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Re: 128 player tests: Feedback and Observations

Posted: 2011-03-27 16:29
by Rudd
KingKong.CCCP wrote:The thing I like about big servers, they look more real. You can see the lines, check this screenshots from Qwai:

Image

Image
it does look awesome

any lonewolf is now gonna face at least 12 people rather than 6 :P

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-27 16:42
by General Dragosh
SGT.MARCO wrote: Survey 2:
  1. What is your FPS in 64 player servers
  2. What is your FPS on 128 player server
  3. What is your processor model and speed (gHz)
  4. Should there be an increase in assets for each side?
  5. Should there be an increase in Kits
  6. Should spawn times be increased?
1-
2-
3 - AMD 3.1 Ghz 6000+
4 - Yes on transport assets, armored vehicles and armor should stay the same
5 - Depends, too much LAT kits or Medic kits(for example) might be too much, id say that the least used kits should be maxed a bit like the specialist kit maybe, thou every kit that can be used x2 in a squad is a bit overkill, so maybe we might need a new class that can be mixed with the rifleman as a standard loudout besides rifleman
6 - Thats a tough one, well with 128 people you might increase the spawn by a 1/3 or 1/4, my oppinion

*Ill fill out the the missing ones later on, btw cpu load on PR has really no meaning for me, i get on muttrah 16-24 FPS thx to my GPU

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-27 17:27
by spawncaptain
SGT.MARCO wrote: Survey 2:
  1. What is your FPS in 64 player servers
  2. What is your FPS on 128 player server
  3. What is your processor model and speed (gHz)
  4. Should there be an increase in assets for each side?
  5. Should there be an increase in Kits
  6. Should spawn times be increased?
  1. No idea but it didn't change noticably
  2. See 1
  3. Intel E6850 Dual running 3.2 GHz
  4. No, 128 player servers have shifted the focus towards infantry, which is good
  5. Leave special kits as they are, more infantry kits though. Squad limitations remain
  6. Never change a winning team

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-27 18:59
by LithiumFox
50-100 (depends on map, where im looking, how many vehicles, dust, such things and that. Gotta love 8x AA and a dying GPU. :roll :)
30-100 (depends on map, where im looking, how many vehicles AND PEOPLE are in front of me)
i7 2600k 3.4 (4.2 overclocked)
Maybe more transport trucks instead of humvees? :roll:
No. I believe that with the current kit loadouts, it gives you a chance to have a squad that has one of every neccessary kits. Surprisingly, the kit loadouts are pretty much perfectly balanced for 128 people.
Absolutely not. Like i said, the surprising aspect is that, other than the lack of transport trucks for everyone, or lack of transport in general, the maps are almost BEAUTIFULLY balanced.

At least on blufor side... >.>

:)

(So really, i don't believe you should change anything. I love having an infantry squad. Made all the better by having 8 people to have fun with :D )

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-27 21:43
by Kevin-D-Lee
Can we get a NA admin to start the server up again? I can't go back to a mere 64 player server ever again.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-27 22:43
by DesmoLocke
Survey
Whats your average ping on 64 player servers?
50-100

Whats your average ping on 128 server?
50-100

Do you experience more lag?
Negative

Do you experience any PC problems(audio, ctd, loss of connection)?
None so far...

What kind of Processor do you have (rate in terms of dual or quad,and gHz)?
Intel i7 920 @ 3.6 GHz quad core

where do you live relative to the server location?
Honolulu, Hawaii

Image

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-28 01:10
by Kevin-D-Lee
SERVER IS UP AND WORKING AGAIN!!

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-28 06:32
by Damian(>>>PL
[*]Should there be an increase in Kits
Yes, two medics, ARs and maybe LATs

I dont agree here if medics doing their job, one is enought.

1.Around 50
2.Around 30 (for this who dont know, human eye cant see more then 25)
3.Intel core 2 duo P7450 2x2.1 GHZ
4.More trans rest schould stay as it is.
5.Leave every kit as it is, we dont need 4 HATs
6.no

PS 4GB RAM

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-28 06:42
by Lugi
SGT.MARCO wrote: Survey 2:
  1. What is your FPS in 64 player servers
  2. What is your FPS on 128 player server
  3. What is your processor model and speed (gHz)
  4. Should there be an increase in assets for each side?
  5. Should there be an increase in Kits
  6. Should spawn times be increased?
1. 60+ all the time
2. 60+ all the time
3. i5 2500k 3,3 GHz
4. No, its good as it is now.
5. No
6. Yes, at least 5 mins

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-28 09:04
by Wicca
There should be no flags. IMO :D

The flags make the game focused around such a small part of the map that it causes lag for some people And it makes the game far more fastpaced then necessery.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-28 09:34
by KingKong.CCCP
my vote goes for 2 LATs.
IRL, Heavy AT is reserved for specialized squads, but anyone can carry a LAT. One rocket per squad is not enough.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-28 11:58
by Eco__pRv
how comes the player limit was decreased to 116? did this fix stability/performance issues or can mumble only do 116?

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-28 15:55
by LithiumFox
Wicca wrote:There should be no flags. IMO :D

The flags make the game focused around such a small part of the map that it causes lag for some people And it makes the game far more fastpaced then necessery.
....I say we need to clarify the difference between fps drop and lag..... >.>

Cause i get NO lag when there are 115 people in front of me... just 10 less FPS.... >.>


Also, the flags give the game a purpose wicca. If you really wanna make things MORE fast pace, lets add TDM...... That should go well... >.> /sarcasm

I think what would be really nice is if the opposing team didn't know what flag they were supposed to be attacking until after they captured their last flag.. >.> I think that would be cool....

But honestly, the flags give the game it's purpose... and AAS is the most played game mode... you basically just asked if PR could stop being PR there... XD

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-28 16:16
by Wicca
LithiumFox wrote:....I say we need to clarify the difference between fps drop and lag..... >.>

Cause i get NO lag when there are 115 people in front of me... just 10 less FPS.... >.>


Also, the flags give the game a purpose wicca. If you really wanna make things MORE fast pace, lets add TDM...... That should go well... >.> /sarcasm

I think what would be really nice is if the opposing team didn't know what flag they were supposed to be attacking until after they captured their last flag.. >.> I think that would be cool....

But honestly, the flags give the game it's purpose... and AAS is the most played game mode... you basically just asked if PR could stop being PR there... XD
Lets try it.

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-28 17:10
by Tartantyco
I'm just gonna ... leave this ... here...

Re: 128 player tests: Feedback and Observations

Posted: 2011-03-28 18:03
by Kevin-D-Lee
Will the server be up today? Personally I wouldn't mind another password night so that we know the players are at least forum users.