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MDCCLXXVI

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Posts posted by MDCCLXXVI

  1. On 11/14/2016 at 0:08 AM, Eagle-Eye said:

    Personal opinion: I think this reaction is uncalled for, especially since TheScar is not the only one "whining" (I prefer to call it feedback) about I&A3. We mustn't forget that I&A3 is still in its early stages, so I'm sure it's being looked into, and most if not all feedback is useful to them...

     

    hah sorry it was a joke, didnt translate well though. always enjoy reading your rants scar :)

  2. 4 hours ago, TheScar said:

    time to let loose some critic!

     

    Havnt played a few days,connected this morning to EU1# to see how once loved mission evolved in time.

    Surprise,its 1.009 still - so i didnt expect any changes to it at all.

    Time ingame 20.45,fog level massive,heavy rain too.

    Equipped,headed to side mission (14,5k off base,no Huron available,Secure Chopper),took me about 11min as i couldnt go full speed to avoid crashing due to 40% sight all the way.

    Got engaged by a jet on the ride,radiotower status AO was out at this time,so facing a jet was a surprise (read,no danger as they only do strafe runs).

    Enclosing on side mission,first recon point 2,1k out = no sight.

    Second recon point 1,2k out = 1 ZSU,2 patrols.

    Engage point 1,0k = 1 ZSU,4 patrols,1 Sniper team.No Hangar to be seen.

    Close up under 600m you could see the hangar peeling out of the fog.

    Completed side,moved to a wait position near coast in order to be rdy for nxt side,3min on wait pos a explosion 15m off my position.

    I took it for a jet strafe,but the 2nd explosion again 15m off my pos made me change my assumption.

    Its once again enemy artillery from main AO that is currently 12k off my current position.

    Yes,12k.

    Why not shell main AO you may ask?

    Main AO had at this time 2 players alive,base about 3 players idling/arming,2 players traveld from or to base and after dong side mission my K/D ratio was currently the highest one of active players - so the AI will target the highest K/D player as biggest thread,therefor target his position for arty strikes.

    Next side mission popped up Swamps,so i moved there.

    This time i took 4 recon points,as there was still massive fog to be seen around on Altis.

    recon1 - 1,8k out > no sight

    recon2 - 1,2k out > no sight

    recon3 - 1k out > no sight

    recon4 - 678m > 2 lights stationary to be seen,no movement

    Getting out of the Hunter i find myself shot by GMG rounds splashing spot on and im dead.

     

     

    So,not only you face shitty weather conditions,endless drives,no supply up abilities,no repair options,no lifts as no choppers being able to do so available you also witness messages like this :

    jkudkgsy.jpg

    so,what the fuck?
     

     

     

    I have spent more than 3300h on I+A2 and enjoyed every minute doing so.

    I+A3 leaves me bitter and in a certain anger mode when disconnecting.

    There s no satisfaction to gain from it by now for me and havign to witness it didnt develope in a week by 1 single number ( 1.0010) just proves me right spending my time off the PC.

    I wouldnt even had published I+A3 in this state.

    Its a mediocre beta at best atm.

    Not in the state to host it on a 60 players server that attracted 100s of people on a daily base.

    Unless,this is what AHOY planned.

     

    I´m broken,what to do now?

     

    1. go away

    2. stop whining

    3. something else (dunno yet)?

     

     

  3. There is possibility of a convenient middle ground between full stamina system and no stamina system, since a couple updates.

     

    player setUnitTrait ['loadCoef',<number>];

     

    For instance:

     

    player setUnitTrait ['loadCoef',0];   // will allow the player substantial increase in stamina without it being unlimited

     

    Maybe some playing around in the editor with the 'super elite cobra commander main-battle-tank' loadouts people run with, and tweaking the above code, could yield a workable value.

     

    Of course, I am with Luetin on this one in that a stamina system facilitates much wider range of gameplay that a mission maker can put together for players, since it is more difficult for one person to disrupt it with their OP gear selection (and most players do choose to maximize their effectiveness using whatever means they can).

     

    By the same token, things look different from a server operator point of view, where disgruntled players may take their arsenal loadout to another server instead of adapt to stamina system on yours.

