128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
Locked
Tema567
Retired PR Developer
Posts: 124
Joined: 2008-08-28 00:31

Re: 128 player tests: Feedback and Observations

Post by Tema567 »

Brainlaag wrote:With the new release of PR ? :-D
When the gameplay is fairly well worked out for 128, and when all errors are fixed. We want to see ONLY stable (+unlaggy :) ) 128p servers
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 128 player tests: Feedback and Observations

Post by Brainlaag »

So we addicts can't play PR till you fix all those "issues", as we can't go back to those boring *** 64 player servers..... oh..my...god we are doomed!
CoLdFiRe88
Posts: 106
Joined: 2009-04-05 15:06

Re: 128 player tests: Feedback and Observations

Post by CoLdFiRe88 »

its true, im still waiting for the server to be back up :/
Pesticide
Posts: 307
Joined: 2009-11-09 02:57

Re: 128 player tests: Feedback and Observations

Post by Pesticide »

say it aint so :o :( need my high scratch scracht cough drool
Proud member of Forgotten Honor Tournament.
http://www.forgottenhonor.com
Broadcasting PR live from big servers every week http://www.justin.tv/pesticide/videos
Rico
Retired PR Developer
Posts: 1345
Joined: 2004-08-06 16:28

Re: 128 player tests: Feedback and Observations

Post by Rico »

Any development on the name bug btw? I think thats the main "issue" with our new found glory.
L33T
Posts: 11
Joined: 2009-05-20 04:38

Re: 128 player tests: Feedback and Observations

Post by L33T »

...ygjyfgjygj
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

CoLdFiRe88 wrote:its true, im still waiting for the server to be back up :/
+1

I said, well let's watch some movies from DBZAO production... but strange, even dbzao awesome movies look lame now... :(
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: 128 player tests: Feedback and Observations

Post by Bellator »

I'm perfectly willing to endure some instability in 128 servers. I've never suffered major lag, not even during 200 player server, except only once we reached like 250 players or something.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: 128 player tests: Feedback and Observations

Post by killonsight95 »

the server probs won't be back up untill the next PR release, that's when more tests will be held.
Image
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 128 player tests: Feedback and Observations

Post by cyberzomby »

Sad news :(

At least tell me UKWF is filling up than now that its gone? Since they started a campaign against 128 players. And this is a nice "test" to see if the other servers that experienced a downfall are filling up again.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

cyberzomby, I don't think so. Last time I checked I couldn't find the UKWF server.
Let's relax and wait for the patch guys. PRWC is coming, so we'll have few hours of fairly interesting PR matches till patch comes out.

Let's just hope we don't have to wait for few months. :(

And when it comes out... let's beat the sh!t out of those lame 64er 4sses, yeah!
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 128 player tests: Feedback and Observations

Post by cyberzomby »

Yea I'm not mad or anything. Just a bit disappointed. Not much else we can do than just play on 64 player servers and wait it out <3
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

Its allright. if you want comfort. get on xfire: wiccasick

and ill hug you
Xact Wicca is The Joker. That is all.
CareBear
Posts: 4036
Joined: 2007-04-19 17:41

Re: 128 player tests: Feedback and Observations

Post by CareBear »

ITS A TRAP!
Image
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: 128 player tests: Feedback and Observations

Post by killonsight95 »

wicca i swear your xfire friends list must be a million strong by now.
Image
Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: 128 player tests: Feedback and Observations

Post by Oddsodz »

killonsight95 wrote:wicca i swear your xfire friends list must be a million strong by now.
And still, It is only his Mommy that loves him. :-P

Joking aside. 128 players is a nice idea. But as I posted before (diffrent thead) It has failings. Failings that need to be address if 128 it to work in the long run. It's hard work with no pay for server admins to run a 128 player server. When Wicca stated that he spends the 1st hour of most games just admining the round. That's when things have gone to far. There are going to be times when there is no admins on a server. The next thing you know, rules go out the window and players leave. Where will you get you fun then?

Almost all of the popular servers have a no base raping rule. This should tell you all you need to know. In fact, I Don't know of any popular server that allows it now. Now think what would happen if no admin was about? Dead server in 5 minutes flat.

Game maps will need to be edited so as to minimise the amount of reliance on in game admins. More gaming, Less admining = more fun for everyone.

