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Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 00:56
by Wicca
Realplay Im trying to do that. Get the whole PR togheter. But its abit more complicated than that.

Im glad NEW is doing their epic event and all! Thats epic!

But getting people who are so selfminded about themselfs to cooperate. Is like trying to put a square block into a round shape. All you do is go GEEEEH GO INTO.
But it ends up you raping some innocent girl. :(

Very bad. Honestly, if we are to handle these new players. If we are going to be succesfull, we have to put aside our differences, and all work for the greater good of the mod. Regardless.

Cause at the end of the day guys! This is a game, i play it to have great fun. And it doesnt mean much what server i am on, i will play on the one i think is the best. And that is that.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 01:09
by UKrealplayER666
Wicca wrote:Realplay Im trying to do that. Get the whole PR togheter. But its abit more complicated than that.
I know, youve done a fantastic job of it aswell, but it need input from the people developing this game mode to try and get the entire community involved. I know this will be controvetial, espeshaly with you wicca, but this test seems to have a certain exclusive edge with the PRTA, now i know thats because youve put yourself fowards for it, and once again thats you putting the community first, but in turn thats left anyone who hasnt joined the PRTA on the outside looking in, i would love to get involved with the test with my clan but as its gone on and all the decent players have been drawn into it, our server has declined, weve lost clan members and were lucky to get 5 clan members on at once, thats gone from a server being full 9am to 3 am to one thats lucky to be full at 5pm and dead at midnight.

But now ive been taken completely off topic and i appologise, i know im gonna get a load of stick for this aswell and im not looking forward to that, i just think its no longer a test, it should be stopped untill its been updated enough to be put into a new testing phase or it should be passworded.

EDIT: I wont post anymore unless i get a point or question adressed directly to me, i think ive made my point here.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 01:16
by Wicca
It is Passworded. And events will ensure with violent awesomness.

Just wish this sort of responce didnt happen. Cause it proves my worst fears.

I am sad.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 01:41
by Pesticide
if your community crumbles because of a test server, something might need change at the core of that community ... . Do some events, positive constructive things, in stead of coming here going all rules this and rules that and trying to demotivate people who are working on making something happen for the benefit of us all.

So now the overal general PR community is punished for the sake of who exactly? Smaller communities who cant fill their server anymore and in stead of doing something about it organizing stuff they come here and have a server passworded ????

Wtf will happen when its officialy released. People trying to get a popular server shut down, ddos, lawsuits, cause they cant fill theirs anymore wtf people ... .

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 01:45
by Adriaan
Pesticide wrote:if your community crumbles because of a test server, something might need change at the core of that community ... . Do some events, positive constructive things, in stead of coming here going all rules this and rules that and trying to demotivate people who are working on making something happen for the benefit of us all.

So now the overal general PR community is punished for the sake of who exactly? Smaller communities who cant fill their server anymore and in stead of doing something about it organizing stuff they come here and have a server passworded ????

Wtf will happen when its officialy released. People trying to get a popular server shut down, ddos, lawsuits, cause they cant fill theirs anymore wtf people ... .
I mostly agree with this sentiment. Unfortunately I'm a bit tired so I don't have anything else to add. :p

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 01:46
by Wicca
Dont worry pestecide. PR will endevour to be awesome YET again! As always, my favourite game through 3 years is BI-WINNING!

Hats off devs to being epic :)

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 02:27
by galeknight1
Pesticide wrote:if your community crumbles because of a test server, something might need change at the core of that community ... . Do some events, positive constructive things, in stead of coming here going all rules this and rules that and trying to demotivate people who are working on making something happen for the benefit of us all.

So now the overal general PR community is punished for the sake of who exactly? Smaller communities who cant fill their server anymore and in stead of doing something about it organizing stuff they come here and have a server passworded ????

Wtf will happen when its officialy released. People trying to get a popular server shut down, ddos, lawsuits, cause they cant fill theirs anymore wtf people ... .
Just saying, but my clan, one of the smaller communities that is declining in recent weeks, has attempted events and so called "positive contructive things" (rebooting the server so it doesn't crash as often) yet there doesn't seem to be any chance of reaching its previous popularity with the 128 server up. If you have any ideas of 'organizing stuff' that would bring in more people I'm sure smaller communities would want to take this into account.

