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Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 14:01
by Mr Smiles
Youve developed a powerfull tool here to bind people on your side. Its like developing a cure for aids, handing it out to people only inside your community, without giving others the opportunity to test if it might work for their people, or can develop it further with another point of direction.
Only giving out the cure when its unpreventable of leaking to another party is selfish and makes this whole situation look bad. Especially in the romantic world of modding, the work of people combined and all for free. Bleargh.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 14:12
by GhostTouch
thats right they are selfish tested the 256p server they pw along with 128p with pw for wcus

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 14:18
by Kevin-D-Lee
This is my personal feedback and opinions of the 128+ player server:

1. Since playing on the server I CANNOT play PR on 64-player servers anymore. If the 128 player server goes down I quit PR.

Why?

My game-play "style" is to either lead an infantry squad like I did in real life or to fly transport helicopters. On the 64-player servers I'd be one of maybe three squads max dedicated to ground assault on my team... meaning that the other team only had roughly that same amount of infantry. Over such big maps it got really boring really fast. As a transport pilot (Because I played properly and would not leave base unless called for) I would often be grounded for 80 - 90% of the round depending on the map, again this led to being bored no matter how much I loved flying. On this big server suddenly I find myself surrounded by more infantry... and constant work as a pilot. I LOVE IT. I cannot go back to old servers of PR, I'd rather quit the game rather than taint my fun experiences in PR.

2. More people = more fun = more / less teamwork depending on the people = more fun / frustration

I know that might confuse you... but it's quit simple. The more people you put into PR the more fun it gets (So far). However the more people you add the more dumbasses you'll get in the server that don't use mumble or teamwork. While this server is the only one I'll play on I've quit playing several nights early because on that particular night the server was out of control with no admins forcing people to play properly. Also it is VERY frustrating to run into people NOT IN MUMBLE. As a transport pilot mumble is one of my MAIN TOOLS these days. This server needs to come up with a way to force mumble on people AND proper teamwork. I swear if I were an admin there would be some nights where half my team would be removed and banned for a week... but that's because I'm a hard-***.

I think this server needs to take a zero tolerance approach. People should know the rules of playing PR since they had to research the game before downloading it. If people are not on mumble or being dumbasses in general ban them for a week or more. Not like there is a lack of PR players wanting to play on the server.

------------------

That is all I have to say right now on the subject. Keep it up.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 15:04
by GhostTouch
Kevin-D-Lee wrote:
I think this server needs to take a zero tolerance approach. People should know the rules of playing PR since they had to research the game before downloading it. If people are not on mumble or being dumbasses in general ban them for a week or more. Not like there is a lack of PR players wanting to play on the server.
I totally agree on that if a server had 0 tolerance and some admins to apply the rules would be great we could have 256p server with no issue you need discipline, this is a simulator you want fun go play bc2

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 15:30
by Wicca
We the admins are very hard. But its quite something to admin 200 players. However if you do 1 squad at a time. 1 team at a time. It is much easier.

I have to use 2 computers.... 1 for mumble admin, and one for ingame :D

Its nice to just instant kick spammers or similar. Just boom headshot.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 15:39
by Adriaan
Wicca wrote:Its nice to just instant kick spammers or similar. Just boom headshot.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 15:42
by Wicca
I go into a squad. "Hey are you in mumble?" no...." !k player r4

Next guy," are you in mumble?" "no..." !k player r4

Next guy, "are you in mumble?" "eeeeh, im gettting on right now"


:D :D :D

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 15:47
by Adriaan
Wicca is getting drunk with power, eliminate him before it's too late!

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 17:07
by goguapsy
Why not make 128 password-protected, with password on mumble?

Instant PROFIT!

Server name: 128 Player SISU (Password on Mumble).

What does SISU stand for anyway...?

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 17:13
by Snazz
goguapsy wrote:Why not make 128 password-protected, with password on mumble?
Image
goguapsy wrote:Server name: 128 Player SISU (Password on Mumble)
Would be good to include '(Password on Mumble)' in the name.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 17:18
by goguapsy
Snazz wrote:Image


Would be good to include '(Password on Mumble)' in the name.
Is it like this right now?

'Cuz I'm not at my gaming PC... but I mean: make it like THIS ALWAYS (password reset every couple of rounds?).

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 17:21
by Snazz
goguapsy wrote:Is it like this right now?
Yes, you can see it's passworded on PRSPY:

Image

PRSPY - Server and player browser and tracker
goguapsy wrote:I mean: make it like THIS ALWAYS (password reset every couple of rounds?).
Why would it need to be reset?

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 18:34
by goguapsy
Snazz wrote:Why would it need to be reset?
To prevent people who joins mumble once, gets password, and then joins without mumble.

That's weird, but happens.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 20:49
by Snazz
goguapsy wrote:To prevent people who joins mumble once, gets password, and then joins without mumble.

That's weird, but happens.
Although that may happen, I don't consider that enough of an issue to justify reseting the password. Most people who install mumble and join the channel would probably stay in it, at least to avoid being kicked.

Nice signature BTW :smile:

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 21:38
by Bellator
Are there any Insurgency maps in the 128 server roster?

Archer and Fallujah are quite good with 128 players, so its a pity if there isn't.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-01 23:41
by goguapsy
Snazz wrote:Although that may happen, I don't consider that enough of an issue to justify reseting the password. Most people who install mumble and join the channel would probably stay in it, at least to avoid being kicked.
Just restart it every other day, not a hassle!

Nice signature BTW :smile:
Yeah some n00b posted this in some thread I was like "0mg what a n00b" and I must spreat the word about his n00bness.
:twisted:

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-02 06:04
by Soppa
Something good from yesterday 200 player event. I managed to found another bug from code which is now fixed and server should be more stable :shock:

I will give a look what happens if we remove 9 max squad limit. Let see where we end up to :o
One thing is sure, ingame voip will not work but if we are gonna move to mumble and disable ingame voip in huge servers, then it might be possible to make more squads.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-02 07:32
by KingKong.CCCP
I say we should definitely try it.
so.. is it possible to make this on our mumble server:
1st Platoon SL radio channel
2nd Platoon SL radio channel
3rd Platoon SL radio channel
...

And over all
PL radio channel

Boy, I would like to see that. :)

1. how about we remove the annoying chat, just for one round?
2. Soppa, have you any info if adding more COs is possible?

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-02 07:39
by zenarion
I'm all for platoons somehow. And channels in Mumble for platoons/squads. I can live with that for the big 200+ player games. Keep the casual BF2 VOIP for 64-player servers.

Re: 128 player tests: Feedback and Observations

Posted: 2011-05-02 07:49
by killonsight95
guys you do know that platoons are like 40 people in size? so actually the commander would be the platoon leader, your squads would still be squads and within thsoe squads you'd have fireteams and NCO's