuuuge demand for supplies, i mean, even in curent state with less players you get quite busy with delivering crates around the place, but now its somezthing completely different!

And 8 player squads are just about right IMO, 2 fireteams of 4, SL designates an NCO and assigns 3 people to him and 3 people to himself, works like a charm. There will be room and demand for specialised squads, without so much of a hinderance to the troops in action, so new era for pilots, truck drivers and spec ops. :D

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 09:53
by Vege
AFAIK the server load avarage was above one so it kinda suggest (and some of [NEW] aggreed) that more processor speed would bring less "warping" which did occure quite allot in kashan when all people were bunched up. Again Wanda was as unplayable as ever due to massive warping, which imho was a bad map to test this in any case.

God bless the RUS and their crazy coders :)

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 10:07
by BloodyDeed
We got adminscripts working...not sure about the long term stability though.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 10:12
by Polka
This is truly AMAZING.

Cant wait for the day we can have division sized battles...wat

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 10:25
by stiankir
Let me re-quote twhat I wrote on the PRTA-forums, and I want to emphasize the important part:
I have to say I was skeptical at first when they ran that skirmish, but Wanda Shan brought me a whole new perspective of things. Were gunning for the ZH-10, and let me tell you: It was one of my better experiences as an attack-chopper-crew.

As long as they keep the asset-count as it is today, we will see a lot more infantry and vehicles working together. 'cus seriously, nowadays playing kashan you end up with only tanks/apcs and no inf to do the dirty work...

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 10:29
by BenHamish
Agreed, finally we can be of functional use instead of being squished beneath the heavy things and outranged by the flying things!

Support arms will be just that - support arms to support the guys holding and taking the positions.


... 'This is the dawning of the age of Aquarius.. '

(I'm in a good mood ;) )

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 10:32
by Vulc@no
1. very nice work, i follow it, but i cant play

2. why 128 player ? i mean its to hard to handle for all admins :grin:
9 Squads with 6 Players = 54 + 1 Comannder = 55 for 2 teams 110 Player,
and the resulotion is, you dont must change any things at the squads for more performence
[R-DEV]Sniperdog wrote:The exe is launched and then certain addresses in the server's ram are overwritten after their software has been started.
3. its a question, for all serverowner, runs your tool only with a linux system only, or even with windows, i mean there are more windows server on pr than linux,
any russians, from usa all, any englishservers and so on
( who players play, i look not on the empty servers )

i remember, nice work, now comes pr in seventh heaven :lol:

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 10:37
by Kain888
Yeah, it felt so good to see that 128 players marching through the desert on Kashan yesterday morning. :)

Dev team will have to put a lot of thinking into it. :>

8 man squads with 2 medics and 2 ars that can be split into 2 proper fireteams would be an awesome change to see. :D You would be able to request medic and ar from 4/8 in sq and second medic and ar from 7 and 8 in sq. :>

A lot of maps would need to be removed or tweaked, and a lot of new roles added. Also there should be fixed respawn - like only in main bases. Otherwise maps easily can become stalemates with people spawning on fobs and rp. This will make it more interesting for transport guys and transport would be itself more interesting and important. Same with defending on fobs. Also on some maps we can have more than one attack objective marker active like on old Kashan to avoid stalemates and positional warfare. :)

I agree with ChizzNizzle about not increasing amount of vehicles, it would force more teamwork and realistic feel. :]

I guess a lot of testing and work in front of Dev Team and community. :)

So far PR is changing into project that I never saw and I doubt I will ever saw in gaming environment, something that gives normal players feel that are the part of something big and they shape their beloved game as well. :P Awesome experience.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 10:38
by AfterDune
Vulc@no wrote:2. why 128 player ?
Because this is a big-*** stress test. If 128 proves to be too much when it comes to performance, stability and gameplay, it'll be lowered eventually. This is still only a stress-test, don't jump to conclusions about anything ;) .
Vulc@no wrote:3. its a question, for all serverowner, runs your tool only with a linux system only, or even with windows, i mean there are more windows server on pr than linux,
If all proves to be a success, things will be available for both Linux and Windows - of course ;) .

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 10:42
by samogon100500
PLODDITHANLEY wrote: But could that lessen the teamwork?
I don't think so,it's could be easy to command them.Voice command understanding easy thats chat command,infantry and vehicle would be more interactive.For example - mec.infantry how could be organize by 2 squads(2 in APC +6 in infantry squad) or 1 less powered squad(4 infantrymans and APC).But in 90% situations they got non-understanding problems.It's first reason.

Second reason - If I play as commander,I never like to correct infantry and APC squads cuz every one do,what he want,what make commanders job not so easy.If put to every squad 1 APC and one extra vehicle(IFV,mobile AA,logi truck etc.) it's make commander job easy.

Armoured platoon with 10 mans would be pretty nice.3-4 tanks and 1 recovery vehicle(Logi truck) or AA to cover air under tanks.Interaction gonna be much better

I think it's not make less teamwork.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 10:47
by Kain888
I doubt it will lessen teamwork, it's about adjusting to change and learning how to play in new environment. It's just like placing vanilla players into pr, they are confused at first as well. :)

I guess we will have to get more dedicated admins on PRTA. And new pr mumble will come to help us sort 128 mumble players :P

Oh, PR is worth any money. I guess time to donate has come!

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 10:55
by Mellanbror
I like the 8/10-man squad discussion. SL (F1, supportelement) decides on a assistant patrol leader (F2, assaultelement). Having 3 men each to lead with SL giving teamdirections/mission.

Can't remember who, but someone compiled a list of suggested kits. Lacking room for grenadier. Would be nice to see that kit as second choice SL, aswell as available for squad. Limited to 2 (SL spawnable included) per 8(10) man squad.

From what I've learned, fireteamleaders in USMC (riflemansquads) are the most likely to carry the underbarrel-grenadelauncher. So in a fireteam there would be 1 x grenadier (SL/F2), 2 x rifles and 1 LMG.
In PR we need medic, that fills one rifle-spot. Taking away away SL and LMG, that leaves 1 slot for optional kit per fireteam. LAT, Specialist etc.

Would love to see e.g the m-240 beeing implemented. Definatly for support element. Don't forget to give him a pistol for close quarters action.

Excited by the new oppertunities and what you have accomplished. Fantastic work as always =)

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 11:10
by Amok@ndy
We are going to run smaller maps today !

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 11:13
by AfterDune
From the FH2 forums: "imagine 64 americans storming omaha ^^"

Yeah baby! :D

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 11:15
by X1 Spriggan
[R-DEV]Amok@ndy wrote:We are going to run smaller maps today !
Image

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 11:18
by pfhatoa
[R-DEV]AfterDune wrote:From the FH2 forums: "imagine 64 americans storming omaha ^^"

Yeah baby! :D
frankly that sounds unepic... only 64. In game though, that would be epic.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 11:20
by Kain888
'[R-CON wrote:X1 Spriggan;1538146']Image
Yesterday we played skirmish maps with 128 players. That was... war...