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[100p] General Feedback

Posted: 2012-06-08 23:07
by BloodyDeed
Use this for general feedback for 100p Events.
Any specific map related feedback should go in this thread: https://www.realitymod.com/forum/f253-v ... ost1780516

Rallypoint discussion has its own thread as well: https://www.realitymod.com/forum/f252-p ... oints.html

Feel free to discuss the rest on this thread, especially focus on the things we've changed lately:
2 medics per squad
Removed kit allocation delay for all infantry kits
UAV doesn't expire anymore, takes 1min to relocate
Amount of needed informants to give commander intel reduced from 6 to 4; time for informants to deplay reduced from 180 to 60 seconds.
Removed need of mortar firemission
Removed ability to pickup enemy kits

Re: [100p] General Feedback

Posted: 2012-06-08 23:20
by saXoni
Kudos to the people setting this up. The server ran flawless (at least when I was playing), and no technical issues whatsoever.

However, the gameplay is still the same; unfortunately it pretty much always ends up with nothing but a cluster-fuck, at least for the infantry squads. Communicating with other squads is extremely hard, as it feels like no one is listening as they're busy trying to hold their own 8-man squad together. Considering there are 100 players on, the chat-activity increases - a lot. This is something I, and others, find distracting and it's something the admins need to work on, not encourage, as some of the do.

All in all: Great server running flawless, same gameplay which prevents me from having a good time.

Re: [100p] General Feedback

Posted: 2012-06-09 07:16
by Mineral
The server was very stable, it was incredible :) No bugs what so ever. Mumble was also more clean then usual. But yeah, saxoni you are right. But it's so hectic that I believe I won't be squadleading much more :) On kashan I was doing logistics, what meant I had to do, mortars, trans and FOB building. And Danger_6 made sure I had enough work to do (he was CO) + all the other SL's trying to use my trans and mortars. But I tried to get as much interaction with all SL's as possible.

What I mostly get frustrated about is the little clan/friend squads that add nothing to the game. I recently resigned as PRTA admin but I feel that admins should be quicker to resign SL's that do nothing. For example while danger said to all infantry to move on objective, this small clan squad asked my trans to go somewhere so they could get some kills on the other side of the map... Got me pretty frustrated.

On topic, would be nice if in the next update 2 medic kits were possible per squad. I also liked the 100 player count, didn't feel that hectic in comparison to the old 128 and even 200 days.

One more suggestion, but this is up to you and Wicca, maybe run the next test on our Canadian box and on their hours. I know that it's a test server, but I think the NA playerbase would really appreciate to have some 64+ fun as well.

Re: [100p] General Feedback

Posted: 2012-06-09 09:11
by Vista
The sever ran flawless, I got no lag spikes or any lag related problems.

Re: [100p] General Feedback

Posted: 2012-06-09 10:05
by Wicca
I dont know about you guys, but I had alot of coordination when I was Infantry SL. SpawnCPT and Arnoldio and the R-COY guys during burning sands. That was epic.

Re: [100p] General Feedback

Posted: 2012-06-09 10:16
by Rudd
Out of curiosity, what was the squad size set to for 100p?

Re: [100p] General Feedback

Posted: 2012-06-09 10:18
by BloodyDeed
8 players per squad. Felt pretty perfect tbh.

Re: [100p] General Feedback

Posted: 2012-06-09 10:18
by Mineral
@Rudd: 8
and we ran a rule that no locked squads were allowed so everyone could have a spot.

edit: I keep getting ninjad on this forum.

Re: [100p] General Feedback

Posted: 2012-06-09 10:54
by Tiger1
IT ran perfect, no problem squad leading and combining efforts. Ran like a charm, I didnt experience the server crash.

I am hoping for more tests with this 100 man server in the near future. Hopefully there will be a schedule released for 'up' times.


Good job PRTA and all other admins present.
Thanks to the community for making yesterday a fantastic night in PR.

Re: [100p] General Feedback

Posted: 2012-06-09 11:01
by Rudd
[R-DEV]BloodyDeed wrote:8 players per squad. Felt pretty perfect tbh.
8

my favourite size :D

seriously, that's my favourite squad size.

