Re: 128 player tests: Feedback and Observations
Posted: 2011-04-30 18:31
Jafar Ironclad;1539383 wrote:READ BEFORE POSTING:
"STATE WHAT YOU FEEL, NOT WHAT YOU WANT."
This statement has now been reversed.
Jafar Ironclad;1539383 wrote:READ BEFORE POSTING:
"STATE WHAT YOU FEEL, NOT WHAT YOU WANT."
This statement has now been reversed.
I thought about all of that before too. I think the only issue is how to make it as accessible as when you log in into the game, so that previous non-mumblers have nothing to complain of.goguapsy wrote:Why not Mumble (since most people have it - just force it with installation)?
Local is built-in! And it would be fairly easy to make Fireteams (ie. standard mumble channel: Team 1/Team 2: Sqds 1 through 9. Supposing there are 12 people per squad, FireTeam 1, FireTeam 2 and FireTeam 3.
Arrange it in a way that SL is able to talk to other SLs and his FT Leaders. Also, FT Leaders may communicate with SL and the rest of his fireteam (and the other FT leader). FT members may only communicate with FT leader (and fellow FT members).
Local works as normal.
Doable?
Yes, I agree. Would be rather a hassle for some people who can't find the right sqd or teamArcturus_Shielder wrote:I thought about all of that before too. I think the only issue is how to make it as accessible as when you log in into the game, so that previous non-mumblers have nothing to complain of.
You mean a normal squad-VOIP (but through mumble)?You forgot to include "forced speech" within the squad, so that we have the in-game voip features and mumble as well.
https://www.realitymod.com/forum/f10-pr ... ost1585472the server started off being locked however due to the lack of sufficient population and through official backing from the PR Team that restriction was removed
After playing in 128, I find the 4x4 maps empty (2/3 of team goes assets, rest - inf). As someone noted: it feels like infantry is fighting like one spec.ops squad against another spec.ops squad, yet it's ment to reflect common soldier. Sure, Muttrah and Fallujah and other non 4x4 maps are still fun, but If I had a choice, I would never return to 64.Jafar Ironclad wrote:Echoing Wicca here,
However, its still a feature in development, and when it is ready (on the judgment and labor of both the developers and the people working specifically on this code) to become part of the regular PR experience, we will get better results than if we get our pizza half-baked we can't be arsed to wait for it to be ready. PR is still optimized for 64 players, and it is still fun in this form.
Echooooooo!Jafar Ironclad wrote:Echoing Wicca here,
As Tema and Soppa will likely attest, the feature of boosted playercount in PR is not 100% ready. Furthermore, PR's maps are not calibrated for boosted playercounts yet. Note that Sangin Valley and Shijia Valley are not playable yet: you can argue that the community is ready for them to be released publicly, but can you argue for the maps being ready for the community? What I can argue is that the potential/likely consequences of releasing the maps before they are ready are unacceptable.
Same thing here with boosted players, with a few twists: 1. in order to properly gauge the readiness of this feature, it requires a lot of manpower. 2. Specific balancing of the maps is NOT required in testing to confront the technical issues. However, its still a feature in development, and when it is ready (on the judgment and labor of both the developers and the people working specifically on this code) to become part of the regular PR experience, we will get better results than if we get our pizza half-baked we can't be arsed to wait for it to be ready. PR is still optimized for 64 players, and it is still fun in this form.
Server administrators and supporters; I would strongly encourage you to use your channels and your powers professionally and graciously, if you want in on the testing. You will get much more accomplished than dunem, for sure.
Well I'm not Dev but anyway I understand problem and try to help with it as much I can.Wh33lman wrote: edit: and soppa, dont be a smartass just because your a dev now.
Well people are helping out to test it?Wh33lman wrote:everyone saying "oh its not ready, its not ready", you missed my point. everybody is playing in 128 and its starving all the other servers. you have a huge advantage and its unfair to the other servers.
bottom line, you are costing people real money with this experement.
edit: and soppa, dont be a smartass just because your a dev now.
So are you saying that PR has less players now than in month ago ?CroCop wrote:I disagree with that Soppa.
While it has a chance to attract some new people, its probably going to detract the current players and most likely keep only a small number of new people.
That exact reason, imo i think, now its been up for a while, it should be re-passworded, people who have shown genuine intrest in actually TESTING the game rather then just playing for the hell of it should be given the password back. once 128 people is the norm and its all be finalised then it should be avaliable for all to play, but at the minute it is affecting so many communities negatively i think the whole testing format that being used needs a rethink.dsi1 wrote:Why should testing stop because it affects some people negatively?
No, not really, and thats my point, what ever way you look at it this test has its flaws, what needs to happen is these communitys that are being hurt by the test need to be brought into it in some way, set up community matches on the server, get two or three communitys versus another two or three communitys.Wicca wrote:What is the idea though?
Is it realistic to have 128 players dedicated like that?