Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 11:23
Oh my god O_O
Nicely done R-GODs.
Now we just need the 8km maps..
Nicely done R-GODs.
Now we just need the 8km maps..
Yes, Fallujah! :')[R-DEV]Amok@ndy wrote:We are going to run smaller maps today !
Agreed, keep assets around now.stiankir wrote:Let me re-quote twhat I wrote on the PRTA-forums, and I want to emphasize the important part:
Heard of ww2 online? Or Arma2? And operation flashpoint 1 supports more then 64 players. Arma 1 supports more then 64 players. Hold it in your pants will you people?Kain888 wrote: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.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.Awesome experience.
What the hell are you writing about dude? I have never written anything that PR is revolutionary about size of players in the history of games, lol. I've written about phenomenon of PR. 0.o You have either misquoted as I don't see your reply related to my post in any way, or misunderstood.'Sirex[SWE wrote:[MoW];1538159']Heard of ww2 online? Or Arma2? And operation flashpoint 1 supports more then 64 players. Arma 1 supports more then 64 players. Hold it in your pants will you people?
Seriously people, 128 players is not a revolution in game terms, it is only a revolution for the bf2 engine. S?ldner supported 256 max player in 2004.
I am sorry it was not my intent to come down harsly on you specificly. I was more trying to adress the crowd that thinks that 128 players is a breakthrough over the entire game world which it is now. You posted a lot of good commentes in that post i, maybe i shouldn't have picked out your post.Kain888 wrote:What the hell are you writing about dude? I have never written anything that PR is revolutionary about size of players in the history of games, lol. I've written about phenomenon of PR. 0.o You have either misquoted as I don't see your reply related to my post in any way, or misunderstood.
If you still don't follow - by phenomenon of PR I mean a lot of things, to name few: the feeling of solid, mature community, constant patches that shapes game so diametrically and yet are so much more fun that's it feels like new game with each, involvement from normal players into mod, emphasis on improving, >FOR FREE< etc. etc. Show me other phenomenon like this Sirex, I have no doubt there are, but as I said I've never saw anything like that and doubt I will see.
Well I think thank most 2 km will be that poor actually.cyberzomby wrote:lol kain!I dont think the 2km maps will be so poor. I mean, all the PR "rules" are in game. And with proper admin support and teamwork you'll get amazing action packed battles.
Remember BF2 nilla has DolphinDivers and snipers everywhereYou'll never see that in PR.
Bold mine.[R-MOD]Thermis wrote:With that said no one hold their breath it will be a while if it happens. It probably wont ever happen.
I think that small game play changes could be implemented to rebalance these maps, perhaps a separate 128 player layer for maps. I found a lot of the changes in the last couple of versions have reduced the battle space that is being used at any given time. Perhaps increasing the number of flags and having two cappable objectives at the same time could accomplish this. An example might be Kashan, once MEC own South Bunker they can attack both North Bunker and North Village. Or maybe even a reduction in the importance of flag objectives? These may not be a good example, but with a bit of thought and some play testing, most maps could be rebalanced to spread the battle space to accommodate larger sides. The PR community has some brilliant mappers and very adaptable players, I'm sure we will cope.Kain888 wrote:Well I think thank most 2 km will be that poor actually.Muttrah is too crowded even with 64 due to its small size. Stalematish dethmatch with constant spawns that can't be destroyed unless you manage to sneak through 64 players somehow.
Current setup just don't support so many players imo, as L4gi said on PRTA it will be probably even harder to progress in such a game.
Let me challenge you on that...Kain888 wrote: Well I think thank most 2 km will be that poor actually.Muttrah is too crowded even with 64 due to its small size. Stalematish dethmatch with constant spawns that can't be destroyed unless you manage to sneak through 64 players somehow.
Great story, bro.Ploddit - yeah, i ventured through Tema posts as well when I realised what he managed.I also smiled on Thermis post:
Bold mine.
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Yeah first thing i noticed was, that 1 line of AAS is not suetable for 128 player. To many action and destructive for the PR gameplay. But wat i asume as realy good is that the transport is more important. I hope in the next Patch the Firebases will be limeted to maximum 2. So the transport is necessary to win the battle and not to use the Spawn at FB cheat.Animal.Mother wrote:damn, if this is working then what next?
128 players, 8 man squads, 64km^2 maps with AASv4 where there's two lines of attack?
my head now hurts