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Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 07:10
by Maverick
My experience on the server(I was on it for 3 days straight lol) was EXCELLENT, very good teamwork, epecially on Archer, and Kashan. Really wanted to see how Silent Eagle or Winter Wonderland would play out > :)

PROS:Excellent teamwork, very VERY few asshats, excellent communication, superb immersion, great players, all around fun, more serious gamers. there was little to NO spam in Mumble, or games beginnng, if it was, it was general chat about how awesome the experience was. Loved the greater kit selection(more kits lol)


CONS: Name tag bug, more teamkills(NO clue how many times ive been shot, but it shows that people should check for the uniforms, people still in the "kill everything" mentality) Mumble for some stupid reason on Yamalia, was unlinking for me when I was in the SL channel flying the cow. Im not sure if it was because of mumble, or because of I was piloting, but still, oh and the damn server crash...(frigging Muttrah, and archer OVER and OVER again, really got stale(and having to go in on MEC EVERY time also was stale). I also believe that should this be implimented, maybe add a second jet F16, A10 on Kashan(and MiG and frog for MEC) would be better also(because once you take the enemy jets out, unless your in an A10, your bored flying in cirlces for 20 mins, until the A10 lands, then you take over for 2 bombs)

Oh one more thing, I know this probably aint allowed, so please just edit don't delete. But I have a small thing about when new guys come in, they ask what team the players are in, ie. USA-Team 1, INS-Team 2. When someone comes in, and asks that, I hear sometimes the right answer in mumble, or you hear one guy say "T1 is USA" and another ding dong say "T2 is USA" then it confuses the shit out of the guy. I for one get VERY aggrivated since I have grown to expect the PR community to be more mature than this.(since .3) ESPECIALLY when there are no kids around, or if there are, setting the example for them.(which they shouldn't even be playing PR anyways)

This also happens in game. Someone comes in on a team, say USMC, a player asks "what team is this in mumble?" you hear alot of people say "3!!!" or "check the players, why do people ask?" Because it will take about 5 mins to check one player name, repeat it, check the damn scoreboard(which is longer) scroll up and down till you find his name(sometimes their names are different...) and it's super annoying when you have to go through that tedious procedure. Well I for one say it's ALOT quicker to ask the players, yes it might be annoying, but unless your in a firefight(which you shouldn't even be paying attention to the text box, because you have more important matters to like staying alive), you should probably answer, because I GUARANTEE you that the other 56 players(one for you, one for the player asking) will answer.

So you shouldn't even worry to begin with, or be a smartass and say "3" or the wrong team number. If you think being asked over and over again "whats this team? USA or INS?" is annoying try being the guy coming in like I explained above. But it takes no more than .5 seconds to type a NUMBER and get it over with. or 2 seconds to speak out "USA" And please, don't think your funny or cool cuz you say "3!!!" It's very immature.

I seriously hope the maturity of the gamers will rise and I mean FAST because it is REAL annoying to be told the wrong team channel.

By the way, I am Elessar2880 in game, and in Mumble.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 07:29
by Lt.Dan_991
Any plans for a North American test server?

I'd love to give this a shot but a 200+ ping is a bit of a buzzkill.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 10:19
by Snazz
Maverick wrote:frigging Muttrah, and archer OVER and OVER again, really got stale
Muttrah is the first map in the rotation, however according to GameTracker Kokan and Kashan are played just as much. Personally I've played Muttrah on it at least 3 times but never Archer.

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128 Player TEST Sisu [MUMBLE] PR 0.957e EU [bf2] Battlefield 2
Maverick wrote:maybe add a second jet F16, A10 on Kashan(and MiG and frog for MEC) would be better also(because once you take the enemy jets out, unless your in an A10, your bored flying in cirlces for 20 mins, until the A10 lands, then you take over for 2 bombs)
That could be solved by lowering the jet spawn times, rather than taking 4 more players off the ground. They'd still be precious assets that require competent piloting and teamwork to be effective, just appearing more frequently.
Maverick wrote:it will take about 5 mins to check one player name, repeat it, check the damn scoreboard(which is longer) scroll up and down till you find his name(sometimes their names are different...) and it's super annoying when you have to go through that tedious procedure.
It takes me a couple of seconds to figure it out just by looking at the squad leader's names. I don't like hearing people over global at all at any point during the round, besides it's unnecessary when they can just ask in teamchat if they sincerely failed to find out on their own.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 10:43
by Maverick
On your last point about asking in teamchat, that's why I said that you get ding dongs, saying the wrong team, or trying to act funny and say "3!" which is VERY aggrivating.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 10:46
by Rudd
people are dicks, don't ask, just look at who the Squad leaders are on your team.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 13:51
by Arc_Shielder
Better, join a squad and type in the squad channel what team is it.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 20:48
by Rico
Arcturus_Shielder wrote:Better, join a squad and type in the squad channel what team is it.


