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Old 01-27-2011, 01:49 PM   #501
Dev1200

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Default Re: PR 128 Player Server Test - Official

Quote:
Originally Posted by [R-DEV]AncientMan View Post

Able to reach 128 players.

8 man squads
http://www.realitymod.com/forum/f18-...ggestions.html

Squad Size 8 men increase
64 Player Limit

Problem, Dev team?




Btw, Auto deploy can only have 2 numbers So can't auto deploy D:


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Last edited by Dev1200; 01-27-2011 at 02:00 PM..
Old 01-27-2011, 01:49 PM   #502
Mellanbror

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Default Re: PR 128 Player Server Test - Official

What we are seeing is same as on other servers only dubbled by numbers and trippled by excitement.

Core-issue is players seeing it as the game is about them. They behave as it was a singelplayergame with bots. MY jet, MY sniper, MY jeep....what? waiting and defending a flag, thats no fun for ME, I want to rush and attack!...if I die I just respawn and rush again.

Players should start viewing tickets as team-asset thats not to be wasted. I don't put this on the less skilled but the reckless.

Annoys me when players think that their own wills outweigh that of 63 ( well now 128 ) other players.
I choose to play on a server where likeminded people play, server has rules. I follow them, the others follow them. Then comes the bad apples, the guys that don't like the rules or think that because they are elite (and they so rarely are ) they can do as they please.

A guy wrote in this thread about how people should not be so serious...well who are you to join a server where everyone, by joining, agrees to be serious. You join a server you agree to the rules. You don't like it?
Choose another server.

That goes for all players on all servers. Be respectful for the bigger mass, the game is not about you, it's about a team. Your personal joy can destroy a whole teams joy. Not fair, not mature.

Final note: Common sense when playing AAS gives that squads overlap in caporder. Your quad takes a flag, you defend it. When next is capped you overlap towards second cap. That way no squad is just stuck defending flag after flag. Lets share the fun and the burdens
Disclaimer on overlap: If you agree with other squads on other ways to operate then pls do it. =)

Peace
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Last edited by Mellanbror; 01-27-2011 at 01:50 PM.. Reason: smileyproblem
Old 01-27-2011, 02:04 PM   #503
supahpingi

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Default Re: PR 128 Player Server Test - Official

Quote:
Originally Posted by Mellanbror View Post
What we are seeing is same as on other servers only dubbled by numbers and trippled by excitement.

Core-issue is players seeing it as the game is about them. They behave as it was a singelplayergame with bots. MY jet, MY sniper, MY jeep....what? waiting and defending a flag, thats no fun for ME, I want to rush and attack!...if I die I just respawn and rush again.

Players should start viewing tickets as team-asset thats not to be wasted. I don't put this on the less skilled but the reckless.
It would indeed be nice if tema could find a workaround for hardcoded players.


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Old 01-27-2011, 02:08 PM   #504
[R-DEV]Rudd
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Default Re: PR 128 Player Server Test - Official

Lets not be all doom and gloom peeps, can't expect a 128 test server to go up and gameplay to be the best ever, alot of the best players are still playing on their 64 servers etc playing the way they want to play according to that server's preference. I'm playing on TG and PRTA, because I know the admins, I know the rules they expect everyone to live by and so does everyone else who joins that server. 128 appears, people from vastly disparate rule preferences join, problems ensue. The point is just to find out how technically viable 128 is, have fun, play PR the way its meant to be played if you can, but don't get frustrated; you are taking part in a open beta basically which is always fraught with problems.


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Old 01-27-2011, 02:12 PM   #505
EvilWaffles
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Default Re: PR 128 Player Server Test - Official

I wouldn't be so quick to condemn it, we are all just too giddy to act 1337 tactical yet.


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Old 01-27-2011, 02:16 PM   #506
HARRISON1973
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Default Re: PR 128 Player Server Test - Official

Issue found???

Not all teammates names show up when you're near them or aim at them. I had a few TKs this way...

Is this known? Sorry, didn't read through the wall of text, on me lunch break with limited time.


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Old 01-27-2011, 02:17 PM   #507
hyraclyon

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Default Re: PR 128 Player Server Test - Official

I just had a great round of Kashan with lots of teamwork actually. When all the smacktards are gone 128 players is absolutely superb. Tracers, mortars, tank shells etc flying everywhere. Just awesome.


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Old 01-27-2011, 02:19 PM   #508
[R-DEV]AfterDune
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Default Re: PR 128 Player Server Test - Official

Yes, Harrison, it's known. Very well known by now actually .


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Old 01-27-2011, 02:23 PM   #509
WhatMan
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Default Re: PR 128 Player Server Test - Official

Quote:
Originally Posted by [R-DEV]AfterDune View Post
Yes, Harrison, it's known. Very well known by now actually .
That's the only issue so far, correct?
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Old 01-27-2011, 02:24 PM   #510
[R-DEV]AfterDune
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Default Re: PR 128 Player Server Test - Official

I think so, yes.


Btw, is someone streaming by any chance? Can't join the server atm, but don't want to miss out


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