128 Player TEST Sisu (Europe)

Player feedback for all Project Reality: Battlefield 2 servers.
Locked
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

128 Player TEST Sisu (Europe)

Post by Wicca »

Image

Please help PR Community in developing >64 player PR server.

Please report all bugs, glitches and anomalies you encounter in this thread
Thank you for your contribution!

PR server will be up 48 hours per week as agreed with PR Team.
At other times the server will be running either FH2 or vanilla BF2.

Uptimes will be announced in this thread and on IRC.
Please join us in IRC: [url=irc://SisuTest.PR@QuakeNet]irc://SisuTest.PR@QuakeNet[/url]

You can also see server status in below banner linked to Game Tracker

Image

PR Mumble Channel: 128 Player Test Sisu (Europe)

Be sure not spam until you're spawned and in squad.
Remember to check your team and switch to right channel.

NOTE: You are first encouraged and later forced to use PR Mumble on our server.

Follow this link toMumble Guide.

Please report all abuse with !r command (type the command and type of abuse to ingame chat) to help admins to maintain best gaming experience and team play fore all of us.
You can always use !admins command on server to see available admins.
We are there for you!




Join us for a fullfledged battle with mumble PR and Charlie Sheen bi-winning!



Server information
  • IP: 213.139.174.50
  • Port: 16567
  • PW: prftw
  • Reserved Slots: 2 For admins
  • Smart Balance: enabled 2 slots difference.
  • Battlerecorder: disabled
  • BF2 VOIP: enabled
  • Ban list: Yes Punkbuster
Server managers / debug admins
  • Soppa
  • Tema567
PR Admins
  • Use !admins command ingame to see available admins.
Admin contact
  • Wicca, XFire: WiccaSick

Server Rules
1. General


1.1 All players must be on mumble. Anyone not in mumble will be warned and removed.

1.1.1 Please make sure that your nick in game and nick on Mumble are similar to ensure you will not be kicked.

1.1.2 Do not spam mumble during the game, or between rounds. Have some consideration for others. Spammers will be warned and kicked from server and mumble.

1.2 No squads before 2 min and 30 sec.


----------

2. Commander and Squads

2.1 Squads with less than 8 people in them cannot be locked.

2.2 All players have to be in squad.

2.3 The Commander can assign vehicles to the squads.

2.4 Any squad leader that doesn't follow the commanders orders, will be warned and kicked.

2.4.1 Similarly, any squad member who does not follow his SLs orders can be warned and then kicked.

2.5 All squad leaders and commander must be on the mumble squad leader radio net.

----------

3. Vehicles and Assets


3.1 Squad assets are given on a name basis, IE if your squad is called Tank you get the tanks. That being said, you cannot create a tank squad, after the tanks are taken. And claim the tanks as yours. If you want to take spare assets ask or join asset squad first. The admins retain the right do dissolve and merge squads as per seen fit, IE merging APC and Tank squads to Armor and CAS and trans to Air Support.

3.2 All vehicles must be manned by trained personnel, if you haven't tried it, don't drive it.

3.3 All vehicles have to be manned with their minimum crew they require to work appropriately.

3.3.1 It is not allowed to solo any vehicle just to take or find other crewman/pilot outside mainbase.

3.3.2 If gunner or drivers dies or disconnects vehicle must immediately return to main or fob for missing crew.

3.4 Any vehicle that has been taken by a squad and is left in close proximity of their position, cannot be taken without consent of said squad.

----------

4. Mainbase Assets and Baserape


4.1 No baseraping at the main bases. No shooting into main bases, no shooting from main bases.


----------

5. Forbidden Tactics


5.1 Only Insurgents and other unconventional forces are allowed to make use of suicide tactics. Any conventional force spotted using that tactic will be kicked off the server.

5.2 You are not allowed to drive people intentionally over with vehicles. This means turning around or circling just to kill.

5.3 You are not allowed to attack the opposing teams first cappable flag until 10 min of the game has passed, unless it is active in the AAS order.

5.4 Mortars in Dome of Death are disallowed.

5.5 Using C4 to kill a cache through objects is strictly forbidden and is considered glitching.

----------

6. Cheats/Glitches


6.1 Cheating and glitching is strictly forbidden. If you are found doing it you will be banned.

6.2 Any person suspected of cheating may be removed and further investigated.

----------

7. Behavior


7.1 Insulting/racism is not allowed. Insulting anyone in any manner, is not allowed. Racism is in any manner not allowed. We expect you to act in a mature and respectful manner at all times. Depending on the severity you may be kicked or banned instantly.

7.2 Giving intel of your own team to the enemy is prohibited. And will lead you to being kicked or banned.

7.2.1 Sabotage against your own team in all it's forms is forbidden. And will lead to being kicked or banned.

7.3 Allchat is only allowed to be used for Admins and Commanders. Teamchat will not be spammed with useless chatter, such as spam or small talk and similar. Anyone not compliant will be warned and kicked.
Last edited by Wicca on 2011-05-27 16:51, edited 33 times in total.
Xact Wicca is The Joker. That is all.
Ltn.Charles
Posts: 21
Joined: 2009-06-23 23:10

Re: 128 Player TEST Sisu (Europe)

Post by Ltn.Charles »

Just finished playing half of Jabal, and the whole of Kashan, and I must say this was awesome, the only problem I felt was with double the amount of players, rounds tend to get a bit short (tickets), and there seemed to be a bug from time to time, which was that I could not see the nametag appearing over the head over a player, but nothing except that!
Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: 128 Player TEST Sisu (Europe)

Post by Cossack »

When map change, some players got CTD, need bigger special kit count and more room in vehicles :mrgreen:
Image
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: 128 Player TEST Sisu (Europe)

Post by Oskar »

The nametag issue is something that is being worked on, but any fixes will likely be clientside, as said here:
https://www.realitymod.com/forum/f10-pr ... sting.html
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 Player TEST Sisu (Europe)

Post by KingKong.CCCP »

Server ran fine. Lagged a bit on Yamalia.
Noticed certain number of players being on mumble, yet not responding to it... I guess it takes time for players to learn how to runas /user:Administrator "mumble", and stuff...

