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Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 12:31
by Aquiller
Okay, I wanted to give it a shot at least couple of times before posting my experiences from '128' gameplay.

My first impression was OMG, this is awesome! Having all the people battling for one flag AND still being able to man the vehicles or create the supply lines was simply amazing. But round after round, hour after hour my experience started degrading. There was too much chaos, some maps obviously dont fit such gameplay while other would require number of vehicles to be raised.
Not to mention the performance issues, noticeable (but not significant) drop in FPS and utter spam on all/team chat (as someone already mentioned, those 5? lines of text are not enough).

I believe this '128' gameplay is a true breakthrough and a huge milestone for BF2 (and PR) community. But for now I think that the compromise would be much better choice.

The Compromise:
Meet somewhere in-between 64 and 128 number of players, I say 98. This enables any team to field six 8-men squads + 1 Commander

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 13:20
by Bellator
Not to mention the performance issues,
I've had none, ever. Except for the occasional server crashes, but they're rare enough.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 15:05
by fludblud
having played on it yesterday i have to say that the experience of 128 players was absolutely brilliant, had a go on kashan and it felt like an actual warzone.

notes:
- the vast numbers of extra infantry for kashan meant that combat now focused on capturing key terrain and ridgelines with each flag requiring a concentrated push by the whole team to break through, a big plus for teamwork.

- however, the immense numbers means that the role of commander is even more daunting than it already is, not many people seem willing to step up to the plate.

- aircraft also dont seem to last very long in the sky, might have something to do with the increase in ground assets making it easier for AA to blend in with the big armoured melee below.

-performance wise i experienced very little to no fps loss even on my HP laptop. latency wise there were occasional hiccups and skipping but still very playable.

- could it be possible to have the squad numbers army specific? for example, a british army section is comprised of 8 soldiers in 2 fireteams whilst a USMC squad is comprised of 13 marines in 3 fireteams, would present a challenge balance wise but could introduce more variation between armies.

- as for mumble, good in theory and can work great ingame, but until it gets integrated into pr in a more streamlined manner instead of having to use 2 server browsers and fussing with channels, its going to do more harm in dividing the community than help it. because right now the miscommunication with the team and even within individual squads is seriously affecting teamwork.

enforcing mumble and kicking non mumble players is a short term solution but over time it will only serve to alienate newer players and breed resentment resulting in more complaints and mic spamming that renders mumble useless to everyone. people want to play PR, not download even more programmes when in the view of a newer player, vbf2 already has voip (however bad it is).

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 19:01
by Ron123123
wrong topic :)

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 00:09
by A-10Warthog
Smeggie wrote:As far as I can tell, you've not posted a support thread up stating your specs and problem with Mumble. All software has issues with someone, somewhere. You're just unlucky but have you really tried to fix the problem? If not, there would be nobody to be pissed at but yourself.

It is a fact that the best servers in PR are heavily populated by Mumble users but for now AFAIK, this 128 player server is purely for testing purposes so I wouldn't worry about Mumble too much.

Once/if PR gets a client side patch for 128 players you can be sure that there'll be at least 1 'Mumble' server still up where users are required or at least requested to be on Mumble but like now, you have the choice where you want to play.



not completely. mainly because i do not like mumble that much and prefer ingame chat. especially since recently how shitty my internet got...

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 01:14
by 503
After playing this, I'm not going back to 64

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 02:10
by Arnoldio
I actually quit playing after i've played 128. (There was other reasons in Rl, but still.) No 128, no PR. :D

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 09:21
by KingKong.CCCP
A-10Warthog wrote:not completely. mainly because i do not like mumble that much and prefer ingame chat. especially since recently how shitty my internet got...
There you go, nuff said.
Btw, what do you mean shitty internet? I live in Serbia (we don't even have PayPal here - no joke), and yet I'm perfectly fine with mumble and PR with my internet connection.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 18:16
by rushn
KingKong.CCCP wrote:There you go, nuff said.
Btw, what do you mean shitty internet? I live in Serbia (we don't even have PayPal here - no joke), and yet I'm perfectly fine with mumble and PR with my internet connection.
it depends on provider some people still use dial up



anyway I am not sure if this is a 128 player bug or game mechanic but when i accidentally picked up a Chinese kit
the screen turned black and i couldn't see anything i was trying to pick back my kit but it was a couple meters a way and since my screen was black i could not see the direction i was pointing at. I ended up dying because it said i am not allowed to hold this kit


the game was awesome on the other hand the map was quinling and there was constant shooting and choppers flying everywhere

without the nametags it was hard to distinguish people which made it that much difficult to shoot

