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Josh

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  1. Like
    Josh reacted to Brooksie10 in (POLL) WE NEED YOU - Future of AW and Our Direction is in your Hands!   
    Looks like I am off to Italy!  Cant wait to see how the poll changes in the next few weeks!
  2. Like
    Josh reacted to Rarek in AW Invade & Annex 2 Changelog and Download   
    Thank you for the logs provided, fellas. Keep 'em coming if you have issues. Unfortunately for you, Hondo, I'd put that particular crash down to the beta server binary; it's referencing the arma3server.exe executable at the end there and there's no error messages relating to the mission.
     
    Glad to hear that people are having an overall smoother experience with the latest iteration. For those wondering why it's running at <= 5 FPS, there are two main reasons.
    AI in ArmA 3 is currently horrendously unoptimised, to the point that if more than a small number are included, FPS drops rapidly. This will be fixed, but it's on BIS to sort that bit out. I&A 2 was written in a hurry. The game-type was a sort of test to see how people would react to different elements of the game and, as such, is now more of a mass a code than a cleanly-written program. To address point #2 and reassure you all, I've been working on I&A 3 for a couple of weeks now after work and it's written smartly with a lot of fore-thought in regards to both gameplay design and code structure. It will utilise the very latest optimisation features of ArmA 3, meaning it'll run a hell of a lot better than all the ArmA 2 ports flying around and the gameplay, even from my early tests, should prove to be uniquely exciting every time you play.
     
    I'll be releasing some in-depth details on I&A 3 shortly (once I've written all the core elements) and will then be inviting users to take part in some alpha testing to get all the bugs worked out before public release. If you want to be involved in that, letting me know via a PM is probably the best method right now.
     
    TL;DR - I&A 2 was a messy test that proves basic gameplay design; I&A 3 will be the product of that test.
  3. Like
    Josh reacted to Ducky in Suggestion: priority target - Enemy Gunship?   
    This sounds great
  4. Like
    Josh got a reaction from Mach2k5 in Suggestion: priority target - Enemy Gunship?   
    Firstly sorry Kam totally forgot to finish the topic off haha! 
     
    And yes i can basically just like the mortar mission bar it spawns an enemy hind which can then fly about either the ao or the island causing havoc until it is shot down by a troop or airsupport. Could also add something like enemy reinforcements which spawns a KA filled with troops heading to the current AO. That's something i liked from ArmA2 domi was the reinforcements due to the radio tower being up and the enemy gunships which would attack ground troops and our airtransports. These both would be a nice addition to I&A.
  5. Like
    Josh got a reaction from Northerndakotas in Suggestion: priority target - Enemy Gunship?   
    Just an idea what about a new priority target: Enemy Gunship? Just an idea
  6. Like
    Josh got a reaction from Brooksie10 in I&A: Mentioned on the Community Guide SITREP I   
    Saaaweeeet!
  7. Like
    Josh reacted to iLLGT3 in Names to faces   
    Happy 18th!
  8. Like
    Josh reacted to MrRepeatz in [suggestion] Different subscriptions   
    i think you shou implement donation (donate as much $$ as your heart desires)
  9. Like
    Josh reacted to danne in [suggestion] Different subscriptions   
    When the community was smaller I can totally understand the current subscription model; maximize income on a few dedicated members. But with the current growing community I suggest a muliti-tiered subscription model. At least a "Ahoy+ light" level for people who thinks the current Ahoy+ subscription is a bit too much to pay as a monthly fee, but still want to contribute.
  10. Like
    Josh reacted to kamaradski in Videos and shiz!   
    The one at the top looks like the TS hud, and the one in the middle bottum is the Shactac hud.
     
    http://www.armaholic.com/page.php?id=18948
  11. Like
    Josh got a reaction from Wraith420 in Names to faces   
    This is me at my 18th haha!
  12. Like
    Josh reacted to Hoax in [Suggestion] Gear Up in Game GUI   
    Looks awesome, but does it have berets?
  13. Like
    Josh reacted to Paraclete in Create Group   
    I was on another Beta server and they had a "Create Group" script running using the scroll wheel menu.
     
    Create Group
    Invite Group
    Join Group
    Kick Group
     
    Worked well and there were no hard feelings from players being kicked from a squad to make room for "battle buddies".
    Seems like a no brainer.
     
     
     
     
  14. Like
    Josh got a reaction from Ducky in Videos and shiz!   
    So i couldn't find a video thread anywhere so i'm going to start one, correct me if i'm wrong!
     
    Here is a few favorites to start off!
     

    http://youtu.be/p16J29PZP1k
     


     
    And finally this: 

  15. Like
    Josh reacted to noms in Centration   
    I can't remember who told me to put up a thread about Centration, but one of you crazy people did, so I figured I'll put one up and see what you guys think.
     

     
     
    For the past year and a half, I've been working with a full team to create a game called Centration. It's a survival-horror-sandbox game played online in rounds that could last from 5 minutes to 5 hours. 
     
    The overall purpose of the game is to survive and work together as a team. The two are related - You often cannot survive without working in a team, but working in a team does not necessarily mean you'll survive. You work together, you keep the space station operational, you role-play and you have fun.
     