The lost of in game VoIP is not something I am willing to accept. Mumble is fine for them that like it. I Don't. It a clucky bit of tech. Does not work well with attack aircraft, And is forever losing sink. And I don't want to hear every tom **** and harry. I Am not the easiest player to get along with. I Down right hate a few players that I play with (as I am sure they don't enjoy my company none to well goes with out saying). I Don't want to have to hear them also. This is where VoIP wins. I Can cut down on the ****/smack/flame chat. It is also far better with regards to Commanding (learn to use "B" and select 1 or 3/6/5 squads at a time) than Mubble will ever be. And again, Mumble is just another thing that needs an admin. More work load with no pay. Mumble in it's self is great when used in the PRT or any community event. But for general public servers along with any new players that come to play PR. It's more hassle than it is worth in my book. The fact that Mumble only servers operate is a disaster really. This alone is enough to turn away a fair few new players to PR. they join a server and then get kicked for not being on Mumble. A System they know nothing about. It's just not "NEW "user/player friendly.

Name Tag bug. That is an easy fix. REmove all name tags. And make the factions uniforms visibly more distinctive. Big bright arm bands on one arm would do well I think. But I am sure somebody can come up with a better idea there.

Anyway. That my take on 128 players. In theory it will be great. In practice. I for see it being a admin nightmare and will in the end kill off the platform unless changes are made.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 128 player tests: Feedback and Observations

Post by cyberzomby »

1 hour of adminning is what I needed to do on the PRTA 64 server as well. If that was even enough. There where evenings where I was adminning more than playing. So thats nothing new.

Thats what you get with a mumble only server and lazy admins who rather play than force everyone on Mumble ;)

The rest of your points are things I can agree with.
karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: 128 player tests: Feedback and Observations

Post by karambaitos »

Oddsodz wrote: The fact that Mumble only servers operate is a disaster really.
why? There are many people who play on mumble enforced servers only, and there are many more that like playing with it, if someone is willing to spend money and time on a server its their own right to enforce rules and any 3rd party program they see fit (that fall under the PR license agreement of course), if they say players must be on their teamspeak or vent so be it, just because you dont like it doesnt mean its not good or a "disaster".
Honestly setting mumble up is stupidly easy, how hard is it to go to settings and setup wizard derp. It took me less time to figure out mumble first time around than it did to figure out steam TBH.

i agree its not the most user friendly thing out there, but its good enough for people who like having more teamwork and being able to communicate with everyone on their team, also its an awesome thing for SLs.
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: 128 player tests: Feedback and Observations

Post by Oddsodz »

karambaitos wrote:why?
Because as I said above. It is not 100% reliable to hold sync. It is not easy for new users/players to understand. It's one more thing a player has to worry about. It's just one more thing to admin. Grieffers/spamers love it. The fact that I have to "alt-tab" every few minutes just to "Local Mute" a Grieffers/spammer only for him to leave and rejoin and start all over again is not fun. And before some smart *** says "have an Admin ban him". See above. And Banning does not stop them as I am sure some of the more tecno savvy will tell you. Ts3 is the only system I know off that can hold a spammer at bay. And even then its only for as long as it takes to generate a new "Security ID token hash" (can take days depending on Ts3 server setup).

Need I go on?
BrownBadger
Posts: 495
Joined: 2009-09-05 21:29

Re: 128 player tests: Feedback and Observations

Post by BrownBadger »

Oddsodz wrote:Because as I said above. It is not 100% reliable to hold sync. It is not easy for new users/players to understand. It's one more thing a player has to worry about. It's just one more thing to admin. Grieffers/spamers love it. The fact that I have to "alt-tab" every few minutes just to "Local Mute" a Grieffers/spammer only for him to leave and rejoin and start all over again is not fun. And before some smart *** says "have an Admin ban him". See above. And Banning does not stop them as I am sure some of the more tecno savvy will tell you. Ts3 is the only system I know off that can hold a spammer at bay. And even then its only for as long as it takes to generate a new "Security ID token hash" (can take days depending on Ts3 server setup).

Need I go on?
We get the point, you hate Mumble. Other people like it, I run into a spammer on mumble 1/20 times or less when playing on Mumble only servers.
Locked

Return to “PR:BF2 General Discussion”