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MrSixFour

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Posts posted by MrSixFour

  1. i couldn't stop laughing for the entire thing! how the hell can i give you 10 coins?  :lol:

    Try being me when I shout one of these insults at someone after killing them. Literally laughed out loud quite a few times. Chivalry is awesome man. Buy it if you don't have it already. It is quite possibly thee most fun I can have without females.

  2. Hello All,

    My Situation is this:

    Rockstar North (My favourite studio) are now publicly hiring again. As such; I'm gonna go in for a tester position.



    What I would really appreciate is maybe one or two character references from the staff or maybe even good friends I've made here.


    It would really go a long way on my CV, as I'm already a tester here for the T & A mission. Credible experience goes a long way with companies like Rockstar (They get pretty paranoid about corporate spies [so I've been told by people who have worked there])



    Anyway guys, anyone who is willing to be a reference for me, I would truly be eternally grateful!


    Thanks Guys, stay cool.

    post-2612-0-01807800-1388933857_thumb.pn

  3. I don't think it would be a smart choice to replace the whole BLUFOR side with IND. 

    That said, adding in IND to give some of the BLUFOR players a scalping could be a nice idea. It would bring some real competition to the server. 

    Especially if you make BLUFOR and IND pitted against CSAT and themselves. 

    It could work.

  4. Personal preference is not really the point, there are so many key bindings in ArmA that overlaying more is never a good solution. So from a UI point of view, it should be avoided, especially when there's an easy alternative (in this case, an on screen control).

     

    Incidentally, I've been using the N key for in game chat for nearly twenty years, and my key bindings haven't really changed much since the start of flashpoint, so let's assume I'm not going to change it now :)

    Fair enough man. Personal preference is the key (pun kind of intended? lol) I suppose. 

    but it seems kind of counter-productive to re-work an integral part of the gameplay due to you're preferences. Sorry I could be of no help on this issue.

    Jester has worked his ass off on this mission dude. As far as I know to my knowledge he is one of the only programmers/scripters working on I & A. I mean no disrespect to anyone else that has but I still don't know that many people here on a personal level yet. One thing I can tell from one brief testing of the medic script is that he is working HARD. Give the man credit for that much at least.

    Thanks for the hard work Jester.

     

    It never ceases to amaze me, the amount of work you guys put in just to sate the appetite of some shit flinging monkeys.....

     

    Oh yes and speaking of appetites, please give us the OPFOR counter attacks, throw in the helos and frogfoot, cant wait to hear the whining.

     

    Out.

    Also you do realize what I was offering was constructive criticism, right? I was trying to "fling shit" at no-one. Not sure who you really were having a go at there.

  5. AdamStain is right. It is an issue that is either still under development to be fixed or is currently fixed. (I haven't been on the server in a couple of days so at this point I don't even know what version we're currently running)

  6. I honestly don't think version 2.63 is actually stable enough at the moment for full blown public release. Us more hardcore players don't mind but the more fickle player of the ArmA community may. I just think rolling this out at such an early stage with that many bugs will ruin the gameplay experience for many. I'm of the belief we should revert back to a more stable version until we can work out this kinks with this one.

     

    So this new respawn mechanism is still in there in 2.64, except with the respawn on players deactivated...

     

    Wasn't removing the indication to players whether there were any medics nearby already tried/unsuccessful/reverted? I don't see how it's a positive step for teamwork.

     

    Also the nightvision toggle is forcibly bound to the N key, which is pretty annoying to me since that's my chat key.


    I also think the best solution to your NVG problem would be to simply re-assign you're PTT key. It's really that easy. The N key is what some of us have literally grown up with using for our NVG's in the ArmAVerse. I really do not think re-binding a key to suit your personal preference is even really something worth mentioning in this thread.

    Protip: Either use \ or use a mouse button. \ Is probably your best bet to be honest. As you can control all your basic movements with your left hand + be able to talk (If you don't have a mouse button)

    Testers in any company/community work hard so that you can have a more fluid and enjoyable gameplay experience. Give them time and they will get to the bottom of it.

    I hope you found this response somewhat useful, subx.

  7. Yeah there seems to be various issues with the latest build. For example:

    The Revive script does not seem to work for medics on it, 60 players seems a bit overkill IMO as it seems to really kill framerates across the board. I was however not aware of the infamous player outside the chopper bug 0_0 (that one always annoyed me lol)

    I think in terms of EU servers, another could possibly be needed. If anyone is willing to find me a decent price for one, I wouldn't mind buying or renting one out-right for AW players to use. I am very poor at this moment in time but I do have income on it's way soon. I definitely wouldn't mind getting another EU server for AW as I think we desperately need another EU located server as US servers just absolutely kill my framerate once they get full-up most of the time. (that goes for any version of ArmA, DayZ included) 


    That said, if anyone wants to go halfsies on one or whatever, I wouldn't mind that also. Just an idea.

    In terms of the latest build; I really think the staff should consider reverting to a more stable version for the time being until such a time as the bugs with the new one can be worked out.

    Just some creative input/constructive criticism for the staff/devs to bear in mind :)

    Sincerely,

    MrSixFour

  8. Seems stable so far from what I played last night. Still haven't tested the Parachutes yet but from what I gathered, things were pretty stable. Keep up the good work.



    An excellent question, Sub. We implemented that slot as a means to facilitate and encourage coordinated play. Ahoy's servers that most people play on are public, and therefore are at times free for all melee of lone wolves and little clique - is squads. On occasion however, with the right direction and players the whole server begins to work together, constructively. In those cases, we felt a "High Command" would be helpful in coordinating gameplay. An interesting point you raise though, is what attributes or abilities could this high command have. We may look into that. Thank you for the CONSTRUCTIVE criticism. I believe that is what David was talking about.


    I am also supportive of a 'high command' mechanic. I think it would be great, given when I get a fireteam together, we usually do Spec Ops kind of stuff and from time to time; getting some orders barked at us may be good for overall morale. Also, Angel; You are right about the changes you can see in the server when fireteams/squads start to work together and don't always try to get one up on each other. 


    It's all about Teamwork, out there, yo.

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