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Nicolai

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Everything posted by Nicolai

  1. It would be quite simple, indeed. The micromanager / drill sergeant approach discourages volunteers. It probably doesn't even matter if any objectively valid feedback is included in such an approach or such feedback is being delivered in addition or not, as the approach in itself alienates the players that are hit by such "efforts" and invalidates any ambitions they may have brought with them to the game quickly enough. Everyone is playing the game according to their capabilities, that's not only true for players, also for staff members. Once there is no mission left to play, for whatever result was finally micromanaged (the micromanager is responsible for everything, as nobody else has any sort of responsibility, except being there to be blamed), all that is left is examining pecking orders. Another medium to long term result are ballerina players, who go into the game to show others their capabilities instead of playing a game with the other players, who prefer kick dog memes and topper stories over cooperation. The shit crown of this is then going into ZEUS, to punish players by controlling AI units "to show them their place". I feel with you.
  2. Bug, observed in 52U: when changing the value of the "Time of Day" parameter in the lobby (role assignment screen), the change will not be effective anymore. The mission will always start up at 16:00 local time, no matter which values have been set for the "Time of Day" parameter. This difference can be observed at least in versions S, T and U.
  3. I'm calling out to players interested in COOP sessions with this workshop mission created by Mark Boardman. Let's get together and find a good time to enjoy this mission. Calculate 1.5 to 2 hours mission duration. Please leave a comment on this topic to receive invitations for multiplayer sessions. I'm looking for people who are willing to play this in a team oriented fashion using a tactical approach, reduced loadouts, dedicated roles, high difficulty, first person only, TFAR, Vcom AI. Mission description from the Steam workshop page "Dynamic Recon Ops is a randomised, replayable scenario that generates an enemy occupied AO with a selection of tasks to complete within. This collection contains the same scenario on various different maps." Dynamic Recon Ops Steam Workshop Page https://steamcommunity.com/workshop/filedetails/?id=722652837 Things to note * Dynamic Recon Ops is currently not supported on dedicated servers, hosted multiplayer only * ACE3 is not supported (it may work in a basic mode, when one disables the optional mission specific respawn framework) Possible mods to run it with * different parts of AW modsets (mag repack, ShackTac HUD, ...) * Dynamic Recon Ops exists for a high number of maps already in the AWE repo and more * DynaSound 2.0 (when using vanilla factions) * Vcom AI 2.81 * TFAR YouTube Trailer https://www.youtube.com/watch?v=hJlVE3OyEWo
  4. I know this error message very well and I think too, that there is no fix available for this and this needs to be dealt with. Workaround: change your gaming habits. How I'm doin' it: once the map changes on the AWE server, I will pick a slot and go into the game. Then I load some loadout matching the slot and complete it for the mission ahead and save it. After that I tell my my teammates and especially my TL, my SL or other direct sup, that I will then restart the game client and subsequently slot to the same slot as before then load the prepared loadout to be ready for the mission. This only takes a few minutes and is only really needed after a change of maps. Then I can usually play many missions in a row on that same new map without seeing this error at all.. and most important: I can play without crashing with that same error in the middle of a mission. Once the map changes again, repeat.. The restart of the game client fixes any residual negative effects from memory fragmentation, excessive use of memory due to leaks in the software - it creates a clean slate, that will help to minimize the detrimental effects of memory bugs on your gameplay. It's sufficient to restart arma3.exe only, it's not required to restart Windows as well. This is the most effective workaround for this that I've seen, yet, and doesn't involve changing any configuration or runtime parameter of the game whatsoever. This also works with any sort of memory allocator and also helps people who need to have even more space for the curator module in the limited amount of addressable RAM that arma3.exe has in 32-bit, than the regular player. Because it was mentioned: there are a number of different drop in memory allocators available for the game, which are even whitelisted in Battleye (most notably the TBB4 from BIS and the CMA, formerly known as xtbbmalloc from the community, that can also use large pages), so that they can be used on AWE. However, just using those instead of the vanilla, doesn't fix that particular problem at all, that you're having. However, using them can delay its occurrence, which doesn't make things actually any better with regard to this particular issue, when not adhering to above restart procedure at the same time. Ryko has already summarized, what I know about the reasons for this, too.. good luck!