There is an element of frustration about the 128 player server from the smaller communities. I see it as a very positive step forward for the mod and is probably product of a lot of hard work from the developers, but the server isn't really being a "test" anymore. It has been around for quite some time, and I think that any feedback that the developers need hopefully by now received. (apologies if I am wrong.) I don't understand why there can't be a repeat of the beta tests from before where the server files were released to everyone to test and enjoy - and subsequently have an equal share of PR playerbase.

Your statement of "the overall general PR community is punished" backfires in that the the "overall general PR community" is made up of several smaller communities. Your idea that the 128 player server represents the overall general PR community does not make sense to me...

When it is officially released, nothing like what you have said will happen, since there will be no single server that is getting all the players - they would be shared equally around the PR communities.

I hope I'm not coming off as negative, as I am honestly very happy of the steps PR is making forward in breaking the previously thought 'hardcoded' boundaries of the BF2 engine, and hats off to the people behind it. I just wish that all communities could be given a chance in this move forward.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 02:49
by Jafar Ironclad
galeknight1 wrote: ...
I hope I'm not coming off as negative, as I am honestly very happy of the steps PR is making forward in breaking the previously thought 'hardcoded' boundaries of the BF2 engine, and hats off to the people behind it. I just wish that all communities could be given a chance in this move forward.
If this hasn't come up in discussions in the Server admin forum, I'd be very surprised.

However, there's actually a good reason for only keeping one server on 128 while testing and troubleshooting is happening actively: everyone who wants to participate in a boosted playercount environment goes to the same place, therefore allowing the related testing to occur in a full server environment a larger percentage of the time. If this is true, boosted counts will be release-ready SOONER because very few servers are doing it. It might even hypothetically be prepared with the next PR release on a few maps!

Just a thought.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 03:11
by galeknight1
Jafar Ironclad wrote:If this hasn't come up in discussions in the Server admin forum, I'd be very surprised.

However, there's actually a good reason for only keeping one server on 128 while testing and troubleshooting is happening actively: everyone who wants to participate in a boosted playercount environment goes to the same place, therefore allowing the related testing to occur in a full server environment a larger percentage of the time. If this is true, boosted counts will be release-ready SOONER because very few servers are doing it. It might even hypothetically be prepared with the next PR release on a few maps!

Just a thought.
I suppose that makes sense, I suppose I'll just back down and wait hopefully for this testing to be completed quickly and for 128-player servers to be released to everyone in the near future.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 04:22
by Snazz
People will play where they want to at any given moment, It's a dynamic situation largely out of control of server admins.

There are roughly 100 PR servers that have never been sufficiently populated, yet we don't see their owners on here complaining over-dramatically about their never-ending woes. I'm surprised many of those servers are still even online, it must be affordable to run an empty one.

It's obviously a different case if a server had the fortune of a substantial playerbase right before the test server arrived and it's understandable that their admins would be suddenly displeased. However it's just the cold reality of online gaming and mod progress is of greater significance than the personal feelings of server owners.

Frankly if you pay for a server and are unsatisfied with it's usage, bad luck. Deal with it or put your money into something else. Blaming things and expecting special consideration or compensation is futile.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 06:55
by PLODDITHANLEY
I agree that the presence of the 128 constituates to an enourmous change to PR.

Many players now find it hard to play on 64 servers, and the 128 (or above) is a huge pull for many new players.

I would think that if and when the 128 Test is advanced enough the community, Dev's and server providers must think hard about what to do.

Have one in Europe and one in the US that is run, paid and admined by serveral clans or communities.

I am sure the problems we have seen mentioned and ranted about here can be sorted but I feel that these huge servers need a totally new approach to the way clans and servers operate.


I feel that in many ways these big servers could make life easier as the game is very playable from 50 players all the way up, maybe asset rules would have to be changed failing the possibility of assets spawnage being linked by player population.

Perhaps the days of so many individual clan servers are changing is it time for PR to grow up and for clans and communities to work together like never before?

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 08:31
by maarit
so what will happen to the reviving system?
revive system is there to simulate bigger squads but cos we have now bigger squads there should be something different revive-system.
maybe this
https://www.realitymod.com/forum/f18-pr ... ost1180738

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 08:42
by cyberzomby
I like how Wicca pointed out that a while back UKWF was the 128 player server in terms of: Making smaller communities harder to fill!

