128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
Locked
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: 128 player tests: Feedback and Observations

Post by Snazz »

Maverick wrote:picking off enemies that are spawning at a FOB
That's spawn killing not camping.

Camping as the name implies is staying in one position for an extended period of time, which actually makes sense in PR because of the importance of defending objectives and keeping deviation at a minimum (eg. when sniping).
Haji with a Handgun
Posts: 443
Joined: 2010-05-09 06:18

Re: 128 player tests: Feedback and Observations

Post by Haji with a Handgun »

Snazz wrote:That's spawn killing not camping.

Camping as the name implies is staying in one position for an extended period of time, which actually makes sense in PR because of the importance of defending objectives and keeping deviation at a minimum (eg. when sniping).
I honestly think its impossible to spawn camp in PR. If you are set up somewhere, just watching an FOB or hideout and killing them, its just war. If they cant find and eliminate you, their problem. Usually when you are shooting at an FOB its taken down shortly after.
In Game: Marxman
Image
Image
Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: 128 player tests: Feedback and Observations

Post by Ford_Jam »

Haji with a Handgun wrote:I honestly think its impossible to spawn camp in PR. If you are set up somewhere, just watching an FOB or hideout and killing them, its just war. If they cant find and eliminate you, their problem. Usually when you are shooting at an FOB its taken down shortly after.
Sitting next to a FOB and killing those who spawn is cheap. After a certain number of kills the FOB should become unspawnable, however you should be destroying it if you have the opportunity to do so.

Your objective should be destroying and denying the spawn point, not waiting for cheap kills.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

goguapsy wrote: 12 players are THAT heavy (so you can handle 116 but not 12 8) ?
Yes, server is running now avg 99.9% cpu load. If it goes over 100% all the time, it start choking which causes lag. Anyway I got better server rig free in a week or two when it will be changed to max players.
128 player server needs modern i7/Xeon +3GHz processor as 64player server runs fine with 1,6GHz Xeon.

Please people leave your technical feedback of server to Server feedback forum.
Try to compare it to 64 player servers but do not report about lag issues if you are not from europe.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: 128 player tests: Feedback and Observations

Post by LithiumFox »

What's odd is im in mid-USA and i get less lag on the 128 server than i do on most american servers :lol:

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
WingedHusarz
Posts: 6
Joined: 2011-04-13 18:21

Re: 128 player tests: Feedback and Observations

Post by WingedHusarz »

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
This guy trolling everywhere about it.
At first tell me how could i call area attack at North City when i was first in docks (near repair station - at my AA fob) then most of time at main/fortess with Bunix (we had HAT kit and we were waiting for boats)? Then i spawned close to North City (West City) when i saw that it will be a huge TK area attack, i wanted to see it and you started blames me because only me not died by area attack - i was watching this mess and laughing - its true but i didn't call it to our friendly positions dude... You were trolling it at ALL chat at serwer for 20 minutes, no one was listening you (maybe some of OD-S was just LISTEN you).
There was overall mess, people from GIS were tking at carrier, some of guys were crashing hueys at carrier too. One guy was roadkilling me and my teammate at main with supply truck without reason - and i teamkilled him when he was doing it - and thats my only fault.
Dude, please stop trolling all of forum because you behave like a nerd, you spamming about it everywhere, all the time. That's so annoying because i haven't time for answer to you your bullshit...

Regards WingedHusarz
Peeta
Posts: 1204
Joined: 2008-11-28 02:05

Re: 128 player tests: Feedback and Observations

Post by Peeta »

Gosu-Rizzle wrote: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.
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 :-) Thanks to all the people behind this, and keep up the good work!
PHC have been censured. This should not happen again.
Panem Today,
Panem Tomorrow,
Panem Forever.
Kirra
Posts: 1143
Joined: 2009-01-22 18:24

Re: 128 player tests: Feedback and Observations

Post by Kirra »

Is it possible to increase the number of squads?
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

I got used to 116 people, I can't even tell the difference from what it used to be in regular PR.
In fact, I haven't played regular PR in... well, since 128 is up. I can't play 64 any more. It's a gimmick PR compared to 116.

Seriously, after a month on the big server, 58 guys on one side seems normal, not enough even... increase will be welcomed. ;)
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

Kirra wrote:Is it possible to increase the number of squads?
Yes. I remember we had I believe 12 men squads (or was it 16?) during early beta tests.

Too chaotic, though.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
scope
Posts: 133
Joined: 2009-02-19 14:26

Re: 128 player tests: Feedback and Observations

Post by scope »

Ford_Jam wrote:Sitting next to a FOB and killing those who spawn is cheap. After a certain number of kills the FOB should become unspawnable, however you should be destroying it if you have the opportunity to do so.

