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Re: 128 player tests: Feedback and Observations

Posted: 2011-03-23 18:12
by saXoni
Wicca wrote:In Norway we recycle everything. Compared to Ireland where People just dont care since the Industrial Revolution, thats why it always rains in Ireland.
+1 *7characters*

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-23 18:44
by goguapsy
Nebsif wrote:People became so careless with the nametag issue and simply hordes of players in the same place :D
YouTube - PR 0.95 Canadian Lonefantry pwnage (128 players)
Hey, ever figured you could only have done that because the entire team was distracting it? lol jk


Quick question, though, why did people leave November?

I was in squad 6, in charge of the defense of Echo. It was really weird how we couldn't find anybody after the area attack, and we still could not cap. Even when we got APC support.

That was a tight round, I liked that one :)

But I could never figure the weird smoke round that kept hitting the AA...

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-23 21:31
by Garack
increase tickets for so much players.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-24 08:24
by Wicca
Maybe if i ask nicely we can have some PW custom map events. Or the devs could chew my head of, either way, its worth asking :)

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-24 08:45
by Daewi
Played on Yamalia.

1st battle: SL split up the team and lets a corporal take command of half the section while he commands the other. SL is also in command of the entire squad. Everything is organised in a good way and it is order in the lines.

2nd battle: SL has a hard time controlling and directing everyone. He intends to lead all of us by himself. Squad become split up due to casualties and misspawns and it prove difficulty to rendevouz. We were not an effective squad.

The pilot landed near an open field under fire and everybody bailed. We soon found ourselves under crossfire from two "islands" and were taking casualties. It was a nightmare for me as a medic to try to reach everybody. End line: Everybody wanted medic and nobody was on mumble = slaughter. When so many people play together it is important to communicate *cough* Squadleaders *cough*. Please follow teamchat as well. Since very few was on mumble I had to type in everything and misunderstandings were inevitable. It ended with a big cloud of smoke which enemy greandier used to target us all.

Just my observations.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-24 09:22
by Wicca
Sorry for no mumble. My fault. Ill try to get the server Passworded.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-24 09:59
by Arc_Shielder
Wicca wrote:Sorry for no mumble. My fault. Ill try to get the server Passworded.
Yeah, please do so, otherwise the server will gain a bad reputation. To be honest I was a little put off with the pubbies (some even first-timers) in the first day of "free for all".

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-24 12:59
by Soppa
goguapsy wrote:Hey, ever figured you could only have done that because the entire team was distracting it? lol jk


Quick question, though, why did people leave November?

I was in squad 6, in charge of the defense of Echo. It was really weird how we couldn't find anybody after the area attack, and we still could not cap. Even when we got APC support.

That was a tight round, I liked that one :)

But I could never figure the weird smoke round that kept hitting the AA...
I dont know if there was enemies around capping range. In FH2.3 flag areas sometimes bug so you cant cap it until everyone has left capping range and then run back in. Havent seen this on PR tho.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-24 15:52
by Wicca
PW for server is: prftw

Remember mumble folks.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-25 02:39
by Kirra
When is the new test? I wanna try this out.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-25 16:58
by Wicca
So like, the server is up. Anyone coming?

PW: prftw

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-25 17:52
by Elektro
Is the password to enforce mumble?

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-25 18:35
by Kirra
Awesome. Gonna play tonight.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-26 07:02
by Kevin-D-Lee
How often do the 128-player servers go live? I haven't been around lately and just the idea has me very excited. I couldn't find anywhere saying how often these tests go on. Any ideas when we will see these types of servers go live out of beta?

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-26 09:20
by Knautscher
128 really is twice the fun, I was playing as a part of quite well-functioning squad yesterday, all "mumbled-up" and we won (or would have won ~ servercrashes...) every round as far as I remember. Although I must say there were suprisingly many guys not on mumble, not using it and/or not even using the ingame VOIP. Needless to say they got kicked from the squad after three strikes, but still a little annoying.

Over all doubling the playercount enhances the experience exponentially, especially on maps like Kashan, were finally there are more than 5 guys up and ready to assault the bunkers and all the support assets like tanks, apcs and helicopters actually now have somebody to support.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-26 14:30
by BroCop
You obviously never ended up in a situation where you are surrounded by blue guys. The squad leader channels are there so that the squads can coordinate themselves but grunts should have mumble so they dont have to read the minds of their fellow teammates just to know whats going around them

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-26 14:35
by Arc_Shielder
'[OPK wrote: Peacecamper;1568786']
Considering Mumble I have a different opinion. I think its a good way for the squad leaders to communicate and also for pilots and vehicle crews with the squad leaders. Maybe also for the Medic to heal other squads. But I don't think every grunt needs it. I do not like it in my squad, there we have VOIP. And I don't see a reason why a normal soldier should speak to other squads, if the SL is leading him. Yesterday the Admins insisted in Mumble and so we spent several minutes explaining Mumble to new players, who never used it before and then didn't have to use it ingame. And it's really annoying if you cant rely on your squad, because half they time they are on desktop forced by an admin to use something they won't use in my squad.
I have been saved and saved others because of audio positioning regardless if it's a SL or not. The purpose of Mumble is give a realistic touch to it (as anyone can talk to each others and SLs/CO have their own frequency) and to be honest, I wouldn't mind at all that the game VOIP was shut down in favour of it.

When you offer a 128 server to pubbies then chaos is expected. But without Mumble to attract some veteran players and promote teamwork, you can very well be sure that your evening would take a diff turn. And even the way it is I hear alot of long-timers complaining...so blame the circumstances I guess.