128 player tests: Feedback and Observations
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Dunstwolke
- Posts: 45
- Joined: 2007-07-18 12:54
Re: 128 player tests: Feedback and Observations
So far I enjoy playing on 128 Sisu Test .P
I agree that the number of assets does not need to be changed a whole lot on most maps. Some maps however need more transport options, unarmed ones.
I also have an issue on small maps (Gaza Beach for example) that my mouse stops working when looking at huge player concentrations, although framerate does not drop -that low. Keyboard still works fine though..
I agree that the number of assets does not need to be changed a whole lot on most maps. Some maps however need more transport options, unarmed ones.
I also have an issue on small maps (Gaza Beach for example) that my mouse stops working when looking at huge player concentrations, although framerate does not drop -that low. Keyboard still works fine though..
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: 128 player tests: Feedback and Observations
Pretty sure that is a problem on your end. Try with a different mouse if you have one.Dunstwolke wrote:I also have an issue on small maps (Gaza Beach for example) that my mouse stops working when looking at huge player concentrations, although framerate does not drop -that low. Keyboard still works fine though..

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Dunstwolke
- Posts: 45
- Joined: 2007-07-18 12:54
Re: 128 player tests: Feedback and Observations
I have been squaded up with other people that have the same issue, just an info. May only affect few, but it's a problem that exists.
I am using a Razer Lachesis on Win7. If the problem persists I will, of course, try switching to a different mouse somewhen down the road.
I am using a Razer Lachesis on Win7. If the problem persists I will, of course, try switching to a different mouse somewhen down the road.
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A.Filikov
- Posts: 71
- Joined: 2010-10-03 18:06
Re: 128 player tests: Feedback and Observations
in maps like muttrah and kashan, just check for the beard
Kits can be deceiving.
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Surround
- Posts: 609
- Joined: 2006-12-10 23:49
Re: 128 player tests: Feedback and Observations
Played with 5 friends last weekend. It was amazing. So much people and still no lag. My ping was 10. It has never been so low. Just love it!
So much action and co-operation. Played with mumble though didn?t use it so much.
I had some fps drop, but very much.
Maybe the biggest problem is that I can?t play in regular servers anymore. They just dont feel so PR anymore
So much action and co-operation. Played with mumble though didn?t use it so much.
I had some fps drop, but very much.
Maybe the biggest problem is that I can?t play in regular servers anymore. They just dont feel so PR anymore
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naykon
- Posts: 113
- Joined: 2007-12-18 12:14
Re: 128 player tests: Feedback and Observations
I have been playing since 2007 and I'd just like to say i never thought I would see the day more than 64 people could play
It is so much fun and feels much more like an ongoing fierce battle rather than sporadic recon "squad on squad" type engagements
Love it, don't know how you've done it! But 128 players combined with some mumble teamwork is absolutely awseome and will keep me playing for a lot longer!
Hope to see more servers soon! well done!
Also just like to add that your showing EA that 100+ players can be fun and should be an option in Battlefield 3 (In my opinion)
It is so much fun and feels much more like an ongoing fierce battle rather than sporadic recon "squad on squad" type engagements
Love it, don't know how you've done it! But 128 players combined with some mumble teamwork is absolutely awseome and will keep me playing for a lot longer!
Hope to see more servers soon! well done!
Also just like to add that your showing EA that 100+ players can be fun and should be an option in Battlefield 3 (In my opinion)
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naykon
- Posts: 113
- Joined: 2007-12-18 12:14
Re: 128 player tests: Feedback and Observations
Opinion is divided on the 1 channel or 2 channel option.Maverick wrote:I know this might be bad, but how about we have everyone in one mumble channel?
I personally love 1 channel as i feel its more realistic and adds excitement and another element of squad discipline....
Theres also nothing quite like shouting Allahu Akbar repeatedly down mumble while unloading a PKM into a squad of marines and then listening to their post death profanities
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Soppa
- Posts: 360
- Joined: 2009-02-23 14:24
Re: 128 player tests: Feedback and Observations
Its just because 128 players will need i7 +3GHz CPU to run without serverside lag and I dont have that kind of CPU free atm.Eco__pRv wrote: by the way: why is the limit set to 116 players? stability/performance issues or can't mumble handle more?
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: 128 player tests: Feedback and Observations
Yes and no.naykon wrote:Opinion is divided on the 1 channel or 2 channel option.