  5. Very much appreciated the rifle engagements. Felt like the enemy groups were moving and shooting in special ways, which prolonged the engagements and encourages appropriate reactions in the players much more, than just static parameters like fire effectiveness. 10/10
  6. My opinion on IEDs is: I would like to have them in the Gauntlet, once vehicle repair in the field is possible. I also coincide with TheToxicPixels, that it would probably create a lot of frustration. On the other hand it might be just the same frustration as the frustration of the ground troops relying on the pilots for transport, unwilling or incapable of driving a ground vehicle from one end of the map to the other without crashing it.
  7. IIRC, before the switch to the CUP maps, which caused the dropping of AiA, the enemy was able to see me through foliage. I think I'd be finding the winter camo nice for three days after which I would probably be frustrated again by the lack of quality in the AiA. Then on a second thought: in winter there isn't any foliage in the trees.. or is there? Would we have to download the whole several gigabytes of AiA again and would it coexist with the CUP?
  8. Nicolai

    Hello!

    Hi there. Here are the other guides... http://www.ahoyworld.co.uk/topic/3174-how-to-download-the-allowed-addons-the-modded-addons/ http://www.ahoyworld.co.uk/topic/3556-eu3-rules-and-guidelines-please-read/ http://www.ahoyworld.co.uk/topic/3877-play-your-roles/ http://www.ahoyworld.co.uk/topic/4074-how-to-ace3-medic/
  9. Yes, greetings from me, as well. As TheToxicPixels and Rave have already pointed out, please check out the EU#3 server. Even though some effort is involved on your side in getting your Arma 3 setup and your Teamspeak setup ready for it - see the URLs posted from TheToxicPixels for the guides on how to do this - I think it might be worth a look, because of the rules established for this server. For example one technical rule is: on EU#3 it's required to have Teamspeak and be using it, when playing on it. TFAR, the Arma 3 Mod contained in the AhoyWorld Modded modset and interface to Teamspeak, will then give you in-game radio and direct communication in the battlefield, which the vanilla game is lacking completely. This can enable to use strategies and even shorter term tactics in the gameplay for coordination with other players in the battlefield, because you can rely on the fact every other player will have at least one personal radio on him at all times and eventually - even will know how to use it. The gun simulations involved in EU#3 are quite different and more diverse to those found in the vanilla game as well. With regard to your already existing experience, these are some more reasons to follow the hints TheToxicPixels and Rave already gave you. EU#3 also has a medical simulation that is different to vanilla and more complex. If you enjoy reading the links given and plan to have a closer look at EU#3, here are some more links, specific for EU#3, which document the other rules existing for EU#3 and organizational matters that become relevant once you're logging in to it for the first time.. http://www.ahoyworld.co.uk/topic/3556-eu3-rules-and-guidelines-please-read/ http://www.ahoyworld.co.uk/topic/3877-play-your-roles/ http://www.ahoyworld.co.uk/topic/4074-how-to-ace3-medic/
  10. I'm not sure, TheToxicPixels. With regard to OP's original question: Mr PWilk69, you really seem to be having the mad game. You might want to have a look at EU#3. When the respected gentlemen from EU#1 have misread your team oriented approach and you're looking for the more serious and more TACTICAL gameplay, it might be worth a second look, for example by reviewing the material on EU#3 by Mr Luetin. However, if they didn't misread it and in fact you're wondering where to put the explosives, I rather suggest you keep staying in the hardschool of EU#1 for a while, until you have found yourself. You can be sure to be welcome and I will remember your name when I see you on the server. Here is on how to get the mods needed for EU#3: http://www.ahoyworld.co.uk/topic/3174-how-to-download-the-allowed-addons-the-modded-addons/ Here is what you need to get started on EU#3: http://www.ahoyworld.co.uk/topic/3556-eu3-rules-and-guidelines-please-read/ http://www.ahoyworld.co.uk/topic/3877-play-your-roles/ http://www.ahoyworld.co.uk/topic/3669-how-to-eu3-the-basic-guides/ http://www.ahoyworld.co.uk/topic/4074-how-to-ace3-medic/
  11. I hereby would like to document my persisting demand. I liked the events from TheToxicPixels especially for their more organized approach to the casual style of playing Gauntlet on EU#3. My preferred settings are JIP, wave respawn, first person, available arsenal and a ZEUS enabled player online for making the blood curl. I'm fine with Gauntlet on any of the maps and I don't need the signup. So if TheToxicPixels feels like making a TheToxicPixels' Gamenight like the last ones anytime in the future, I'm the first one to signup and, if the universe complies, I will appear. My idea for a possible addition to the catalog of punishments, additionally to having the shame of not appearing though having signed up, without cancelling in an appropriate and timely way, is the following: be the autorifle guy and only have M200 ammo belts with the blank firing attachement for the next gamenight.