Re: [100p] General Feedback

Posted: 2012-06-09 11:56
by CopyCat
Thanks PRTA for a fun Friday night.

I agree, server was perfect set for 100 players, 8 man-squads and with no bugs, glitches or mumble problems - only problem I experienced, and Ziriix for that matter was that we were getting lag spikes now and then on Vadso map (Don't know if that's the map or server).

Playing a bit in infantry squad I also noticed that "medical personal" should be extended to 2 per squad, it will give you a very productive medical care in the squad, less work for 1 medic - more communication and teamwork inter-squad and SL can divide the squad in to two groups which often can release some pressure on the SL when it comes to controlling his squad.

As for assets, on Burning Sands we were roaming around in the T72's - that was fun as hell tbh, and the balance (if you now did balance it out) in terms of assets was perfect, the amount of tanks/BMP's perfect for a 8-man squad and no need of 2nd armored squads as assets wont be enough.

Summary: Great, fun and hilarious as hell at some points - Thank you PRTA and please more of this :)

/CC

Re: [100p] General Feedback

Posted: 2012-06-09 16:12
by nAyo
Well balanced, 8 players squad was perfect, no bug/glitch or anything noticed so that was very appreciated. I played the whole event time and really enjoyed it. Even though 128+ might be a bit too much, 100 players seems to fit perfectly.

;)

Re: [100p] General Feedback

Posted: 2012-06-09 16:16
by enzo89
the one bug i did notice was the no name appearing on friendly forces, but apart from that nothing else.

Re: [100p] General Feedback

Posted: 2012-06-09 16:20
by Mineral
enzo89 wrote:the one bug i did notice was the no name appearing on friendly forces, but apart from that nothing else.
This is a known bug for 64+ servers. Unforunatly the devs keep saying this is hard coded so this bug is not fixable. You just have to be more carful when shooting directly at targets.

( you do see names btw, I think it's the first 64 players who join the server)

Re: [100p] General Feedback

Posted: 2012-06-09 16:35
by OkitaMakoto
I think 100p is alright for older games, but it'll never be as good as 1080p, or even 720p. This is 2012 after all.

Re: [100p] General Feedback

Posted: 2012-06-09 17:30
by Ron-Schultz
[R-CON]Wicca wrote:I dont know about you guys, but I had alot of coordination when I was Infantry SL. SpawnCPT and Arnoldio and the R-COY guys during burning sands. That was epic.
this...

Re: [100p] General Feedback

Posted: 2012-06-09 17:35
by Tiger1
Burning sands was a great round. Kashan desert too.

Re: [100p] General Feedback

Posted: 2012-06-09 19:52
by Sold.Lagares
Hi mates, I just wanted to congratulate the server. Yesterday night me and my clanmates SPNF could play on prta 100p server.
We would like to say it was just perfect, really smooth, no lag and no server crashes. We played the muttrah city map at 1am. Thanks!

p.s. CAS cobra crew was just perfect!!! congrats

Re: [100p] General Feedback

Posted: 2012-06-09 23:53
by Wicca
OkitaMakoto wrote:I think 100p is alright for older games, but it'll never be as good as 1080p, or even 720p. This is 2012 after all.
Troll bait.

Still would not mind a MMOFPS PR with 1080p

What I have to say, and this is something I really mean. If the gameplay is going to be good, the Clans that play need to open to pubbies, and be responsive on the mumble SL channel.

If that happens, than all is well. I see alot of COs jump up and go on. Thats great, but alot of unresponsive and "clan" squadleaders are making it hard.

I just want to ensure you all get the right mindset about PR. Its about sharing the fun.

Re: [100p] General Feedback

Posted: 2012-06-11 00:28
by slappymcnutface
Bug:

Regarding: Commander position.

The only bug I experienced was the commander menu. I could only see some squads, not all of them. So it was impossible for me to mark targets for certain squads, among other problems.

Basically all the squads werent fitting in the commander UI menu (the caps lock command window).


It really sucked for that particular round because I was trying to laze targets with the UAV for CAS and i couldn't give their squad leader specific marks =/

Other than that, flawless! Good job! Good effort!