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Bruce

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Posts posted by Bruce

  1. I want to add my support to Sanguine's points.

     

    were the server more dedicated and less public,  which encouraged teamplay,  then the restrictions would possibly work and be well received.

     

    but it's public,  so you get 3 idiots occupying the MEDIC slot and running through the AO in their undergarments and carrying only a pistol.

    thus getting dead and respawning,  same for the AT and explosive specs...  You simply cannot force people to do their jobs !

    not without massive cost to the fun of the "GAME"

     

    to compensate,  any reasonably intelligent person will loadout themselves with:

    multiple FAKs

    an RPG with at least a spare rocket

    possibly 3 x explosive charges for the radio tower

    as many 7.62 magazines as humanly possible

    a decent scope

    Lazor Dez + Battery

     

    this is because, this person generally can survive first contact in Helo by a Kajman,  escape to cover,   move slowly into the AO and take out the covering fire

    WITHOUT having to scream for a medic at the tippy-top of his tiny-teeny lungs at an ear piercing level that I WISH only dogs could hear . but in actual fact makes my ears bleed !

     

    And now, having gotten there, possibly with a few stragglers left of the 16 guys that started out,  this person actually wants to achieve something

     

    So rather than wait for spunky, Teeny-weeny and Bob to sort their lives out and get anywhere within a 15KM radius of the AO with a rocket for the Tigris OR some explosives... he can actually do a small part of someone elses job !!

     

    okay so this got all Rant like,  sorry

     

    But I don't think we can fix many personal player issues by adding a bunch off restrictions on gear ...  AND after the game night the other day I realised

    the people that want that level of play, 

    are usually intelligent enough to Self Restrict !  without an admin imposed ban on the fun stuff,  that somedays,  you just wanna run naked into the AO with a Zafir and blow off some steam

     

    ... GAME ...! ... for fun ... ya know  :)

     

    /peace out

  2. I'm tingling with excitement, anticipation and at the same time a growing sense of dread ....

     

    it's been 20 years since I took a driving test and I feel sick all over again ... thanks  :)

  3. possible to just *LOCK* the rocket slot on non-AT classes ?

    we still want them to be able to carry spare ammo for the AT.

     

    possible to restrict the backpack size for classes ?  (Rifleman only assualt pack etc.)

    thereby limiting the amount of gear carried rather than a "global Ammo allotment" 

     

    Because ... the first 30 noobs on the server will get max loadout,  and then

    the next ten, potential best players in the world .. will end up with pistols and 10 rounds!

    kinda kills the fun for the later additions.

     

    is it possible to "Tune" the AI behaviour

    without making them one-shot Aim-bot from 2k range through cover in the dark while dancing the lambada ??

    would rather they were more tactical than more accurate.

  4.  spent bullet rounds travelling and spinning extremely slowly being processed constantly and maybe not cleaned up at all that may be causing this fps drops,

     

    Oh crap !  .. then it's MY fault ?   the way I go through four boxes of Zafir ammo in miliseconds  :D

  5. How was the performance during the testing?

     

    depending on the host,

     

    but due to the low player count (about 15 of us at peak ?)  it was really good FPS and lag free.

     

    I wasn't around when it was posted on the AHOY server,  so can't say more than that

  6. I quote this from my own text: "Not really a possibility on a public server because it is not client side". Wasn't giving it as a option on the public server. It is ment for more coordinate groups like we do sometime on game nights and more recently, on the Alive mod. The mod is really in depth but everyone understands DayZ, that is simpler than the mod but still a great improvement on Arma 3. Might be a scripting possibility, I don't know. 

    yeah, sorry,  I was typing while my dinner was cooking so I didn't really look at what I'd written then ran to get my food  :P

  7. Bruce!

     

    I like you to look at this link, we tried it out yesterday. Not really a possibility on a public server because it is not client side. Being in alpha or beta (or whatever) it has great potential. The link contains a video as well! http://www.armaholic.com/page.php?id=23618

     

    I completely agree with a timer to increase the chance of a possible revive by a medic. 30 seconds is not long enough to annoy publics with constant waiting, but should give a medic the chance of reviving a team mate. I don't agree with non-medics reviving people. I personally think the medical system in Arma 3 is terrible, giving non-medics the ability to cure themselves with problems from a scratch to terminal decease by using a FAK.

     

    I would much rather see more restriction to non-medic instead of making them able to revive other downed players. Like only being able to patch up small wounds, but still being twitchy after that. A medic should be able to get him back to full strength! This makes the medic more of use than just a revive me bitch!

     

    I think the following is a way of increasing the importance of medics and give non-medics to help each other when being downed. Decrease the the countdown of dying players to something like a minute. Only when non-medics start applying pressure to wounds, giving morphine ,and applying a bandage the countdown will stop, giving the medic some time to arrive to the scene and fix the player.