  12. Signed up as FTL, AR, Assistant AR, Medic.
  13. I signed up and will not be able to participate! Sorry for the noise.
  14. Thank you, StormWatchdog, TheToxicPixels, MessedUpSmiley, ranarick and Mark T. Congratulations to Duffyman, S0zi0p4th, Despite, Ryko and everyone else promoted.
  15. Most liked/played: Arma 3 (> 2000 hours) Insurgency (>500 hours) Disliked: DayZ (>100 hours)Wishlist: Rainbow Six Siege Mount & Blade 2: Bannerlord
  16. I was sitting in a darkened room, for weeks, sick at home, with a sore face, end of 2014. After 12 years of absence from any computer games, I decided, upon the recommendation of my respected neighbour, to install Steam and play some games. He gave me some hints on which games I need to look at. Arma 3 was among them. I found several different game modes on vanilla, different mods and modsets and also visited different other communities around the game, its derivatives and their operations appearing in the server browser during my time off. When work returned, not much of that survived, however. AhoyWorld is that one community, that I'm still participating in today. I clearly remember, the fact that many servers were running I&A, while there was only one real AhoyWorld server running it, made it somewhat special and interesting and I found myself returning to AW and its TS often, even after some time of absence. I think, AhoyWorld's openness is responsible for the amount and depth of self experience unique to the game and valuable to me. And after some time on EU#1.. yeah.. gamenight and EU#3, you know that part already. The Steam client tells me I have played 2004 hours of Arma 3. More than 75% of that on AhoyWorld EU#3, while I usually don't play other computer games. Thanks to the creators, you're magicians to me.
  17. By this way as well, thank you very much for these gamenights, TheToxicPixels! I very well remember all of them and also the continued process that brought the current way of doing it as a result. I enjoyed them very much and I don't have anything on my mind, that I want you to consider changing in it. However, I have something on my mind, that could improve the gamenight experience for some others as well and that probably requires some action on my end, too - still I don't remember how this is done in the best way. Also, I'm sure that it has been voiced before and probably I just need a pointer to the right thread. I found the other teammembers in my gamenight teams to appear quite randomly in my team, mostly based on the slots everyone prioritizes in the Google form when signing up. Most of the times I didn't know or play with the people in my team before. Also I never asked to be together with this or that person. On the one hand it's great to learn to know more people and making new experiences with them, especially under the aggravated conditions of a gamenight. On the other hand, I'm thinking the gameplay can be interesting in other ways, too, for example when people who respect each other, have shared experiences, knowledge and skills and who are willing to depend on each other, can group up to be a team, like it's happening during casual week outside of gamenights. I never asked for special things like that, because I'm afraid it would probably increase the workload for a gamenight organizer in a disproportionate way, because in the end, not all teaming up wishes can be fulfilled, and that would make it an expensive effort without much gain for everyone. From playing the game in other ways I remember it to be a deep experience, when you can do some team oriented training with the same guys you group up with on occasions like gamenight, for example by playing as that same team with the same members during casual week in normal Gauntlet missions outside gamenight. Does anyone do something like this or would mind starting it? If we could get some kind of team together, like three to five people, we could offer the gamenight organizer to play as some complete team, MMG, ?AT, CT or one of the fireteams instead, and actually reduce his workload by combining five signups into one, instead of increasing that workload. As I've now exceeded the 2000 hours barrier playing Arma 3, most of that spent on EU#3, I think I can say without much thinking, that I don't really have any preference for any role that I'm playing, as there are no secondary roles in the game - just secondary actors.
