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Re: 128 player tests: Feedback and Observations

Posted: 2011-04-22 13:40
by FullMetalMonkey
Pesticide, although i know what you are saying is correct. That bum rush was for shits and giggles. We knew the round was over in a few seconds and knew where the enemy were so thought we would have a little fun.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-22 14:09
by jim1994
Was that a person crying or screaming? Haha!! That was epic stuff right there.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-22 14:22
by VaporTrail
Monkey, I can't wait for part 4 of your Kashan set to get posted. Working in that tank squad was the most fun I've had on that map.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-22 14:46
by mockingbird0901
Everybody trying to join the server gets a CTD, have been that way for about 10 min now.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-22 14:50
by FullMetalMonkey
VaporTrail wrote:Monkey, I can't wait for part 4 of your Kashan set to get posted. Working in that tank squad was the most fun I've had on that map.
Ill try and get it sorted but im having trouble editing it as most of the footage i got for part 4 is me talking with a squad mate and dying a few times. Ill have a dig through later though.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-22 14:58
by mockingbird0901
and its up again. join in

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-23 04:39
by Sidewinder Zulu
Just played some fun rounds on Barracuda and Beruit, as the Chinese and Russians.

During both games my team was outclassed by the other (not blaming anyone, I ended Beirut with a 2-10 K/D spread... :neutral :) and the games ended fairly quickly.

I will say that the Barracuda round was very interesting, as we could really see some of the new dynamics of having a larger battle with more assets and people.

The USMC did an initial airborne assault on airstrip and attacked a massive Firebase we (the Chinese) had built there. There was some intense CQB combat for a while, until the American airstrikes and eventual APC support drove us back, and we were simply holding a defensive line to the East of the Airstrip.

Then, as North Rock came under attack, the Marines did an excellent quick landing on the beach before our defenses were in place, and while myself and many other Chinese hid in the bunkers and tried to halt their advance, the US AAVPs offsore took out our bunkers and .50 cals, paving the way for the infantry. The one TOW emplacement we managed to get up near there got taken out by a Huey shortly after it was built.

The battle then diverged into two different fronts, with the one Chinese group fighting in the South holding the Americans at airfield (and eventually overruning them, I think) and the second group further North, which rallied at the bunker complex near the beach in G8, and held off the Marines' advance after killing both AAVPs.

The US had more tickets once the attrition battle started, however, and we ended up losing. It was a good game, though.

Anyways, it was interesting to see the natural dynamics of large-scale combat take place in PR. I hadn't been able to see that before when itw as just 32 vs. 32. It forces people to think more about the bigger picture, and makes for a far more deliberate, higher intensity form of gameplay.
Nice job again to everyone who made the 128 server possible. You've really done something big here. I don't think I even realized how big it was until I saw these games today.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-23 13:23
by Soppa
Check server feedback forum for weekend password

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-23 13:40
by Robskie
Has anyone suggested intergrating mumble and PR in some way that people who want to join a server HAVE to be in their respective mumble channel?

:( HAS ANYONE THOUGHT OF THIS?

xD

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-24 02:01
by Brainlaag
Alright Soppa quick feedback and the small changes being made:
Good idea keeping the player-limit to 140 but raise the squad-limit to 10, as 9 is no half thing. Not enough to do proper Mechanized Infantry and still too many to fit in a single vehicle. Just my two cents for today and keep it up.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-24 03:21
by Muffins
I think we need more admins on times that the Europe guys are not. It seems there are periods where no admins are on, and then 3 are one.

I've already applied for adminship, but i know you guys stopped taking sign ups, however, I seriously think you should try to have one admin on at all times at least. Because with this many players things can get out of hand.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-24 11:24
by beavis.uk^
Muffins wrote:I think we need more admins on times that the Europe guys are not. It seems there are periods where no admins are on, and then 3 are one.

I've already applied for adminship, but i know you guys stopped taking sign ups, however, I seriously think you should try to have one admin on at all times at least. Because with this many players things can get out of hand.
Also, the players of which do have admin, need to not kick people without reason, I was in a squad with [MURO] S0ldierrr who just spawned after he crashed the Eurofighter, kicked two guys reloading at the repair bay because some random who was being a nuisance said these two people are teamkillers. I am guessing he was frustrated from losing the Jet, and I am not one to jump to conclusions often, but seriously, people who have power need to use it properly.

Other than that the observations from me are none other than good, last few days it has been flawless apart from Kokan bomb cars base raping causing another admin to restart?

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-24 12:10
by CoLdFiRe88
hi,

I would like to appeal a ban, is this the place to do it? or should it be done on PM? im not aware of any website for the 128 sisu test server...

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-24 13:16
by PLODDITHANLEY

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-24 15:07
by Soppa
beavis.uk^ wrote: Other than that the observations from me are none other than good, last few days it has been flawless apart from Kokan bomb cars base raping causing another admin to restart?
Bombcar to main base is not allowed in server.
Big server lacks already on transportation and if one bombcar destroys all assets at start of round, when US dont have any FOB out there, it would be very sad to go on with.
And all this because illegal actions. So yes, I would ban person who did that and restart map.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-24 15:38
by FullMetalMonkey
Speaking of Bombcars and cars.

Are civilians allowed to run people over? A couple of days ago on Fallujah i got run over by a civilian, our squad medic revived me then the car turned around and attempted to run me over again but i'd shot and killed him to protect myself, thus incuring a respawn penalty.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-24 15:52
by Snazz
^If a civilian is using a vehicle or used a vehicle in the last minute they are able to be killed without penalty.

As stated on page 25 of the manual: https://www.realitymod.com/manual/pr_manual.pdf

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-24 16:14
by FullMetalMonkey
But continually trying to run people over though? Is that allowed? I reckon if given the chance he would have run the entire squad over.

I know a couple of servers which disallow continual kills via running people over, is the 128 Test Server the same?

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-24 19:31
by Rod-Rammage
Hey,
I was banned from your server for supposedly mortaring enemy main on quai river, about 20 mins ago.
I would like to be unbanned as I was not mortaring main, at all. Dylan.swe was giving us fire missions as SL, I doubt our mortars were even in range of main. Can the admin who banned me reply via pm on here why he thinks it was me?

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-27 22:03
by Sgt. Mahi
Tried to squadlead this evening on qwai river.. THAT map is just not suited for 128 people.. It's just a spam fest IMO... Trying to squadlead on that map is the most frustrating thing I've tried in a long time :lol: ...