     

    I also think that reviving players should have more options like blood bags, saline, morphine, exc. Making reviveing a bit harder and a lot more fun. Pretty much like the medical system in DayZ that is surprisingly a lot more realistic than a combat simulator like Arma!

     

    As I said the medical system is terrible making this a good point for discussion. 

     

    Smith out!

     

    wow,  that link is kinda ..wow  :)  I like it ..but at the end of the day this is a "Public Server!"

     

    and as such, expecting everyone from 12 year  olds up to old gits like me !  to behave with responsibility and true realism in mind

    (applying pressure and morphine etc.  to a dying soldier....)

    in a game where 99.999% of the guys online just intend to charge ahead into the AO and score some kills is possibly beyond the realms of possibility

     

    MAYBE  on a dedicated and protected server with a regular group of veteransd running ACE ACRE and whatever .. that may well be fantastic,

     

    but again this is I&A Public ... we need to keep our expectations a little lower

     

    maybe I need to pick a preferred method to look at the merits of just one method ?

     

    my money is firmly on :

     

    giving everyone the ability to give basic first aid to a fallen soldier via a FAK.

    making him mobile only within the first 60 seconds of being shot down (during that timer = no respawn)

    (NO SELF TREATMENT !! .. none, nil nada .. this is co-op)

     

    then the medics are 100% required to get that soldier back to a fully functioning unit...

     

    No Medic = no shooting and movement is only CRAWL

    no medic in AO = still has the option to respawn via 'ESC'

     

    Medics can self heal with the medikit  once they have been given first aid ? 

  8. I'd just like to add my vote to RockFrog's point above

     

    bearing in mind the current state of the game (MP)  in that any additional AI adds more lag and less frames ?

     

    I'm ALL for a more realistic experience with civilians and women and patrolling AI soldiers that aren't confined to just the AO

     

    BUT .. right now,  that can't be at the expense of performance..  my rig is already groaning at 20 frames MAX   :)

  9. I little bit disagree with you Bruce with your suggestion.

     

    First reason: FAKs are not designed for reviving people. They designed to treat wounds, until medic fix you up to full health.

     

    Second reason: Allow every one to revive fallen team mates will make medics useless.

     

    Third reason: Not a lot people will risk there lives to revive a fallen team mate because of AI's Bionic X-ray vision -_-'.

     

    However, @Rockfrog has a good idea to use FAKs to slow down a death timer for a fallen team mate, but then we need to make that one time use and have short death timers.

     

    Ducky out  :ph34r:

    No worries Ducky man,  I'm totally happy to hear feedback and discuss the pro's and con's etc.... 

    so lemme reply in turn to you here :

     

     FAKs are not designed for reviving people. They designed to treat wounds, until medic fix you up to full health.

     

    Absolutely Agree with you!

    and that is the change I'm asking for here,

    every soldier is given basic training and first aid to stabilise their comrades before the medic arrives on the scene.

    it should be the FIRST thing done,  before Dragging or carrying someone with a Sucking Chestwound ! :D

     

    in fact that training goes as far as to say you should rummage through the wounded guys gear and use HIS FAK not your own  :)

     

    Allow every one to revive fallen team mates will make medics useless.

     

    this change will in no way make medics useless, at all

      what it will do is make them more able to do their job rather than the wounded player just respawn. 

     

    me for example ...

     

    get hit and can see the nearest medic is 500m away and not getting closer...

    but there's a bunch of guys near me that can apply first aid,  and one does so...

    once I receive first aid,  I can only crawl and shoot a pistol BUT .. I can get MYSELF (Crawling) to a position in cover ...

    and then the medic does not have to get into the same place I was in and take fire etc.

     

    Not a lot people will risk there lives to revive a fallen team mate because of AI's Bionic X-ray vision

     

    this statement is self defeating,  not a lot of people will risk themselves .. so then neither will medics...them being people too (possibly)

    and actually,  who is going to rescue the medic when he gets hit ? ..when  trying to heal someone under heavy fire ?

     

    from limited experience ... its hard enough to get the medic to do their job in the first place (on public servers at least... debatable)

     

    regardless I'd rather have the option to crawl away from danger and be able to look around ..

    than sit staring at my screen for 10 minutes waiting for the timer to tick down and respawn... 

    it's not realistic,  its not fun.

     

    and respawning is hated by medics as they run to you and you vanish without a word !

    or they run into a firefight and get killed while stuck in the animation reviving you ..

    OR worse,  stuck looking at the terrain unable to revive you,  until that bug is addressed .. it's better for someone to get you mobile, and THEN have the medic finish the job.

     

    much better for other soldiers to get hurt dragging you / reviving ... and THEN the medic fixes you properly once you are in cover

    As a medic .. I approve this message !  :D

     

     

    use FAKs to slow down a death timer for a fallen team mate, but then we need to make that one time use and have short death timers.

