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noms

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Posts posted by noms

  1. I've got a small issue, I've downloaded the mods (including the two not included, plus the hotfix for the sound for massi's pack) and when I try to join the modded server it just pops me back to the lobby without any errors.

  2. Gonna be sad to see you go. I for one can say we will all miss the french jokes on FTB chat.

     

    Ah well, wish you luck with whatever you go on to do, friend.

     

    Have fun :)

     

    I'll likely still play Minecraft with you guys, I was mostly referring to community involvement and Arma play. I haven't finished my factory yet. ;-)

  3. As the title suggests, this isn't an introduction, but this seems the most relevant place to post it.

     

    I am unfortunately going to have to leave the community. There are a whole bunch of reasons;

    • Time Management - I simply cannot dedicate the gaming time to the community, or to any assisted development with any of the missions.
    • On the note of 'assisted development', no matter what I did or how I offered to or actually helped, none of my contributions, ideas or works were taken seriously except by a very select few.
    • Your community now pretty much has more 'admins' than it does players. Some players who have been granted or 'upgraded' to these positions are essentially then treating the privilege as a 'clique' club, playing only with their 'group of accepted friends' and pretty much ignoring other players who attempt to teamplay with them.
    • I understand I can be playful and immature at times, and this might upset some of you more 'strict' players who want a super-strict-military-simulator out of Arma; but honestly, it was all in good spirit and some of you just can't understand that.
    • I can take a hint.

     

    I'm sorry to anyone this doesn't apply to, playing with most of you guys has been a privilege that I won't forget, and I hope to enjoy playing with you at times in the future - I can however not commit any more time to a community where I am being pushed to the side and outcasted by even the staff. 

     

    I have tried to help with the development of the missions and to help improve the quality of the game, I have even worked on my own mission that you guys hosted for a short period of time when the BETA was staged on the dev branch (which proved to be the most popular mission on there at the time); but everything I did was either discarded, ignored or taken and bastardised. 

     

    I gladly gave the previously mentioned mission to Jester to develop further, and this was very quickly met with him being dragged aside by a core staff member as soon as it was mentioned, and upon returning, nothing was ever mentioned about the mission again, nor was recognition granted to me for the original mission development. 

     

    I'm sick of it. I joined your community because I thought you guys were open, friendly and non-clique, the first few weeks were great - you accepted people with open arms and we quickly became friendly. Now... it's just different. 

     

    I wish you guys all the luck in the world, but my final passing comment will be that you've expanded your administrative team too fast and without enough thought. This is coming from someone who manages a community of a couple thousand. I strongly urge you to consider just who has access. Today I was kicked from an Arma 3 server for having a laugh with a couple of players, and while the kick may have been in jest, it was unwarranted and I was in the middle of a game.

     

    - Aaron "noms" Challis

     

    While 75% of the above post still stands, and that I am still upset with the state of some things, I think I overreacted while I was in a particularly tired and bad mood. 

     

    I'd like to make it clear that I'd still love to play the games with you guys - playing has never been the issue. I will however not be nearly as active in the community, and I will not be involved in any more development or scripting.

     

    I apologise if I have upset anyone by my words, but some of them had to be said.

  4. Hey guys, another shameless self-promoting update from noms.

     

    For those of who you I haven't already shouted at about this, but as of last week, Centration is officially going to be on Steam. We've been greenlit through the Greenlight process and we've signed our distribution agreement with Valve. This means Centration will be sold and played through Steam, which is a huge step for us. 

     

    We'll also be at GAMESCOM 2013, for anyone here who's also going and who wants to might up and have a drink or something.

     

    Thanks for the kind words everyone. <3

  5. Also, you guys are more than welcome to use my teamspeak server in the meantime if you want somewhere to hangout and complain about being DDoS'd. The address is:

     

    ts.centration.co

     

    (Note: This is not an advertisement, I'm just offering this in the meantime.)