     
    The current feature-set we plan on having for release:
    Fully Dynamic Airflow (I've already demonstrated this to some of you lovely people) Realistic Physics and Interactions Fully Interactive Environments Realistic Heath - Bandages, Surgery, etc. Realistic, brutal, visceral combat - Everything is a weapon! Sandbox Gameplay - The gameplay flows from you, your actions dictate the direction of the game Electronics - Everything needs to be powered, and amusingly, you can mess with the power too. SCIENCE!! No, seriously. Chemistry, Biomedical Research, and poking animals with a stick to mention a few fun things Script-driven machinery/electronics - Everything needs instructions to work in real life? Why should Centration be any different. Mess with the airlocks, close in front of people, make lights flash, display naughty pictures on your workmates computer. The possibilities are endless. Up until this summer we've been mainly focused on getting our core mechanics and framework set up, and now we can finally say we've made some great progress into that; but unfortunately our focus on the code as opposed to art means we don't have much in-game gameplay footage to show off. 
     
    So instead, take a look at concept art!
     
     
     
     
     
     
     
     
     
     
    We'll shortly be launching our kickstarter in July to try and raise £50,000 for our total budget. It's a high goal but we've got the team to pull it off, and the alpha gameplay footage will be ready by then too! 
     
    So anyway, the main reason I'm posting this here is because I want you lovely folks at AhoyWorld to be among the first to jump in and test our Alpha builds - mostly stress testing and other such things. You guys have been a great community and welcomed me without hesitation from the start; and I love you guys.
     
    The first test will actually be getting all of you guys on a server and running around doing things while we record the first gameplay footage videos. We want it to be authentic. ;-)
     
    Let me know if you're interested, any questions you have about the game, or anything else, and I'll be updating closer to July when we'll be after people to help us out. 
     
    Oh, and if you want to find out anything else about the game but don't want to ask me here or on Teamspeak for whatever reason, feel free to visit our website and forums at :
     
    http://www.centration.co/
    http://www.centration.co/forum
     
    Thanks for reading guys <3
     
    - noms
  16. Like
    Josh reacted to BamBi in the Hunter   
    yee wok the game is really good, as jeff said co-op coming out soon
  17. Like
    Josh reacted to danne in Videos and shiz!   
    More helicopter skills:
    http://youtu.be/8Xxsj2YSPgU
  18. Like
    Josh got a reaction from Kyrie in Videos and shiz!   
    So i couldn't find a video thread anywhere so i'm going to start one, correct me if i'm wrong!
     
    Here is a few favorites to start off!
     

    http://youtu.be/p16J29PZP1k
     


     
    And finally this: 

  19. Like
    Josh got a reaction from tombguy5 in [Suggestion] OPFOR Players   
    Just after a little chat with a few guys on teamspeak i thought this would be a suggestion to put forward.
     
    What about adding maybe 2-5 OPFOR player slots for say a small amount of (maybe ts only) guys to plant mines, traps and such like to cause the BLUEFOR more hassle and such like... Maybe include a system like the old ArmA2 Insurgency where they click on an opfor unit on map to spawn as them (to save AO moving hassle) and then from there they can move and position etc... They could go AT blow helicopters, hunters etc.. Plant mines, claymors etc.. 
     
    What do you guys think? 
  20. Like
    Josh got a reaction from Brooksie10 in Hola   
    Just felt like saying hello, played on the server a few times felt like joining the forums too
  21. Like
    Josh got a reaction from kamaradski in Hola   
    Just felt like saying hello, played on the server a few times felt like joining the forums too
  22. Like
    Josh reacted to danne in [Suggestion] OPFOR Players   
    I suggest we implement respawn penalties. Ie if you repawn, you have to wait like 2 minutes before actually spawning. That goes for everyone. If you cant wait for a medic to revive you...you still have to wait. As an extension: TK, Destruction of civilian buildings (for BLUEFOR) etc...add more time to the timer.
     
    Another way to implement penalties: Reduce possible carrying weight. Every time you respawn to get more AA, the less you can bring with you. (add timer, if you don't respawn in a certain amount of time you'll get back carrying capacity. If you respawn before timer runs out, the timer is reset and you can carry even less)
  23. Like
    Josh got a reaction from Brooksie10 in [Suggestion] OPFOR Players   
    Yeah i do agree! However OPFOR and BLUEFOR will have even fire power i guess? So this means that generally BLUEFOR will be on the advantage but it'd be something that would have to be tested etc.
  24. Like
    Josh reacted to Govent in [Suggestion] OPFOR Players   
    I love the thought of this idea.
    If implemented correctly this feature would not only add a higher level of 'randomness' and difficulty to the missions, but also make the mission more interesting in the long term. The first part of the sentence is important though- a feature like this would probably requre some serious limitation and balance testing. Without restrictions I can easily imagine 2-3 great players absolutely devastating a huge group of blues, taking away from the over all experience. Added challenge is fun, but being sniped 14 times in a row from 1200m -not so much!
  25. Like
    Josh got a reaction from Brooksie10 in [Suggestion] OPFOR Players   
    Just after a little chat with a few guys on teamspeak i thought this would be a suggestion to put forward.
     
    What about adding maybe 2-5 OPFOR player slots for say a small amount of (maybe ts only) guys to plant mines, traps and such like to cause the BLUEFOR more hassle and such like... Maybe include a system like the old ArmA2 Insurgency where they click on an opfor unit on map to spawn as them (to save AO moving hassle) and then from there they can move and position etc... They could go AT blow helicopters, hunters etc.. Plant mines, claymors etc.. 
     
    What do you guys think? 
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