Or just do as Rudd mentioned? Easy. I always find the right team and requires 0 talking and wasting peoples time.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 23:21
by Mouthpiece
Need. Moar. Admins.

Tonight was a fun night. Had a really close Kozelsk round, we, the Russians, lost by 2 points (all thanks to "squad 6", hehe). People were working together, but actually the majority of SL's weren't using Mumble SL channel, so It made things "type-i-er".
Agree with the fact that 116 player servers would really benifit from someone stepping up and playing commander; I saw a lot of squads doing nonsense like "building fobs for the future" on uncaps (instead of helping team defend or cap) and so and so.

I really can't strand the "Witch channel is our team for mumble?" question. If you don't have enough brains to determine that, than you shouldn't bother.

Actually I kinda like the namebug thing - it requires people to check map regulary, and it's a good thing. I myself have had little trouble with the issue, I think I wounded one guy, but that wasn't because he lacked name, I just got scared for a bit.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 23:38
by rushn
[R-DEV]Rudd wrote:drop weapon?
wow i completely forgot about that facepalm

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 23:49
by Eco__pRv
there is no real bug report-thread for 128/116 so I'm am gonna post this here:
monday night operation barracuda - chinese side, found US LAT: no black screen, could use it as before v0.95. thought this should only be possible with rifleman kits now!?

by the way: why is the limit set to 116 players? stability/performance issues or can't mumble handle more?

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 23:55
by Zoddom
Eco__pRv wrote:there is no real bug report-thread for 128/116 so I'm am gonna post this here:
monday night operation barracuda - chinese side, found US LAT: no black screen, could use it as before v0.95. thought this should only be possible with rifleman kits now!?

by the way: why is the limit set to 116 players? stability/performance issues or can't mumble handle more?
it works as intended.
you can pick up normal rifleman-kits, that includes Rilfeman, Rifleman AT, Rifleman AP, not sure about the specialist and grenadier...

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-11 23:57
by Wicca
I think you cant use grenadier, but you can use the Rifleman specialist. Since it has that in its name. Funny thing, you cant use Automatic "RIFLEMAN" :D If only they changed the name to something like, Support Gunner, Machinegun etc. :P

Just is a small detail anyway.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-12 00:12
by Arc_Shielder
Rico wrote:Or just do as Rudd mentioned? Easy. I always find the right team and requires 0 talking and wasting peoples time.
I agree and that's exactly what I do. However if people are so damn lazy to take a look at the scoreboard then the very least type it down instead of talking.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-12 02:04
by Snazz
Eco__pRv wrote:by the way: why is the limit set to 116 players? stability/performance issues or can't mumble handle more?
Good question, also what about testing over 128 players?

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-12 02:21
by Furst
ive been playing on this server very frequently for about a week now and ive gotta say that i got pretty used to the amount of players. regular servers kinda tend to "bore" me now.

anyway, the "good and bad experiences"-ratio settles down at 50/50. you can have nice rounds on this server, but incredibly bad ones also.
very strange behaviour of many people, lack of teamplay, teamkilling, mumble annoyances and a huge lack of admins are the main weak spots, if you ask me.

a commander sometimes could be useful to coordinate the chaos, indeed, but the amount of responding squads usually aint that big.

i dont really have a problem with the "no name tag" - bug, id rather say i love to see no name tags anymore at all. people who keep tking on and on, because "he didnt have name tag, so i shot him" should really try to get used to it, like you have to with many things in PR. training and concentration.