  6. This reminds me of those times when I was a kid and really wanted to go outside and ride my bicycle but couldn't because it was raining, just end up staring out the window angry at the weather. This time I want to stay inside and play PC games, but instead I'm staring at the monitor angry at some unknown losers sitting alone in a dark room somewhere. Times have changed man...

     

    Problem is buddy, they're not even sitting in dark rooms staring at their screens any more. These attacks are almost always automated now, just massive botnets floating around going from one address to the next, just DDoSing for the sake of DDoSing. Usually the 'owner' or the person responsible for these attacks are off doing something else, not even knowing what their botnets are attacking. It's just added to a list somewhere.

     

    Of course there are still those who do sit in dark basement rooms,30 years old with their parents shouting at them to come up for dinner while they're breathing heavily through their nose believing they are 'super epic 1337 h4x0r' because they can tell scripts where to attack by typing in an IP address. 

     

    Wow, I guess that comes off as me being upset at the situation? I guess I am. I wanted to play Minecraft. :(

  7. Another shameless update! 

     

    We're doing another stream this weekend at 20:00 UTC, with a few updates regarding our in-game scripting system, UTIL, a bit of discussion on our multiplayer features and we'll also be discussing the potential for PS4! (The self-publishing part of their intro was very interesting ;p) 

     

    If you'd like to come watch, we invite you to http://www.twitch.tv/centration this Saturday at 20:00 UTC (That's 21:00 BST).

     

    Muchos <3

     

    (PS. New banner on main post too. Whoo!)

  8. No way, I freaking love that.

    I was wondering why this game seemed familiar, it's sort of like SS13 except it's not 2d pixels xD

     

    I used to work with Exadv1 back before we released it open-source. They're making a 2D remake of it separately, which looks fairly crap. I broke off to bigger and better things. ;-)

  9. Looking really good man! It looks like a lot of progress has been made since the last videos I saw on steam.

     

    I wanted to ask you, have you worked on any other games previous to this that we can check out?

     

    Space Station 13

  10. Shameful bump but useful update!

    This weekend we'll be releasing a gameplay teaser video that will briefly demonstrate a few cool gameplay mechanics / features.

    Afterwards we'll be doing a live twitch.TV developer Q&A session with a few members of the team. You're all free to join in and ask any questions you might have about the project.

    This all will happen Saturday evening at 9pm BST till about 11pm

    Feel free to join the event via facebook: http://www.Facebook.com/centration

    Our twitch channel: http://twitch.tv/centration

    We'll post the video here also when it's uploaded to YouTube.

    Thanks guys. <3

  11. Before I begin, these are changes that I have either already made in a local testing build that can easily be merged, or changes that I am more than willing to integrate myself, saving the current main dev team from having to manage their time to handle it themselves.

     

     

    Artillery Observer in same group as Mortar Gunner

    I was testing this with danne last night, and we think that the Forward Artillery Observer (Spotter) should be in the same squad as the Gunner, as the group actual.

     

    There are various reasons for this:

    • Forward Artillery Observer can attach him/herself to any squad, pilot or vehicle
    • Forward Artillery Observer can use the communications menu to call in Artillery strikes: F2 (Select Gunner in squad) > Fire Artillery > etc
    • Forward Artillery Observer will report target positions of enemies on the map to the Gunner in order to refine mortar strikes to be more effective
    • Allows for more private and non-intrusive VON conversation between Gunner and Observer via the Group Chat VON channel.

     

    During testing it worked out pretty well, apart from a minor bug which I believe is due to the comms menu being set up for AI only. This also presents another possibility for you guys to think about: Automated Artillery. An AI Gunner can sit on the mortar position in the firebase, and the Forward Artillery Observer can then call in strikes to locations he designates, and then the AI gunner will automatically fire a volley at the coordinates.

     

    This could also mark the start of a 'Support' group chat dedicates itself to support: Artillery, Engineering, MASH, etc.

