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Old 01-27-2011, 12:15 PM   #471
ChallengerCC
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Default Re: PR 128 Player Server Test - Official

Quote:
Originally Posted by Nebsif View Post
Finally, finally APCs are used for transport cuz there arent enough trucks to dump all over the map!!!!
Thumb Up !

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Old 01-27-2011, 12:20 PM   #472
Jaymz
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Default Re: PR 128 Player Server Test - Official

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Originally Posted by SnipeHunt View Post
I don't think the Dev team cares very much what the public wants. I've read a few times that they are creating the MOD that they want.
Well it's pretty handy that he described the game we want

As said, the 128 setup on the NEW server is a test. We will have to tweak vehicle and kit layouts to make it work right. Though, imo, we should lower the limit to 96 or 100.

"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Old 01-27-2011, 12:21 PM   #473
[R-DEV]Outlawz7
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Default Re: PR 128 Player Server Test - Official

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Originally Posted by gazzthompson View Post
some maps just might have to go tho, take for example muttrah... awesme map. between south and north city you have a physical front line of what... 500m from hills to waterline? stick 128 people on that front line and you have a cluster fuck how ever you arrange the flags.
Or don't play the map with 128 people, as it's been speculated, 128 may get it's own gamemode layer and there's also the fact that not all PR servers are on uber dedi boxes powerful enough to run with 128 players, so some may stay on 64 or in between.

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Old 01-27-2011, 12:24 PM   #474
Limeni[BiH]
Default Re: PR 128 Player Server Test - Official

Looks great, no lag, fps is good, stutters here and there but doesn't interfere with gameplay.
Some changes are necessary like more transport trucks/apc/choppers, its still in a testing phase but I bet you'll sort things out once u finish testing. Keep up the great work.
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Old 01-27-2011, 12:29 PM   #475
Kain888
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Default Re: PR 128 Player Server Test - Official

ChizzNizzle - you've missed the point, we are not talking about whole PR, but about a lot of maps not adjusted to 128 gameplay. No one was trying to make it worse, we are just trying to think of consequences - look at Gazz or other people posts. There is a reason people like PR action pace and why you don't normally run skirmish maps on full server.

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Old 01-27-2011, 12:45 PM   #476
[R-DEV]Psyrus
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Default Re: PR 128 Player Server Test - Official

Quote:
Originally Posted by gazzthompson View Post
some maps just might have to go tho, take for example muttrah... awesme map. between south and north city you have a physical front line of what... 500m from hills to waterline? stick 128 people on that front line and you have a cluster fuck how ever you arrange the flags.
The majority (barring East City Centre) of flags are 150m flags on Muttrah... This means with all 128 players contesting the flags (no one in choppers, apcs, farting around doing big flanking missions/Free4All, commander etc) in one defense and one assault, each player would have a 33mx33m area to himself... no other players in that area. All these 33x33m areas would be within the cap radius. That's ~1100m^2 each... in the cap radius
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Old 01-27-2011, 12:53 PM   #477
Boris.T.Spider
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Default Re: PR 128 Player Server Test - Official

Quote:
Originally Posted by gazzthompson View Post
some maps just might have to go tho, take for example muttrah... awesme map. between south and north city you have a physical front line of what... 500m from hills to waterline? stick 128 people on that front line and you have a cluster fuck how ever you arrange the flags.
IDK Gazz, possibly lend aspects from Mutrah V1 and have a simultanious North East and South East US assault and move the MEC main? To retain some of the original feel the cap order could be biased so to advance one flag at south, two flags must be capped at north. If they do decide to open this particular Pandora's box, the mappers and testers are going to be landed with a lot on their plate while the players and admins are going to have to learn to cope with a much more chaotic environment. Interesting times indeed.
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Old 01-27-2011, 12:59 PM   #478
Stealthgato

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Default Re: PR 128 Player Server Test - Official

It's working pretty good, too bad the admins at NEW have anger management issues (or at least that Hell something guy does) and spam warnings all the time and kick when you say a line to someone in chat. People are playing the game to have fun, not to make it their lives and be super srs bizniss about it and stay quiet all the time. Learn to enjoy the game and not live for it.

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Last edited by Stealthgato; 01-27-2011 at 01:04 PM..
Old 01-27-2011, 01:04 PM   #479
echo

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Default Re: PR 128 Player Server Test - Official

Quote:
Originally Posted by [R-DEV]Jaymz View Post
Well it's pretty handy that he described the game we want

As said, the 128 setup on the NEW server is a test. We will have to tweak vehicle and kit layouts to make it work right. Though, imo, we should lower the limit to 96 or 100.
Agreed! I think a lower limit would be better.
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Old 01-27-2011, 01:08 PM   #480
PLODDITHANLEY
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Default Re: PR 128 Player Server Test - Official

I wouldn't like to be a NEW admin atm.

Loads of excited nationalities and languages, VOIP half working, less than 50% on mumble, matrixesque chat spam, barely enough trans - oh god the mind boggles. Not a suprise players don't notice/understand !w so hardly a suprise they're getting tough.

All that and trying to test out issues good luck guys!

I wonder if gradual patched increases would be any easier once testing has advanced? Stage 1 40 V 40, 2 50 V 50 and so on to stop when it feels right?

After watching DB's play films and assuming the majority of the DEV's want to play like that I'm more than happy to trust em.
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