I personally love 1 channel as i feel its more realistic and adds excitement and another element of squad discipline....
If you were close to enemy positions, what would you use? Hand signals (XD) or, PR-wise, VOIP, right?
So why would people use positional mumble at all? So the enemy that is fluent in whatever language you happen to be speaking overhears and tells his whole team?
The fun factor is fun. AND I like it (I have loads of fun in 1 mumble channels
12 players are THAT heavy (so you can handle 116 but not 12[R-CON]Soppa wrote:Its just because 128 players will need i7 +3GHz CPU to run without serverside lag and I dont have that kind of CPU free atm.
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Pirate
- Posts: 145
- Joined: 2009-10-25 22:30
Re: 128 player tests: Feedback and Observations
Several members of PHC misbehaved on the 128 player server today. After some teamkilling for assets by PHC WingedHussarz, one of them called artillery on a huge blob of friendlies and the other went commander to approve it, screwing up the whole assault on north city of our team. Bunix was also there in the squad but I'm not sure whether he is involved, it's possible that it was a third person.
tl;dr server is **** when there are no admins on
tl;dr server is **** when there are no admins on
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Gosu-Rizzle
- Posts: 610
- Joined: 2009-06-06 13:23
Re: 128 player tests: Feedback and Observations
I can confirm this. The PHC did what they could to ruin the fun for the rest of the team and i personally got TKed in main by them twice.Pirate wrote:Several members of PHC misbehaved on the 128 player server today. After some teamkilling for assets by PHC WingedHussarz, one of them called artillery on a huge blob of friendlies and the other went commander to approve it, screwing up the whole assault on north city of our team. Bunix was also there in the squad but I'm not sure whether he is involved, it's possible that it was a third person.
tl;dr server is **** when there are no admins on
Unfortuenetly there has to be an admin on the server to make sure the few rotten apples are dealt with. That goes for all servers, but it goes double for a 128p server.
Other than that i just want to say everything else works great. 128 p is the way PR is meant to be played
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PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: 128 player tests: Feedback and Observations
PRTA have had issues with a few PHC guys.
Games can be great, just needs serious admining, maybe we need a 118 training server too.
i7-990x pushed to 5GHz....wow
Games can be great, just needs serious admining, maybe we need a 118 training server too.
Time to donate guys....[R-CON]Soppa wrote:Its just because 128 players will need i7 +3GHz CPU to run without serverside lag and I dont have that kind of CPU free atm.
i7-990x pushed to 5GHz....wow
Last edited by PLODDITHANLEY on 2011-04-12 22:08, edited 1 time in total.
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A-10Warthog
- Posts: 1911
- Joined: 2007-01-03 01:28
Re: 128 player tests: Feedback and Observations
hey if the server needs a few reliable US timezone admins, id be more than happy to lend some time to help out.
A-10, EX PR Tester, Moderator, Public Relations.
.

from [R-DEV]CodeRedFox: "Fixing bugs creates more bugs"
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: 128 player tests: Feedback and Observations
Check it out on the their thread:A-10Warthog wrote:hey if the server needs a few reliable US timezone admins, id be more than happy to lend some time to help out.
128 SISU Test Server
Admin Sign-Up Thread (Login)
I think Wicca is begging for Admins... or something like that.
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rushn
- Posts: 2420
- Joined: 2010-01-01 02:51
Re: 128 player tests: Feedback and Observations
i am sure other would too (including me)A-10Warthog wrote:hey if the server needs a few reliable US timezone admins, id be more than happy to lend some time to help out.
arent opterons and xenons are better at running servers instead of desktop cpus?
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Blackbird-911
- Posts: 11
- Joined: 2009-01-14 11:50
Re: 128 player tests: Feedback and Observations
After playing on the 128 player servers there is only one thing that bothers me and that's the name tag issue. It wouldn't be such a big issue but for what ever reason when you pick up an enemy's weapon, your guy decides to wear his uniform, too. Therefore, you're obviously going to end up shooting what is seemingly an enemy.
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BlueWoofy
- Posts: 34
- Joined: 2011-04-12 15:11
Re: 128 player tests: Feedback and Observations
I'm curious ..do you think there will be a lot of in game campers?
or is online play going to be well monitored by ranks so that team balanced objectives are achieved?
how will this work?
or is online play going to be well monitored by ranks so that team balanced objectives are achieved?
how will this work?