what iam kinda curious about are the rules. they could be a lil more strict and clear. e.g. one day on korengal the INS were allowed by an admin to attack the US main base with mortars the other day some other admin first said "attacking the US main base is allowed" (even if !rules states that it is not allowed) and some minutes later "...but not with mortars!".
i was in the US team when we got our main base wrecked and i got really annoyed, but i was much more annoyed and surprised the next day when the rules suddenly seemed to have changed.

the map list could need a bit more diversity to "test" more maps and not the same ones again and again (when i play, im playing for a long time and ive often experienced the same maps being set in a short time distance, e.g. Beirut -> Quinling -> Beirut)

get more admins! and get some who are also able to administrate after midnight, at least 2, otherwise its not that fun to "test" this new feature, since mass teamkillers and super stupidity takes the fun out of it and makes you disconnect.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-12 02:44
by A-10Warthog
Mouthpiece wrote:Need. Moar. Admins.

Tonight was a fun night. Had a really close Kozelsk round, we, the Russians, lost by 2 points (all thanks to "squad 6", hehe). People were working together, but actually the majority of SL's weren't using Mumble SL channel, so It made things "type-i-er".
Agree with the fact that 116 player servers would really benifit from someone stepping up and playing commander; I saw a lot of squads doing nonsense like "building fobs for the future" on uncaps (instead of helping team defend or cap) and so and so.

I really can't strand the "Witch channel is our team for mumble?" question. If you don't have enough brains to determine that, than you shouldn't bother.

Actually I kinda like the namebug thing - it requires people to check map regulary, and it's a good thing. I myself have had little trouble with the issue, I think I wounded one guy, but that wasn't because he lacked name, I just got scared for a bit.


squad 6 was ANNOYING AS HELL



and yes, the name tag bug is good and bad. it makes you actually need to check targets now, but when it comes down to it ive gotten shot because i didnt know if it was friend or foe....like i had a guy walk up to my face and pop me. i think we both were confused lol

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-12 05:13
by LittleMerrill
I, personally, though it was a blast and would love to play it again :mrgreen:

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-12 06:15
by Maverick
I know this might be bad, but how about we have everyone in one mumble channel? The name tag bug is also horrible, but think about it, it's realistic. Sure it's gameplay wise to see who is who, but maybe have it only to your SL? and just identify the player through what kit he has? For right now, the ONLY problem I see is Russians and the Militia, because of their AKs, but the russians are black, militia are brown, now we gotta go into a greater depth of detail to identify who is who, also you can just ask on mumble :)

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-12 07:30
by KingKong.CCCP
My experience with one mumble channel is, if enemy can hear you on mumble - no one will use it.
I remember joining a server with one mumble channel that had 50+ people in it, before launching the game... and I thought something is wrong with my headset. No sound. 50 people in a battle, not a single word. Then after a minute of silence, somebody says "Mumble?", and then few respond with "Mumble, mumble!".
That's it.

Regarding teamkilling frienldies wearing enemy kits... is that comon in real life? Would a guy pick up an enemy rifle, his helmet and a back-pack? Does that make sense?

Two days ago I shot an enemy LAT on Muttrah. Their APC was close, so I took it. While trying to get an angle to the APC from a T-shaped, I was dodging friendly fire. After about one minute, they (friendlies) finally shot me. I felt that was perfectly fine - you can't blame a guy for shooting someone who is on the enemy side of the front line, and wears an enemy kit.

I suggest, either stop kit swapping shenanigan, or stop counting friendly fire at the enemy kit as a teamkill.

One more thing, IMHO we need more LATs per team, and at least one logy truck to spawn on every 10-20mins, cos 58 players tend to loose both/all three of them behind enemy lines.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-12 09:31
by coxy52k
hey, After returning to PR after RL had taken over I was really surprised to see you had beaten the hard coding and had a 128 man server! I had to give it ago.

I have been playing on there for about a week now and I have had some of the best games I have ever had in PR but I have also had some shockers as well. I think what it comes down to for me is transport, if you have a good transport squad then troops can be placed on the front line and you end up with a great game, but if the chopper goes down on the first run the whole round is much slower. I know this is the same for 64 player but it is more apparent here and even more important.

Other than that the other thing I have noticed is the name tag bug. I can see why people like it (as it is more real) but I personally find it removes some of the playability and can see it really scaring off new people.

I will definitely still play there though as I love having 7 squad mates to watch my back!

Coxy