Thats what you always had in PR. You always had 2 to 4 servers that where ALWAYS filled. That keeps changing. When I started you had TG, T&T and UKWF. Later that changed to TG UKWF and NWA. Now its TG and SISU and NWA

I'm an old T&T member and all I tried to do when I noticed T&T was going down was to try and change it in the clan. Didnt go on the forums and blaim the new top dog.
I've heard from several UKWF members through public chat (2 members chatting at each other ingame) that UKWF was having problems for a while. So like others have stated in here, UKWF's problems cant really all be based on SISU's test server.

Also, the test server has been running at 120. How can it be that in all the "haters" posts they talk about several servers being harder to fill. Theres only 2 servers worth of people in the test server. Are you saying the test server have waiting lines worth of 5 servers? On top of the 2 servers worth of people in the test server already?

Someone mentioned auto-deploy: Last I heard, that did not work with the 120 people server as it only went up as high as 64.

People with servers that are harder to seed: Keep in mind that the weather is starting to get better. People might spend more time outside rather than gaming. Schools have tests that might keep people busy learning. You got the World-Cup that takes a lot of people away.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 09:58
by Orford
PLODDITHANLEY wrote: Perhaps the days of so many individual clan servers are changing is it time for PR to grow up and for clans and communities to work together like never before?
You seam to forget the resons why clan form, merge, split, and devied. Diffrence of opinion. The way the rules are formed and applied effects the style of play on the server. *NwA* in my opinion has beed a good first server for new players not as strict as some servers but with alot of very good team work. Alot of the comunity that now play on more elite (style of play) servers then *NwA* played there first round or got back into team work by playing on our server.

Some clans may merge to be able to afford and have enought full time players to admin and pay for the 128+ server. I dont think that you will be left with enough servers to give the diversity that is needed so players get the chance to learn how to play PR to make mistakes with out getting banned or given enough freedom to realise that playing as a team is better than run and gun. Who will be left to run 64 man server they cannot fill when a player in the server screen see 200 player wow ill join that,

I feel the way forward for 128+ servers is events, clans get to geather to run an events with pubbers. Mass battles to be played over hours with enough tickets so we can have the full effect of attack retreat tactics.

I would like to discuse this with other server admins but *NwA* is still having issues with the server admin forum given we have a alpha-network licence. I see alot of opinions from players and the chosen few but what is the bigger picture as far as admins are concernd.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 10:32
by Wicca
Newbie friendliness across the mod should be enforced someway. I know NwA really puts an effort for new players, but it should be like that in every server.

Also autodeploy works on the 128. Just dont type anything.

As i understand, there will be less servers, with bigger numbers in the future. That means that the community has to become more newbie friendly and they have to become more mature.

It also might help us to create a server agreement between the servers for antihack and other stuff that we need to keep our servers clean.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 10:41
by Orford
Will game server providers supply PR servers of that size or would we have to go down the dedicated (expence) server route I can imagin the bandwidth of 200 players would be epic 18 hours a day. The only way to get PB/GGC streaming is to have the server in a data centre and not in your bedroom on a uberinternet connection.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 11:12
by Soppa
*NwA*Orford wrote:Will game server providers supply PR servers of that size or would we have to go down the dedicated (expence) server route I can imagin the bandwidth of 200 players would be epic 18 hours a day. The only way to get PB/GGC streaming is to have the server in a data centre and not in your bedroom on a uberinternet connection.
Bandwidth usage with 200 players was around 35Mbit/s.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 11:57
by PLODDITHANLEY
It is very true that PR does need a few 'levels' of server, it'd be very very hard to educate new players and organize a 10-12 man squad.

Plus any server that kicks for not having mumble is naturally newbie unfriendly.
You seam to forget the resons why clan form, merge, split, and devied. Diffrence of opinion. The way the rules are formed and applied effects the style of play on the server.
Yes ofc though most the time its personal issues as within a PR rule set ther really isn't much variation possible.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 13:32
by Arc_Shielder
cyberzomby wrote:Someone mentioned auto-deploy: Last I heard, that did not work with the 120 people server as it only went up as high as 64.
Just a small correction mate, it is possible to auto-deploy. You just need to type down the last two digits. Meaning if the max is 120, then you gotta type 20.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 13:50
by Rico
Arcturus_Shielder wrote:Just a small correction mate, it is possible to auto-deploy. You just need to type down the last two digits. Meaning if the max is 120, then you gotta type 20.
Or leave it blank and just press auto deploy..