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 18:25
by Rudd
I ended up dying because it said i am not allowed to hold this kit
that happens in 64 too, its intentional.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 20:35
by rushn
[R-DEV]Rudd wrote:that happens in 64 too, its intentional.
so you are not allowed to steal the other teams weapons?

this is fine but i did it on accident and i couldnt go back because of the black screen

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 20:41
by LithiumFox
rushn wrote:so you are not allowed to steal the other teams weapons?

this is fine but i did it on accident and i couldnt go back because of the black screen
That's been there for.. like.. you know... a year... >_>

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 20:54
by Rudd
rushn wrote:so you are not allowed to steal the other teams weapons?

this is fine but i did it on accident and i couldnt go back because of the black screen
drop weapon?

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 21:07
by Pesticide
big props on the stability, played several maps now without incident, just an occasion lagspike from which the server recovered itself wel! Keep it up fellas, you are awesome!!!

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 21:10
by Mouthpiece
A-10Warthog wrote:not completely. mainly because i do not like mumble that much and prefer ingame chat. especially since recently how shitty my internet got...
What's the nature of your mumble problems? We're here to help you resolve them.
If you have shitty internet, just decrease compression quality in Mumble settings -> Audio Input -> Compression , it should help a lot, because in default is set to maximum. Maybe also lowering the "Audio per packet" could help or maybe it will f-up your Mumble sound... does anyone know?

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 21:37
by GrimSoldier
From what I can see/read/tell from the testing so far is that honestly the assets really need NOT to be tampered with TOO MUCH. Right now with 64 player servers there is a major lack of infantry warfare and there is too many assets on the maps. I think if we kept the assets near where they are or only add maybe 1-2 more of each then it would be fine. But DO NOT add like 3 more APCs and like 4 more Helos and stuff or whatever there is NO need for that amount.

I also feel that the maps that we currently use need to stay the same size. Currently the game lacks action. With the removal of rallies the firefights are no longer there and that really makes the game boring action wise. With the adding of the additional 64 players (making the total 12 8) it makes the game more action wise and keeps the flow of the game high pace. Making the maps even bigger will cause big gameplay issues because from what I can tell the purpose of increasing the limit to 128 is to make the game more fun and actually make the FEEL of the game more realistic.

Right now it feels like a small recon force is fighting another small little force but with 128 players it actually feels like a battlefield with a large company or division/army. Also with the number of assets being low we have BIG firefights and a lot of action.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 23:31
by A-10Warthog
KingKong.CCCP wrote:There you go, nuff said.
Btw, what do you mean shitty internet? I live in Serbia (we don't even have PayPal here - no joke), and yet I'm perfectly fine with mumble and PR with my internet connection.


recently, like withen the past few weeks my internet has gotten REALLY slow and laggy like no other. i have no idea why. i need to call comcast to find out whats up. my speed tests have been under 1mbps!

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-10 23:50
by jim1994
I decided to go on PR forums again to see whats happening, and I SEE THIS. I almost leaked my pants, gonna try this out now.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 00:08
by ghoststorm11
I found my 128 person server experience to be quite amazing. I love having the extra players. It makes INF interesting, and it throws a whole new approach to armor driving. I play as a armor driver 99% of the time, and I love to increased participation. Armor and INF must work together to survive. Its so nice, but I also like to super intense firefights. I cannot wait until this is the main stream of PR online play. I also hope that they have close to this number for PR:Arma 2, and I also hope they put in heavy arty (just my little plug there). Anyway, a two big thumbs up for me on my 128 person experience.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 03:46
by Cassius
I had lots of fun today with a good crew. The game never was slow and it never felt like there were shortages of manpower anywhere.

On the downside I guess its much harder for a team on the receiving end to break the momentum and regain the iniciative.