Your objective should be destroying and denying the spawn point, not waiting for cheap kills.
Your objective should be to reduce the enemy tickets to zero or cap them out. Unless it is the main spawn point then I feel it is perfectly acceptable to kill enemy that choose to spawn there. If they don't want to get killed, spawn somewhere else. Since every player has the ability to give away your position even after they are dead, there should be no reason that after a few kills the entire other team should know of your presence.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

scope wrote:Your objective should be to reduce the enemy tickets to zero or cap them out. Unless it is the main spawn point then I feel it is perfectly acceptable to kill enemy that choose to spawn there. If they don't want to get killed, spawn somewhere else. Since every player has the ability to give away your position even after they are dead, there should be no reason that after a few kills the entire other team should know of your presence.
Yeah, once I was on an APC and, while trying to safely take out a FOB, enemies insisted on spawning there. I suppose they were all from the same squad.

After about 6 spawn kills (more kills before that), we finally managed to take out the FOB.

Hmm...
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
Pirate
Posts: 145
Joined: 2009-10-25 22:30

Re: 128 player tests: Feedback and Observations

Post by Pirate »

WingedHusarz wrote:This guy trolling everywhere about it.
At first tell me how could i call area attack at North City when i was first in docks (near repair station - at my AA fob) then most of time at main/fortess with Bunix (we had HAT kit and we were waiting for boats)? Then i spawned close to North City (West City) when i saw that it will be a huge TK area attack, i wanted to see it and you started blames me because only me not died by area attack - i was watching this mess and laughing - its true but i didn't call it to our friendly positions dude... You were trolling it at ALL chat at serwer for 20 minutes, no one was listening you (maybe some of OD-S was just LISTEN you).
There was overall mess, people from GIS were tking at carrier, some of guys were crashing hueys at carrier too. One guy was roadkilling me and my teammate at main with supply truck without reason - and i teamkilled him when he was doing it - and thats my only fault.
Dude, please stop trolling all of forum because you behave like a nerd, you spamming about it everywhere, all the time. That's so annoying because i haven't time for answer to you your bullshit...

Regards WingedHusarz
A PHC guy was commander and approved it and immediately left after doing so.


And cheers, Fighter.
Pesticide
Posts: 307
Joined: 2009-11-09 02:57

Re: 128 player tests: Feedback and Observations

Post by Pesticide »

Server admin, can you please include a automated kick/ban script for people who teamkill more then 4 people ? We have had now several nights in a row person teamkilling dozens of people and worse, causing squadbug deliberatly. Some real low lifes out there that come out of there hole when the admins go to bed .
Proud member of Forgotten Honor Tournament.
http://www.forgottenhonor.com
Broadcasting PR live from big servers every week http://www.justin.tv/pesticide/videos
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: 128 player tests: Feedback and Observations

Post by Zoddom »

Pesticide wrote:Server admin, can you please include a automated kick/ban script for people who teamkill more then 4 people ? We have had now several nights in a row person teamkilling dozens of people and worse, causing squadbug deliberatly. Some real low lifes out there that come out of there hole when the admins go to bed .
we just need more admins... and more active ones... thats it.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

Zoddom wrote:we just need more admins... and more active ones... thats it.
What we need is people that don't talk but do.

128 SISU Test Server

Admin Sign-Up Thread (Login)
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
Maverick
Posts: 920
Joined: 2008-06-22 06:56

Re: 128 player tests: Feedback and Observations

Post by Maverick »

goguapsy wrote:Yes. I remember we had I believe 12 men squads (or was it 16?) during early beta tests.

Too chaotic, though.
There can be 8 people in one squad now because of the new limit :)
ImageImage
Cpt.Standby[Fr]
Posts: 13
Joined: 2011-04-08 21:42

Re: 128 player tests: Feedback and Observations

Post by Cpt.Standby[Fr] »

Pesticide wrote:Server admin, can you please include a automated kick/ban script for people who teamkill more then 4 people ? We have had now several nights in a row person teamkilling dozens of people and worse, causing squadbug deliberatly. Some real low lifes out there that come out of there hole when the admins go to bed .

That was just funny , you guys really need more sense of humor sometimes ....
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 player tests: Feedback and Observations

Post by goguapsy »

'Cpt.Standby[Fr wrote:;1577355']That was just funny , you guys really need more sense of humor sometimes ....
I agree the low-life is an exaggerated remark.

But can you elaborate on how preventing one's enjoyment a "humor" source?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: 128 player tests: Feedback and Observations

Post by Snazz »

Kirra didn't ask about the 'number of players in squads'.
Kirra wrote:Is it possible to increase the number of squads?
Presumably if that was possible at this stage it would of been done already.
Locked

Return to “PR:BF2 General Discussion”