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Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 18:49
by Dev1200
[R-DEV]AncientMan wrote:
Able to reach 128 players.

8 man squads
https://www.realitymod.com/forum/f18-pr-bf2-suggestions/18434-already-suggested-suggestions-***-disallowed-suggestions.html

Squad Size 8 men increase
64 Player Limit

Problem, Dev team?

Image


Btw, Auto deploy can only have 2 numbers :( So can't auto deploy D:

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 18:49
by Mellanbror
What we are seeing is same as on other servers only dubbled by numbers and trippled by excitement.

Core-issue is players seeing it as the game is about them. They behave as it was a singelplayergame with bots. MY jet, MY sniper, MY jeep....what? waiting and defending a flag, thats no fun for ME, I want to rush and attack!...if I die I just respawn and rush again.

Players should start viewing tickets as team-asset thats not to be wasted. I don't put this on the less skilled but the reckless.

Annoys me when players think that their own wills outweigh that of 63 ( well now 128 ) other players.
I choose to play on a server where likeminded people play, server has rules. I follow them, the others follow them. Then comes the bad apples, the guys that don't like the rules or think that because they are elite (and they so rarely are ) they can do as they please.

A guy wrote in this thread about how people should not be so serious...well who are you to join a server where everyone, by joining, agrees to be serious. You join a server you agree to the rules. You don't like it?
Choose another server.

That goes for all players on all servers. Be respectful for the bigger mass, the game is not about you, it's about a team. Your personal joy can destroy a whole teams joy. Not fair, not mature.

Final note: Common sense when playing AAS gives that squads overlap in caporder. Your quad takes a flag, you defend it. When next is capped you overlap towards second cap. That way no squad is just stuck defending flag after flag. Lets share the fun and the burdens ;)
Disclaimer on overlap: If you agree with other squads on other ways to operate then pls do it. =)

Peace

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 19:04
by supahpingi
Mellanbror wrote:What we are seeing is same as on other servers only dubbled by numbers and trippled by excitement.

Core-issue is players seeing it as the game is about them. They behave as it was a singelplayergame with bots. MY jet, MY sniper, MY jeep....what? waiting and defending a flag, thats no fun for ME, I want to rush and attack!...if I die I just respawn and rush again.

Players should start viewing tickets as team-asset thats not to be wasted. I don't put this on the less skilled but the reckless.

It would indeed be nice if tema could find a workaround for hardcoded players.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 19:08
by Rudd
Lets not be all doom and gloom peeps, can't expect a 128 test server to go up and gameplay to be the best ever, alot of the best players are still playing on their 64 servers etc playing the way they want to play according to that server's preference. I'm playing on TG and PRTA, because I know the admins, I know the rules they expect everyone to live by and so does everyone else who joins that server. 128 appears, people from vastly disparate rule preferences join, problems ensue. The point is just to find out how technically viable 128 is, have fun, play PR the way its meant to be played if you can, but don't get frustrated; you are taking part in a open beta basically which is always fraught with problems.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 19:16
by HARRISON1973
Issue found???

Not all teammates names show up when you're near them or aim at them. I had a few TKs this way...

Is this known? Sorry, didn't read through the wall of text, on me lunch break with limited time.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 19:17
by hyraclyon
I just had a great round of Kashan with lots of teamwork actually. When all the smacktards are gone 128 players is absolutely superb. Tracers, mortars, tank shells etc flying everywhere. Just awesome.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 19:19
by AfterDune
Yes, Harrison, it's known. Very well known by now actually :p .

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 19:23
by WhatMan
[R-DEV]AfterDune wrote:Yes, Harrison, it's known. Very well known by now actually :p .
That's the only issue so far, correct?

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 19:24
by AfterDune
I think so, yes.


Btw, is someone streaming by any chance? Can't join the server atm, but don't want to miss out :lol:

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 19:24
by illidur
illidur wrote: issues with it still afaik:

1. name tags.
2. can't invite players if you have 6 in the squad already.
3. admin process crashes the server ( somewhat fixed on NEW)
4. autodeploy
5. would battlerecorder work?
updating as i see it.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 19:28
by sweedensniiperr
Dev1200 wrote:Btw, Auto deploy can only have 2 numbers :( So can't auto deploy D:
i've autodeployed a few times. just put nothing in the field.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 19:30
by Jack Zaitsev
Just one more PR player amused with the ability of some people in programing!


I cant play at the time but i realy want to test the server and help you guys in make it work!

gonna format my HD and reinstal Pr to give it a try!


Guys awesome work! keep it up and you can be sure that our admiration on you is sincere and you always can count on us from the comunity! i'am sure that everybody here will endorse what i'am saying!

thanks for the time you spend on making our lives better with this awesome MOD!


from the whole Brazilian PR comunity!

Cheers...

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 19:50
by Nebsif
Cant play other servs now, even tho half of them out there have lots of discipline and teamworkz. Its like uhh.. suddenly playing PR 0.85 instead of 0.95 :P

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 20:12
by ledo1222
why do people want 8km maps so bad. its just going to spread the whole team out and its going to look like a 32/23 match again. 4km is the best for 128

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 20:14
by 503
Image

...Redownloading

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 20:33
by evya
Pardon me if it was answered, but how you managed to do that? :O

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 20:47
by DDS
Played a short round. I had a rough time adapting to the one mumble channel. Coordination and communication will be very real challenges. Maybe a smaller number of players might be worth trying. My ping was through the roof (240) however the gameplay was smooth about 75% of the time.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 20:48
by BigDaddyMcFatSacks
Im amazed. Seems like it works great to me. Sure there are a few bugs, but give admins time to weed out the trash and the devs to work on the mechanics and maps. I cant believe all the negative nancys on here. lol More players whatever that final number will be is a huge plus to the game.

Good job to whoever kept at this until they managed to do it.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-27 20:52
by Arnoldio
4 km maps work really good as expected. Fallujah was very cool too, so was Korengal, but yeah, needs more tactics and stuff. Muttrah, not my favourite, wasnt so shabby, but server crashed.