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Thread: Question about kicks vs res slots

  1. Administrator ...bigdog...'s Avatar
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    #21

    Re: Question about kicks vs res slots

    That's where the "4 can connect" aspect comes into play (or where I got it from, as civil was asking).

    "4" has nothing to do with it. the 4 slots are merely doors that are available for people to use to get on the server. If we just had one...it'd be hard to get a lot of people in at once. so...we have 4.

    60 can connect, and the server does do forced connects.

    the REALLY interesting part would be...what happens when there's 60 reservists connected. THAT would go into theory, but I'm sure the CC documentation would explain it. I bet the reservist can't connect (makes sense), but maybe it would just start kicking people (if CC is stupid).

    Trust me guys.....I'm not imagining how it works. This is how it works.
    Quote Originally Posted by ...bigdog... View Post
    If turd fergusons want to troll their lives away, that's the world's problem. Go read the CNN.com comments section, or any comments section, anywhere. All of the big threads are going to be the crazy people saying stupid shit.

  2. Registered TeamPlayer jmw_man's Avatar
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    #22

    Re: Question about kicks vs res slots

    I'm pretty sure Draco is correct, whatever happened to that test that was going to be performed in the match server that allows 8 people in?

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    #23

    Re: Question about kicks vs res slots

    I guess the image was accurate

    So essentially, yes, I could be "kicked" since I don't have a reserved slot..

    Ok.

  4. Registered TeamPlayer draco7891's Avatar
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    #24

    Re: Question about kicks vs res slots

    Quote Originally Posted by ...bigdog...
    his point, and yours, and wilecyte's, is that whne the server is 60/64, and 4 reservists are in that 60, no one else can connect.
    No, that's not what I, WilE, or Civil have ever said. No no no no no no.

    There are 60 normal slots on the server. Anyone can use them. Anyone can connect when one is free.

    When a reservist connects to a server with the normal slots full (full with anything, normal players, reservists, admins, doesn't matter), they occupy the 4 reserved slots (the 61st, 62nd, 63rd, and 64th slots). When someone disconnects from a normal slot, the reservist then slides down from the reserved slot into the now-free normal slot.

    The number of reservists connected to the server is unlimited. All of the normal slots can be reservists, it doesn't matter. In all cases, a reservist joining a 60/64 server will occupy the 61st, 62nd, 63rd, and 64th slots.


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    Here's a thread from the now-defunct BF2CC website, written by the guys that built CC, agreeing with me. The system does not kick people (in fact, they wish it would; they want a system that works the way you describe it, but it doesn't and they can't change it). Reservists occupy the reserved slots on full servers, and they're the only ones that can.

    Quote Originally Posted by ...bigdog...
    now....since no one feels like accepting the publicly available proof that it's NOT POSSIBLE to have more than 60 people playing at once
    I already covered this in the other thread: the graphs are too insensitive to show even the maximum lengths of time the server spends at more than 60. 5 minutes is less than a pixel wide on those graphs. An entire round is only about 4.2 pixels wide on that whole graph.

    If you look for a bacteria with a magnifying glass, of course you'll never find it. You need a microscope.

    Quote Originally Posted by ...bigdog...
    If we can hold 60/60 for minutes/hours at a time, we could hold 64/64. We don't, because the server is kicking people back down to the 60 level.
    No, we can't. The server has a fairly high throughput of players, which is what I've said all along. The admins regularly kick 5-7 people every round for being unsquadded during primetime. Every round, every hour, of every day. Add in people crashing, disconnecting, getting yelled at by their parents, being late, etc. etc. etc., and even if every reservist TTP had was on the server, we'd never see more than 60 for more than a few minutes.

    Simply because the admins are doing their job, enforcing the rules. Not because of some mystic reservist kicking mechanism.

    The system you are describing is some strange hybrid of the Source and 2142 systems. I've already explained that those systems are different. EA went back to the drawing board, stopped imbibing recreational substances and built a capable and much more useful RS system for 2142. The Source games have always worked that way, with a few open slots for anyone to connect and use, because STEAM ID's can't be checked until the client is fully connected, so everyone has to be allowed to join. 2142 and Source both kick non-reservists to make room for reservists. BF2 does not, and never will.