     

     

    Mortar Firebase Re-designed

    Danne and myself spent a lot of time working on this and we believe the new firebase looks amazing. We just want to show you guys to see if you like it, and see if the bosses want to include it. Screenshots ahoy! Click to enlarge.

     

    dd7EeNKb.jpg ZWpWlbXb.jpg uryGa6Ib.jpg FRW7t0eb.jpg PwL52eLb.jpg 03Ouu1Zb.jpg 

     

    From top left to bottom right:

     

    • The inside of the compound. I like road cones. Parking bay for a hunter/vehicle.
    • The front-side of the base. Put a sign placeholder down (texture being made)
    • Flipped the Mobile HQ round so the stairway and door faces inwards. This presents a more secure 'look and feel' to the COP.
    • Helipad on the steady decline out front, for delivering troops in the event that reinforcement is necessary, or even delivering ammo (see below)
    • Checkpoints on both sides of the road; for aesthetic purposes of course.

     

    Supply-Chain

    Naturally in a real life situation a mortar-base out in the middle of nowhere will need to be supplied. I suggested a basic version of this to Raz while he was working on the initial script and I believe I have a way of making it work.

     

    1. This is both a way of mildly limiting the Mortars from being over-used in conjunction with the ammo-per-30minutes limit, which (if this suggestion is accepted) would be increased.
    2. There would be a new area on the base called 'Ordnance Storage', most likely in a green shed/type area. A hunter or vehicle will need to pull up outside, a player will then take ammo from the shed, carry it to the hunter and load it. It will take up a lot of room so you can only take, say, 2 or 4 magazines per load.
    3. The player will then drive to the firebase and deliver the ammo to the mortar gunner who will then load it into the mortars and continue providing artillery support.
    4. Once the ammo has been extinguished, after 30 minutes since the last spawn of ammo has passed, more ammo will spawn in at the Ordnance Storage area on the main base. Repeat the process as above.

     

    This presents a new gameplay aspect - squads will have to assign one or two players to deliver the ammo if they want mortar support to continue, otherwise the mortar gunner will have to do it himself which in turn would delay artillery support. There can then be a few extra gameplay elements introduced:

     

    Priority Mission: Firebase Trenchfoot is out of ammo and under attack! Deliver munitions and repel the attack!

    Side/Priority Mission: A supply vehicle has been ambushed en-route to Firebase Trenchfoot. Secure the Vehicle and Deliver it to the Firebase for a large bonus in ammunition.

     

     

    As usual, let me know your thoughts on these ideas. As I said above, the ideas are either already ready to go, or I will take full responsibility for the creation of them myself pending approval from the bosses. :)

     

    - noms <3

  12. In terms of balancing, we can take a page of out insurgency's book:

     

    - OPFOR players have a limited amount of weaponry available

    - OPFOR players do not have vehicles apart from unarmed off-road jeeps / speed-boats to travel around

    - OPFOR players have a limited amount of lives before they are kicked from the spot to allow another player a chance to play

    - OPFOR players cannot get within [x] distance of BLUFOR base

    - OPFOR players' base cannot be near any any AO locations

     

    The OPFOR slots would simply serve as a 'hindrance' to BLUFOR, placing mines along well-travelled routes, shooting down AIR units.

     

    The above rule-set would ensure balance, however does not fit in with the current INVADE and ANNEX mission mindset - it's more of an insurgent tactic more reserved for perhaps the mission I suggested (Patrol & Secure). Domination was never made to have PVP elements, it was simply a cooperative territory capture mission; and as Invade and Annex is modelled on that type of gameplay, it doesn't make a lot of sense to include OPFOR players, as much fun as it may seem. 

     

    I don't mean to seem overly negative about the idea, I'd enjoy camping on a hill shooting at a BLUFOR advance as much as the next guy, but for the current Invade & Annex mission, it wouldn't feel right in my honest opinion.

     

    That said, I may or may not have made a start on the groundwork for Patrol & Secure tonight. ;-)

    - omnomnoms

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