  4. Hello again,

     

    I have the suggestion if you maybe can bring a ranking system in the game which allows promotion similiar to KotH (from normal soldier to general) - so you begin as private and can rank up to whatever (like in Battlefield or I think also in Call of Duty and other shit  ^_^)

     

    It's just an idea so I not want to bring to much details because I first want to know how this would sound for other people.

     

    But I not mean with unlocking new wpns or stufff or what ever with promotion ... it's just the rank - that's at least my basic idea.

    Maybe a sign or addition next the player name ... for example Sgt P4R4S (for Sergeant).

     

    Thing is you play and play and play and nothing changes ... you make no progress ... you conquer one point than another than next until the death (and log out or rage quit  :lol: after that). So I think there should be something you can improve and make progress and when Its only a simply ranking system.

     

    sincerely

    P4R4S :)

     

     

    Early on it was intentional to not design a false sense of achievement for the player.

  5. Hey guys,

     

    Has anyone used it in busy MP session yet?

     

    Reviewed the code and looks fine, just skeptical about how smooth it will appear in MP, due to interacting with remote vehicles/network traffic. Am interested in seeing a clip of the towing in action on busy MP server.

     

    Also of course its misuse/abuse has to be factored, re trolling/griefing

  6. Also its a lot of hard work to create stuff which is fun and playable.

     

    Even Xeno's Domination sucks in A3 (read the reviews). All the ingredients are there, but its not fun and not really playable.

     

    Rarek's brilliancy with I&A was creating something fun and playable and simple with the same ingredients.

     

    Both Tonic (Altis Life) and Sa-Matra (Wasteland + KotH) are professional programmers, who are also excellent game designers.

     

    The Exile team has at least one professional programmer, and a bunch of other enthusiastic and skillful modders.

     

    Same with breaking point and dayz. Quality teams of semi-professionals and experienced modders.

     

     

    Basically, its hard and mostly thankless work, to make something great. It is no surprise to me there are so few popular gamemodes.

     

     

     

    Another thing to consider is on the Demand side, the above-mentioned teams being the Suppliers.

     

    You could create something great, but no one would play it since most A3 players who are left (about 1/4 the number as were around 1 month after launch) have found their comfort zone gamemodes/gametypes, and just arent interested in playing anything else or trying anything new. Theres lots of fun scenarios with 0/40 servers simply because no one wants to join a 0/40 server, regardless of how much better your new gamemode is.

     

    There isnt much demand for something new, evidenced by how rarely people join servers hosting unfamiliar scenarios.

  7. The primary issue affecting public server play is that over-encumbrance = forced walk. Once the white bar in your inventory interface is full, you'll be forced walk. Most pubbies carry the kitchen around with them (avg loadout on my server is 37kg), and some weapons like the Navid / MMG command 50% of the inventory capacity on their own.

     

    Gone are the days of Navid + Launcher + Carryall + 7 mags of MG ammo + Ghillie + heavy vest rig.

     

    And I for one, am glad :)

     

    Unfortunately the proponents of those loadouts may just choose to disconnect instead of adapt.

  8. Already have coded this :)

     

    Unfortunately its not appropriate as a completely scripted system and requires admin supervision.

     

    I sometimes run missions on a friendly server like this. Has to be carefully managed, to select an appropriate person, and also an appropriate time when the players on the server are able to mount a rescue.

     

    If you capture the player and all the other players are occupied/busy, it is a waste of time.

     

    When I run it, I select the player and punch the code into debug console and the mission works fine that way.

     

     

    You have to be sensitive and careful when manipulating the players experience, such as by 'abducting' them. Some players really like that sort of thing, while some really don't.

  9. Thanks for the rest assurance and optimism ( no need to get upset ) , I don't think resources should even be considered as obstacle when planning good gameplay. Nowadays DC xeon core @3.5ghz goes for 0.10€/hour.

     

    Also considering that spawning enemies that are not observed by player's should even be considered at this scale.

    And having hundreds of AI enemies was just an example how the logistic spawn ratios work.

     

    Somewhere around total 100 AI's but with different logistic mechanics could be how it works. I've tested Alive at with 200 infantry, it seemed pretty runnable and this was with my own 4970k. 

     

    Of course if there's nothing to discuss over this I think I'll go on my own separate way. I'm not saying that this should be "IA 2". I'm just trying to gather interest. 

     

    For what its worth, I like the idea.

     

    I just think its difficult to keep 50+ players busy (and not bored) in CO-OP, didn't mean to offend.

