[MEDIA] Day of the Great 128: Post here!

Share your in-game experiences playing PR:BF2.
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

[MEDIA] Day of the Great 128: Post here!

Post by Jafar Ironclad »

Go forth and post your stuff!
puckett
Posts: 204
Joined: 2010-02-08 00:50

Re: [MEDIA] Day of the Great 128: Post here!

Post by puckett »

I'd post but all I got was mingebaggery and bad gameplay.
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: [MEDIA] Day of the Great 128: Post here!

Post by ralfidude »

I wasnt there but heard terrible terrible things.
Image
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: [MEDIA] Day of the Great 128: Post here!

Post by KingKong.CCCP »

I love the smell of 128 players in the morning... it smells like... epic awesomeness.

First of all, the server was really stable, I didn't notice any difference from a regular PR public server when it comes down to lag and ping.

My impressions... God it's full of stars.
Lots and lots of troops, lots and lots of vehicles, freakin battle is on! I started one round as a squad leader, and I said: "Ok guys, we need: a medic, LMG, marksman, grenadier, LAT, rifleman specialist... and two riflemen." At that point I thought to myself 'Can't believe this is happening!'.
When in the game you feel like being on a front line - most of the time you got no idea what's going on, getting few tips on the situation from some guys on mumble... Parts of different squads everywhere, trying to find out what to do, and where the heck is the enemy shooting from???

At Kashaan Desert I made it to SL and Officer kit, somehow I summoned crates on the hill half way from N Bunkers to N Village, and I picked up my binocs to spot for enemy movement (we seriously lacked any info on enemy forces, enemy tanks where killing 10 clueless guys with single HE shell). So I stared at the complex and I did spot enemies... dozens of them... on a full scale attack through-out the whole complex. Had no idea what to spot, there were so many of them.

NOW, IS IT PLAYABLE?

Yes, but it is frustrating for a vet player... waiting for this day for a long time, only to see teamwork falling apart all over the place. If I would have to compare 128p server to others, I would give it like... 2/10.
It felt as bad as some of the worse full 64 servers on a 4km map, but this time your problems have doubled.

Of course, as any PR addict, I see all these problems as very interesting challenges that we'll play with in the years to come. :)


IMPACT ON THE GAME

The most important things on a mass server:
1. skilled squad leaders
2. logistics
3. transports

Problem with the 1st (squad leaders) is, there are only 9 slots. And they're filled with players. To gain SL position, you need to *somehow* persuade your squad members to leave/rejoin, get elected as a SL by guys recognizing you as a good SL, or get SL spot by pure luck.
Logistic trucks... the horror... With 64 guys spawning in the main, with 10 new guys in the team, logy will not be left in the main. Getting logy truck is not an easy task.
I did transport in an APC on three maps, Wanda Shan, Quinling and Yamalia. As soon as you get one squad to the front line, you go back and pick another squad from the main. By the time you go back, there is again another squad in the main.
This transport/logy problem is easily explainable by the fact we had one to none FOB at a given time on the 4km map, even thou it takes about 4 secs for 8 guys to shovel the FOB.


OVER ALL
Massive numbers are definitely the way to go. The server runs stable, it would probably work with 200+ players. Few "minor" things to be fixed... Number of seats per vehicle, new map load-outs, etc.
The thing I liked the most is, in 128p battle, you can feel the need for a squad leader more then ever.His life on the 128p battlefield worths gold. The main reason for the chaos we faced yesterday, we lacked good squad leaders.
Last edited by KingKong.CCCP on 2011-01-27 11:40, edited 1 time in total.
Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: [MEDIA] Day of the Great 128: Post here!

Post by Spush »

luntic.ops>71
Posts: 74
Joined: 2009-06-01 19:45

(video)PR..64 vs 64

Post by luntic.ops>71 »

GOT 2 KEEP THE LUNTICS OFF THE GRASS...
Image
Image

:roll: 4 more Project Reality movies :roll:
http://www.youtube.com/user/hashhead1971
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: [MEDIA] Day of the Great 128: Post here!

Post by Web_cole »

Broken the 64 player threshold! Exciting :D

Image


Our pilgrimage in the desert:

Image

No tags?!

Image

128 players, I can die happy :p

Image

64 a side Skirmish. Now I really CAN die happy! :D

Image
ImageImageImageImage
Mahis
Posts: 37
Joined: 2009-05-16 08:48

Re: [MEDIA] Day of the Great 128: Post here!

Post by Mahis »

Dont know if i have just get used to PRTA and its good level of communication via mumble, but 128 has no comms. Teamchat is spammed, NEW doesnt support Mumble like some other servers and VOIP bugs sometimes. How about trying mumble one night? Mumble or kick, like on PRTA. That would be awesome :P
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [MEDIA] Day of the Great 128: Post here!