Tards:
Only seen one. IHaveBrainTumor (or something like that), who didn't follow orders at all, then HAT sniped me for wasting all the crates on HAT sniping. Other than that, it felt pretty normal... except for Wicca saying "Shhh, I kick you! X:/"


Gameplay:
Played one round in the APC, driver (Jabal). It was nice. Nothing special, but nice.
One round I was a grenadier (Yamalia), also nice. Good fight but we pwned the other team too fast.
Kashaan was interesting as infantry (SL), but people were leaving my squad... :(
Iron Eagle - the first good round on this map. SL. Long range fights, it felt really good. Like a real battle. Still, it's madness to drive a logy truck to Alcomin from the main. We needed supplies so bad.

Overall, it really depends how good (mature?) are the players you play with, as in 64 PR.

One more thing - previously, I was against keeping the limit on anything less than maximum. Even thou my vote will still go for 128, limiting the server to 120 (or maybe even 110) is fine by me.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 128 Player TEST Sisu (Europe)

Post by Brainlaag »

Some random lags here and there, but otherwise ran fine. Only thing, try to force players to use mumble, especially SLs. Nothing more frustrating than seeing a squad running off when you need their backup.

BTW about the maplist, is there a chance to put some insurgency in it? Just for the lols :D
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: 128 Player TEST Sisu (Europe)

Post by Bluedrake42 »

I could never connect cause I kept loosing connection, although I figured out that it was for other servers as well. (only certain ones which was weird 0.o)
Froztbyte
Posts: 367
Joined: 2008-01-01 16:46

Re: 128 Player TEST Sisu (Europe)

Post by Froztbyte »

Everything seemed to run fine on my end.
Although after the last round (Iron Eagle) finished. i got a CTD after the score screens.
not sure what caused it

See you guys tomorrow ;p
In-Game Name: Froztbyte_UK

Enlisted during Mini-Mod v0.25
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 128 Player TEST Sisu (Europe)

Post by cyberzomby »

Sweet! Another test tonight. Can probably make it :D
Strepto
Posts: 55
Joined: 2011-03-13 21:49

Re: 128 Player TEST Sisu (Europe)

Post by Strepto »

Played all the rounds and did not experience any lag og crashes. This was on medium settings with full viewdistance. On a quite bad computer. (Intel [email protected], Nvidia G210M (40 ping average from Norway) )

Really cool games!
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: 128 Player TEST Sisu (Europe)

Post by Dev1200 »

Again, What's this "new stuff" you guys keep talking about? Can we have a changelog, or at least what you are adding/changing each time?
Image
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: 128 Player TEST Sisu (Europe)

Post by Sniperdog »

Dev1200 wrote:Again, What's this "new stuff" you guys keep talking about? Can we have a changelog, or at least what you are adding/changing each time?
Were diagnosing certain crashes currently. The changes we are making are in initializing new regions of memory. Unless you simply want a list of memory addresses the changes would be nothing helpful to the player.
Image

Image

Will Stahl aka "Merlin" in the Squad community
Wheeter
Posts: 152
Joined: 2007-12-25 08:24

Re: 128 Player TEST Sisu (Europe)

Post by Wheeter »

Any reason why it says "You have failed to connect" when I try to join?
temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: 128 Player TEST Sisu (Europe)

Post by temexter »

Just connected succesfully. 118/120.

:cheers:

edit: Crashed when i got in :/
Image
ImageImageImage
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 128 Player TEST Sisu (Europe)

Post by cyberzomby »

Good games tonight. My first 120 player teamwork games. Felt much more like a filled up battle. Played entire evening CTD'ed after the first 2 rounds. Wich I usually have. Its every 2 maps. Didnt had it for a while tho so it could be the 120 players.

Server Crashed on the 4th round.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 Player TEST Sisu (Europe)

Post by KingKong.CCCP »

I loved Muttrah round.
So many squads moving in the N City, with AAVP support... It smelled like... victory.
Then the reality hits you in the forehead - there are 60 enemies advancing. And it was such a push from the MEC side. We tried to stop them on Docks, but it was too late.

And I don't think Muttrah is cluster-f**ked. That's how it should be. Still need players to adapt to massive battles, to spread out (as squads), to find their position.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 Player TEST Sisu (Europe)

Post by Wicca »

Much more teamwork today.

Well done people. Just wish quingling didnt slap me in the face. Really made me sad.

This is just a personal reminder, so dont take this as an official statment from the other admins, but spending so much time ensuring everyone is playing and doing well SLs in SL channel all that. Then have the round end 13 min after start is a huge bummer. So please consider that before you decide to steamroll.

You made me quite sad.
Xact Wicca is The Joker. That is all.
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: 128 Player TEST Sisu (Europe)

Post by L4gi »

If you dont get out of base for 10 minutes, what else can really happen? There was no rushing on Qinling, all flags were capped in order and there was no one at the flags before it was cappable...
Locked

Return to “PR:BF2 Server Feedback”