    Draco

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    #25

    Re: Question about kicks vs res slots

    the source games work that way because we specify for them to do so. Or at least, when the mani option was available for allowing the slots to be occupied, or remain open.

    CC has been kicking clients for as long as I can remember, and since we went live with it. the system functions correctly.

    if your theory was correct about why we can't see more than 60 for a few minutes......then.....

    why can other servers? those players there don't have issues "crashing, disconnecting, getting yelled at by their parents, being late"?

    And then....

    why can we hold the player count at 60, flat, for hours.....but not at 64? for some reason....60 players don't have problems "crashing, disconnecting, getting yelled at by their parents, being late"?

    no.
    Quote Originally Posted by ...bigdog... View Post
    If turd fergusons want to troll their lives away, that's the world's problem. Go read the CNN.com comments section, or any comments section, anywhere. All of the big threads are going to be the crazy people saying stupid shit.

  6. Administrator ...bigdog...'s Avatar
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    #26

    Re: Question about kicks vs res slots

    and I don't think that thread is up to date. Perhaps that was early in the process...but it was "fixed" to what the TG and other communities were pressing.
    Quote Originally Posted by ...bigdog... View Post
    If turd fergusons want to troll their lives away, that's the world's problem. Go read the CNN.com comments section, or any comments section, anywhere. All of the big threads are going to be the crazy people saying stupid shit.

  7. Registered TeamPlayer draco7891's Avatar
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    #27

    Re: Question about kicks vs res slots

    Quote Originally Posted by ...bigdog...
    why can other servers? those players there don't have issues "crashing, disconnecting, getting yelled at by their parents, being late"?
    What other servers? Show me such a server. In fact, show me a server that's configured like TTP (with 4 reserved slots and no funny extra MM scripts like TG did) with a higher playercount. At all. Ever.

    why can we hold the player count at 60, flat, for hours.....but not at 64? for some reason....60 players don't have problems
    Because dude, we run one of the most popular BF2 servers on the planet. Because non-reservists sit at the server browser spamming the refresh button, waiting for the server to dip down to 59/64 (trust me, long ago I was one of them). We are popular. We are successful. Whenever we kick people, the server almost immediately fills back up with players (usually, non-reservists). I've watched it happen for years now.

    If anything, it serves to illustrate that we should push reserved slots harder, y'know?

    Draco

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    #28

    Re: Question about kicks vs res slots

    So this is my understanding of how the reserve system works...but I could be completely wrong for that matter.

    The server is at 60/64 and a reservist clicks "join game." At the moment CC confirms this player as a reservist it finds a non-reservist to kick...which during this whole process the highest the player count will go is 61/64, and that's only while the reservist is connected, so once the non-reservist gets kicked it drops the player count back down to 60/64...am I right?


    Also, if the server is at 60/64, those last four slots are like doors...only open to reservists while it's kicking a non reservist.
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  9. Registered TeamPlayer draco7891's Avatar
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    #29

    Re: Question about kicks vs res slots

    Quote Originally Posted by ...bigdog...
    and I don't think that thread is up to date. Perhaps that was early in the process...but it was "fixed" to what the TG and other communities were pressing.
    TG ran a custom script that worked the way you described it. They had 0 reserved slots, and the script would kick non-reservist players from the server, at random, in order to keep those last 2 slots open all the time. Anyone could join into those last 2 slots (being technically "open"), but if they weren't reservist they would get kicked fairly fast (albeit with no message whatsoever, just a "you have been kicked from the server" default error message).

    We don't, we just use the normal default BF2 RS system, built into the server.

    Draco

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    #30

    Re: Question about kicks vs res slots

    Quote Originally Posted by ...bigdog...
    and I don't think that thread is up to date. Perhaps that was early in the process...but it was "fixed" to what the TG and other communities were pressing.
    I remmeber being involved with brandon and the CC guys once we started BF2. And i remember fighting about this, actually. And I'm damn near positive he either incorporated or modified and incorporated the scipt they are discussing.
    Quote Originally Posted by ...bigdog... View Post
    If turd fergusons want to troll their lives away, that's the world's problem. Go read the CNN.com comments section, or any comments section, anywhere. All of the big threads are going to be the crazy people saying stupid shit.

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