  10. At one point I toyed around with a feature to address this ...

     

    Was some code applied to enemy vehicles.

     

    If it was destroyed/disabled by CAS, another would spawn outside the AO and roll in to take its place after a minute or two.

     

    If it was destroyed by infantry or armor, it was gone for good.

     

     

    Worked well in testing, that CAS pilots got their jollies but had zero lasting impact on the AO.

  11. Most jets IRL are between 10-20 mins on the ground turnaround time.

     

    Perhaps should kick in the realism settings and bump it up to 15 mins! :)

     

     

     

    As for why it takes so long for simple rearm (when say fuel and repair is fine), is because the rearm for jets was simplified a long time ago.

     

     

     

    Do you remember when jets used to sink underground during servicing?

     

    That is the reason why it was simplified.

     

    Any system which tried to do dynamic checks/changes to the repair/fuel state of the jet would cause it to start to sink underground. To address that, it was made uber simple. The thought was, better a simple/robust system than one which was exposed to ArmA glitches and would cause it to explode/sink underground during service.

     

    After reviewing real life CAS jet turnaround times, I'd say bump the service time up to 15 mins! :D

  12. Oh yes it was. Sweet mercy the barrels...

     

    That code was indeed removed,

     

    1 to save performance many CPU-taxing frills like that were stripped out.

     

    2 IMO it is aesthetically unpleasing and immersion breaking. 

     

    There was intention to include a 'role menu' where say, a repair specialist would have the ability to toggle on/off those HUD icons ... But limited time and energy to implement and so never was done. 

     

     

    As Raz said, provide the tools for the players and see what they make of it. Part of making it and keeping it fun and dynamic is to not spoon-feed players, instead they have to put in some work and communication and patience in order to succeed.

  13. If you have to wait 30 minutes with only 3 crashes you must be playing dress-up. Take a vehicle and drive there by yourself if you aren't happy with the service the pilots provide, everyone makes errors, but pilots who have more responsibility than the ordinairy soldier has a much bigger burden and their errors can inflict way more damage.

    (In my opinion this is why admins should babysit pilots more, co-op and teamwork are key in this game and every team member has a goal.

    For example; pilots rely on ground forces to kill the radiotower as soon as possible so they will have less of a threat from CAS. But also infantry wants to be transported.

    Also if people could stop being dicks in and around the chopper, not play music, quit the side cmd and global VON shit and fucking tell me where (EXACTLY) they wanna go and maybe say two very simple words afterwards;"Thank you.".

    However, as I haven't seen you much in-game and I assume it's because of timezones I cannot accuse.. nor exempt you for not following these easy 'steps'.

    Also if you ever encounter a problem with a pilot (Know from experienced). Wether he is inexperienced or just a total d*ckweed, try and hop on Ts3 to find an admin that is willing to help you settle the situation, there your voice is probably mu h louder heard than here.

    Have a good flight ;),

    MuS

     

    cheers :)

     

    I am neither seen nor heard in-game these days, but do try to keep an eye on the experience people are having. A lot of effort was put into maximizing the time-on-the-ground experience of infantry in I&A, and piloting has (and likely always will be) one of those roles where the server owners and staff have to trust the players to act in the interest of others ahead of themselves. Have seen it before where bad / unmanaged piloting can kill servers and budding communities. 

     

    In this hypothetical situation, telling me to hop into a car and drive because a pilot has crashed into power poles 3x in a row ... Sure I can drive there, but I can also press 'Esc' and find another server. So, while as a pilot your concern is that they can choose to drive, a server admins concern is that they can also choose to leave.

     

    If you have any other suggestions or ideas re piloting and aircraft in A3 MP COOP, feel free to rattle them off, they do get heard, if not promptly addressed.

  14. -It's still a video game ment to bring people happiness rather than stress etc. Flying the Hummingbird usually gives me a good mood ... When I'm not in a good mood I put on some rock or house and start taking risks which get my adrenaline going ... stuff likes that gets me through a bad day.

     

     

    This sort of thing just wastes people's time. Might give you a good mood, but how about the mood of the infantry waiting 30 minutes (3 crashes) to get to an AO?

     

    2 crashes in a row is sufficient to have many victims to simply leave the server and find another which doesn't have pilots who are looking for an adrenalin fix ;)

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