Post by cyberzomby »

We think mumble's server set-up cant handle it. Very curious to see if it can ^_^
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [MEDIA] Day of the Great 128: Post here!

Post by Outlawz7 »

Threads merged (post #6)
Image
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: [MEDIA] Day of the Great 128: Post here!

Post by ralfidude »

Ok so i played it and immaditely its a nightmare for admins.

No tags for half the players (there are A LOT, A LOT A LOT of TKs every couple of seconds), cant pick up any enemy kit for fear of being shot by EVERYONE lol, VOIP mutes itself every round, no teamwork to be honest (Because of lack of tags on half the people, stickign with ur squad means constant checkign of map to figure out which of the 30 people in front of u are actually ur guys), huge blob of people moving in which is actually cool, but annoying a lot of times (depends on the situation), etc n so forth.

There are some good aspects of it, like on 4km maps its actually not that bad, get to use more things and have people left over for other roles, and.... im still trying to figure out other good things.

I think in the end it depends on preference for every single person. Il vote no for this on our server should it ever lead to that.
Image
HunterMed
Posts: 2080
Joined: 2007-04-08 17:28

Re: [MEDIA] Day of the Great 128: Post here!

Post by HunterMed »

^ Lol I wouldnt have thought that people go that crazy only because tags are missing...
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: [MEDIA] Day of the Great 128: Post here!

Post by ralfidude »

Believe me, there was a ban command every couple of seconds going off. Also there were a few people that the admins couldnt get rid of, they tried banning them for the whole round, and nothign worked, but luckily they had the KILL COMMAND, so they just kept on doing that every minute or so till he left.
Image
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: [MEDIA] Day of the Great 128: Post here!

Post by AfterDune »

There's a temp fix in place for that, so no worries ;) . It'll be further optimized, so admining the server shouldn't be much of a problem.
Image
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: [MEDIA] Day of the Great 128: Post here!

Post by Jigsaw »

ralfidude wrote:Ok so i played it and immaditely its a nightmare for admins.

No tags for half the players (there are A LOT, A LOT A LOT of TKs every couple of seconds), cant pick up any enemy kit for fear of being shot by EVERYONE lol, VOIP mutes itself every round, no teamwork to be honest (Because of lack of tags on half the people, stickign with ur squad means constant checkign of map to figure out which of the 30 people in front of u are actually ur guys), huge blob of people moving in which is actually cool, but annoying a lot of times (depends on the situation), etc n so forth.

There are some good aspects of it, like on 4km maps its actually not that bad, get to use more things and have people left over for other roles, and.... im still trying to figure out other good things.

I think in the end it depends on preference for every single person. Il vote no for this on our server should it ever lead to that.


This is why this is a TEST..........

So that these and other issues can be figured out. It certainly will never be compulsory for server admins, you set your own limits but firstly you're looking way too far ahead as this is in the very early stages still, and secondly there will need to be a lot of changes to other parts of the game to make gameplay feasible and enjoyable; hence the test.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: [MEDIA] Day of the Great 128: Post here!

Post by Airsoft »

1. 128 players for a zombie game, now that would be epic :D
2. 128 players on fun maps
3. ???
4. Profit!
Image

Image
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [MEDIA] Day of the Great 128: Post here!

Post by Spec »

More stuff from the very first few public test rounds (low quality settings mostly, sorry):

Image
Pilgrimage from US perspective

Image
Everyone dropping their kits and thereby probably causing yet another crash :p

Image
I was surprised about how only very few people went nuts in the first tests even when the server was completely full. Only in PR will you see 128 random pubbers hitting the floor and ceasing everything when told to :p

Image
Crappy shot of the travel through the desert. I only got to really take screenshots when the server already crashed, hence the "no connection" message on half of the pics. Here I sadly was one of the first ones in the group, of course there were many more people than the ones on the picture, but they were behind the hill.

If anyone has more screenshots or better yet, videos of the first tests before chaos broke out, that'd be great.
Image
--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
Johani
Posts: 8
Joined: 2011-01-28 01:17

Re: [MEDIA] Day of the Great 128: Post here!

Post by Johani »

I was in the Kashan game as seen in the Video posted earlier. The added player count really made the battlefield more chaotic, therefore made it more fun ( for me).

to those that play on the server. PLEASE DON'T GIVE UP INSTANTLY. Ive tried to revive countless people moments after their death's only to see that they've instantly given up.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: [MEDIA] Day of the Great 128: Post here!

Post by KingKong.CCCP »

Epic 128 is down for an unknown number of months.
So sad. :(

I don't wanna go back to regular half-filled server, dammit...
Post Reply

Return to “PR:BF2 Tales from the Front”