     

    Again,  I see where you (RockFrog) are coming from,  but I'm trying it make it a bit quicker, a bit more realistic and a bit less labour intensive waiting on the medic

     

    with this change to shorter death timers,  medics are not always   a) near you,  B) doing their job or even carrying FAK c) even in the same AO, d)  not bugged and can get to you

     

    changing the timer to shorter just means MORE respawns and more travel time to the AO and more time ... and less fun

     

    yes, you say that an ally can use a FAK to extend the time it takes to die .. but .. really ...  this is still a game

    and making someone apply a FAK to extend the time  I can lie stationary on the floor ... is kinda redundant ?

    or is that me? .. I want to be doing something ... if not shooting bad guys,  at least trying to get to safety ..

    nothing to say I won't take another bullet and die again .. but it's something.

     

    This is all purely conjecture and opinion,  and as with any discussion on the internet,  I'm not ASSUMING I am correct in anyway, 

    just think that some changes could make for a fun experience ... while dead.. and not shooting bad guys :)

     

    Stay safe,  stay alive,  peace out

  10. So,

     

    I posted this in another thread and thought I shoukld post it here insted,

     

    I'll delete the other and link it back over to save duplication etc.

     

    ****************************************

     

    in regards the Revive stuff,  I mean restricting the ability to Combat Life Savers;

     

    Maybe I can ask for yours and others thoughts on TWO suggestions?

     

    would it be possible to add another "timer" ? what I mean is ...

     

    IF a soldier is fallen and an ally is close enough to revive

    AND has a FAK in his inventory

    AND less than a certain time has passed (30 seconds ??)

    THEN he can be revived by any class,

    after 30 seconds,

    ONLY a Combat Life Saver can revive.

     

    no idea if it's possible to script, but it's for me, a little more realistic than a guy just leaving his comrade to bleed in a ditch.

    leaving him unti la medic runs up to fix him

     

     

    ALTERNATIVELY

     

    allow any class to revive with a FAK,

    but leave the soldier in the "Badly Wounded" or broken leg state so that movement is restricted / halted completely

    or some other incapacitated state ... ALSO .. only able to use a light pistol rather than full weapon selection

     

    ONLY a Combat Life Saver can medic them to fix the limb etc. and get the guy back up to full speed ..

     

    *************************

     I'd like something like this in I&A, thinking about it

     

    option 2) would mean that soldiers would have to make some effort to extract (CRAWL) to safety

    so that the MEDIC isn't forced to run into a raging battle to get stuck in revive animation and then have the player Respawn from under you.

     

    in option 1)

    there's no option for respawn within the first 30 seconds,

    and it forces people to carry a few more FAKs

     

    another thought is if a guy can crawl to a MEDICAL HEMTT then they can self treat themselves there.

     

    Like I say, just thoughts on making it Risky, but not just a "Sit and wait" exercise or just Respawn

    and behave like a CODder !  "CHAARGE, DIE, RESPAWN, REPEAT"

     

    thoughts ?


     

  11. Perhaps a player dsync check before the player can enter co-pilot should be added to code if possible.

     

    sorry to necro an old thread but, it's worth it for 2 reasons IMO :

     

    1)   the advice above is worth new subscribers seeing (some stuff I didn't know or took for granted)

     

    2)   a request for future development

        a.   if the desync / copilot bug isn't yet ironed out,    is it possible to colour code player name if they have a high desync ?

        b.    is it possible to give an icon in the GUI as copilot  (currently in the vehicle screen list pilot and one gunner are iconed)

               it would be a handy guide to be able to see if there is an issue other than a person bouncing around the rotors,  and name that person so we can all scream at them in VON to exit the copilot and walk to the AO  :)

     

    cheers

  12. Poor Launchpad .. next thing you'll want the Kajmans to stop breeding like rabbits !   :)

     

    but yeah,  not sure if this is an ARMA thing or an I&A thing though.. it's kinda funky 

     

    I'd love for the "sweet Spot" for grabbing vehicles to be made a tad easier to find than the G-spot .. if it's possible ?

     

    especially on vehicles angled up or down a hill .. where you have to immitate the same angle of approach to effect a grab.

     

    because people that take the Bobcat to the AO and want a lift home,  take particular care in finding a pickup point on a 45 degree hill, amongst rocks, under power lines while they are sat in the fegging thing drinking latte's and warming their feet on the radio equipment !

     

    There seems to be a certain mentality around "those" kinds of people !!

     

    "Oi nub pilot,  collect me NAO !  and deliver me with pinpoint accuracy to the next AO where I can shoot stuff in the face, but will WHINE like a little girl when I get killed !"

     

    those people

     

    /rant 2.1

     

    :)

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