  18. Thanks TheToxicPixels, my team and all the others involved.
  19. I'm in anytime for the no-RTB four mission series, again. I made good experiences with this in the past. I remember it increased the pressure to try staying alive and preferably unwounded. Once you give that challenge some time for people to learn from it, by simply playing it a few times in a fashion like this, I'm sure we will be able to observe interesting changes to the gameplay and overall behaviour of the group and its dynamics, that will even be noticable once you go back to the old fashioned mission-RTB-mission series after a while. I'm talking about spontaneous cooperation between teammembers who didn't know or coordinate beforehand or outside of the actual game session. I remember this cooperation took place with regard to ammo and also with regard to all the other depletables used during combat without the need of enforcing anything here. Instead of enforcing by taking away and policing, I also would prefer to see simple, effective - and for some probably weird reason still rarely observed - nifty features of Gauntlet be considered, as for example the empty ammo crate, that can be spawned from the flagposts in arbitrary numbers. It can even be put into vehicles as of ACE3 status on EU#3 today, not only be lifted by helicopters anymore. It offers volume for like 20 AOs in a row, when used wisely. I prefer the variation, where the players need to fill such a crate with the stuff they expect to need themselves. Of course, crate using adds additional charge on the team and transport crew, as crates can indeed be lost, destroyed, etc. crates need transport. Furthermore, a rolling ammo box of the M1025, M1078A1 or M1083A1 kind, operated by driver or driver/gunner on a defensive position and in an intelligent way, is something I've rarely seen and that can be an option on the 4 mission challenge's ammo / depletables / rearm aspect, that I also don't see in this thread yet. Anyway, I'm in - for the next occasion.. straight into the most simple way of just not RTBing after AO and without any additional crating, ammo boxing, enforcing or policing. I now see you kindly mentioned the crate of the rolling kind and one of its issues. While keeping the diversity, which is my preference, this particular problem can be helped by letting the players fill the crate/vehicle themselves. What I still not see is how it can happen to need so much ammo, when firing effectively. A reasonable marksman takes out a technical crew from 400m with two shots. With 5 Mags of ten rounds you can take out >20 technical crews. Other role often mentioned in this is AR: I don't even need a backpack as ALPHA 2 AR, without assistant, when not engaging targets across a distance, that required more than two or three short salvos, when only engaging groups or harder targets, really being the point man and being deployed.
  20. I wonder if I'm misunderstanding, when you're asking how much emphasis you _should_ put on it. Is it the case you're indeed looking for more teamplay or have you been indeed just asking if it's okay to go alone as you describe?
  21. Last time I had a look at Alive (0.9.9.1506221), the ammo crates spawning in with RHS (I believe it was RHS 0.3.8) groups were unusable by the RHS units, as the crates were virtual ones, which additionally only contained ammo for vanilla arms. I don't know how you intend to configure your Alive modules with regard to the spawning in of supplies - for me leaving the supplies deactivated made it quite odd, as well. The option of not spawning supplies, circumventing that issue, resulted in numbers of combatant groups without ammo left after a while of battle. Non-virtual crates have been added to RHS in 0.3.9, however, I didn't verify that's working with Alive, yet. As written somewhere before, I ran into the same performance bottlenecks, that everyone runs into, resulting in having to run a dedicated server with headless client managing the AI, as soon as you intend to have a few real human players with you in the field. Even if that setup was working with regard to supplies first and if it was performing comparably to a setup with DAC secondly, you would still have the mentally challenged vanilla AI controlling the units in the Alive. So, thinking things furtherly, by adding some more sophisticated AI mod to that 'large scale scenario', like Vcom_AI, my performance was completely gone. It would be an expensive price to pay for that feature of riding in of the reinforcements instead of them popping up, when implemented that way and understanding everything said correctly, I'd say.
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