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: 128 player tests: Feedback and Observations
It happens because, when DEVs were brainstorming about adding Special Forces into the game, the only viable solution to make enemies not notice at first you are working for the other team was that "your guy" would use the enemy's clothes when picking up his weapon.Blackbird-911 wrote:It wouldn't be such a big issue but for what ever reason when you pick up an enemy's weapon, your guy decides to wear his uniform, too.
An April Fool's joke by R-DEV Z-trooper (now a retired PR developer for obvious reasons) consisted of deleting the file that made enemies change their clothes when picking up enemy kits, and renaming the one that made the soldiers use the headgear. He then released that version (aka Project Reality v0.53, which is, evidently, not in The history of Project Reality thread), tricking all DEVs and players into downloading (despite the fact, while in the Western World it was still the 31st, in Australia it was already April Fool's) and playing it.
The number of teamkills reached unprecedent levels - as a matter of fact, one of the longest-surviving PR Developers was banned on that day (R-Dev Rhin0).
Z-trooper, on the same day (a few minutes after the release) stated that he had decided to "leave this life [of video games ForeverAlone]" and "party with real people" (refering to non-DEVs)). Some "goodbye" remarks were made.
After about 2 weeks, when R-Dev UK_Force noticed the kit issue, he summoned all DEVs to try to fix the issue. No one had a backup of the game (there was actually only one person with the old version, but he however was not willing to seed it to the team. He angrily broke any allegiances he had with Reality Studios on this thread, as an answer to a PM he received).
R-MOD Jigsaw, while learning the baby steps of realitymod forums moderating (sources tell me that it took about 2 years and 3 months until R-MOD Jigsaw learned how to use google to find pictures to add to the ironic feeling of lock-thread posts. This lock was his final requirement before PR-MODs class of 2012 graduation - meanwhile, he does not have the authority to infract forum users, for R-MOD KP strongly believes that he is still not mature enough, as stated in an official note - which was deleted in a conspiracy), was ordered to "forcelly retire" R-Dev Z-trooper. This Dev was not altogether banned because R-DEV Dunehunter feared an outbreak by the PR Player Mass (as a matter of fact, R-Dev CodeRedFox posted an anti-communist reply for a thread, which I cannot find at the moment).
Since then, this "issue", after much sweat from PR-Media team, was declared a bug "due to the high number of different kits".
I am kidding, btw.
Last edited by goguapsy on 2011-04-13 00:13, edited 1 time in total.
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Snazz
- Posts: 1504
- Joined: 2009-02-11 08:00
Re: 128 player tests: Feedback and Observations
I think that doubling the total player count does not necessarily mean doubling the amount of 'campers' or any other stereotype of player.BlueWoofy wrote:I'm curious ..do you think there will be a lot of in game campers?
Not sure what you mean by 'ranks'. Circumstances vary from server to server but typically the only people with authority to enforce anything are the admins and usually they're focused on rules rather than team discipline. Generally the PR community is capable of organizing itself in the spirit of coordinated teamwork without being ordered to do so in any official or mandatory sense.BlueWoofy wrote:or is online play going to be well monitored by ranks so that team balanced objectives are achieved?
That said, what you might call 'camping' could actually be defending an objective of strategic team value.
Works quite well already based on my recent experience in the test server and that's without any client-side tweaks so far. Players will likely begin to get used to and continually adapt to the change as time goes on, improving the overall 'team experience'.BlueWoofy wrote:how will this work?
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Maverick
- Posts: 920
- Joined: 2008-06-22 06:56
Re: 128 player tests: Feedback and Observations
Camping in PR is virtually unheard of. Unless your a sniper picking off enemies that are spawning at a FOB, oh one question to server owners or whatnot, since the server providers charge per slot or whatnot(not sure how charging works) but will the server cost more to operate since it has "128" slots? Like will it cost more to have up? Just curious cuz that's been in my mind ever since I heard of the idea.
One more note, there should be at least 4 admins on(2 for each team) one person handling 50+ players is crazy, I mean 32 was bad but this is triple the number, and more issues are bound to pop up.
One more note, there should be at least 4 admins on(2 for each team) one person handling 50+ players is crazy, I mean 32 was bad but this is triple the number, and more issues are bound to pop up.
Last edited by Maverick on 2011-04-13 11:23, edited 1 time in total.



