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Nicolai

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  1. Like
    Nicolai got a reaction from D34TH in Spawn snipers in response to vip   
    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. Like
    Nicolai reacted to D34TH in Spawn snipers in response to vip   
    @Noah_Hero i appreciate your honesty as i believe it is time to openly discuss the matter
     
    i wonder how would those "experienced" have gotten their experience given the suggested approach.....
     
     this kind of happiness , maybe shared by a few others is what i believe to be the main core reason for the "lack of volunteers for leading roles" problem
     
    in plain words, want more volunteers ? then train, help or at least truly let people try, stop continuous negative comments and gossip , stop discouraging them... give advice only at debrief (if you truly have something worthy to advice) and your feedback after 1 month and keep it strictly objective... it is quite simple really ...
     
    On a broader note, I think AWE is a great community, best i have seen so far in ARMA, with great effort put into it over many years, but it needs a clear management decision which should reflect in every single aspect and every single player behavior: is it a closed community  or an opened/emerging one, truly welcoming new joiners looking for the unique style of gaming experience AWE represents ?
  3. Like
    Nicolai reacted to D34TH in Spawn snipers in response to vip   
    I agree some are afraid/don't like to play the SL roles but it is not because of any AI Gauntlet would spawn ... there is another main core reason ...
     
    PlatCO is a rare occurrence and would not be affected indeed
     
    The idea is not to make SL afraid of snipers but to tone down micromanagement/ sergeant like leading behavior, in a game realistic kind of way
     
    SL, PlatCo are management roles and can be rightfully done in many ways, Copey has his own valid way of doing it, befitting his management style, personality and his role in AWE but it is not the only way IMO, it is very useful to do the training and see his approach, but blindly copying it (or asking it from everyone else) might not work for everyone ... and could lead to a groupthink, unwanted phenomenon
     
    The unwritten prerequisite of being on the zeus list or admin or being an already recognized good SL, necessary atm to be allowed to try and play command roles (or any other role but common squad member as a matter of fact) without continuous, while on mission, scrutiny/discouraging comments from some who either want that role/asset or would like someone else to have it, or would like only white-listed players to ever have it, or are encouraged to do it, or think it looks cool in a stream,  or just do it cause is what they have seen others do etc is the main core reason IMO and is what makes some people uncomfortable with getting in a command role.
    Of course I could be wrong, but my 20 years of real-life people management led me to this opinion.
     
     
     
  4. Like
    Nicolai reacted to D34TH in Spawn snipers in response to vip   
    The idea is to spawn *AI* snipers once *BLUEFOR* vip is detected (radio transmission rate/min and voice volume way above avg - "the micromanager / drill sergeant approach" -   for ex)
     
    realism : triangulation to find the vip emitting radio pos is achievable without necessarily decoding the transmission, enemy focus on vip once detected is realist
     
    doability : spawning AI in response to something is already implemented, presence of LR radio in gear is there , AI LR triangulation/detection of transmission rate/min and voice volume i dunno but should be because would be a nice tool
     
    reason: the lack of volunteers for command pos is being tackled by giving extra incentives and training (may or may not solve the core issue), the vip com usage could be tackled by this  approach (in the end, what kind of commander shies away from a good extra challenge? and to keep a low profile in general and minimize vip radio chatter could be a most welcomed challenge imo)
     
    *jamming LR transmission  for 1,2 min from time to time could also be a realistic challenge ...
  5. Like
    Nicolai got a reaction from D34TH in Dynamic Recon Ops [COOP] Arma 3 Evening +Vcom AI/+TFAR   
    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
  6. Like
    Nicolai reacted to JaSmAn in Newbie hour? - new people please read   
    I know there's a plan to continue with the AWE training nights (and a specific thread for these), but in the meantime, I'd like to propose an idea. I like to think that I am no longer a complete noob on AWE -  my only qualification is that I am actually answering questions from new people and teaching them a few things - and I'd like to offer up arranging a "Newbie hour" every now and then.
     
    The way I see this working is, I would enlist (probably through begging and nagging) an admin/very experienced guy (I'm talking guys like @Lost Bullet, @S0zi0p4th, @BloodInTheSand, @Amentes - just to name a few - all of whom I can thank for what they've taught me) and get together with the new guys who want to join us and take them through the basics + maybe some small skirmish with Zeus'd in enemies a few km from base (not a Gauntlet mission). This would give them a chance to learn, practice and get to ask questions without feeling the pressure of messing up in a Gauntlet mission or working in a squad.  Again, no intent to replace the more intensive training missions, just an hour of practice, learning without interfering with guys who want to play.  Appreciate any thoughts/comments. Also would like to hear from the newbies, would this be useful?
  7. Like
    Nicolai got a reaction from Jim in Dynamic Recon Ops [COOP] Arma 3 Evening +Vcom AI/+TFAR   
    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
  8. Like
    Nicolai got a reaction from KingFronXos in Gauntlet Version History   
    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.
  9. Like
    Nicolai got a reaction from KingFronXos in Dynamic Recon Ops [COOP] Arma 3 Evening +Vcom AI/+TFAR   
    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
  10. Like
    Nicolai got a reaction from Jorgensen73 in Dynamic Recon Ops [COOP] Arma 3 Evening +Vcom AI/+TFAR   
    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
  11. Like
    Nicolai reacted to Lost Bullet in Addition to some Gauntlet mission (get item type of missions)   
    I've set up a small code that will interact with some missions (e.g. Get codes) and will give it a small twist.
    complete gauntlet mission file in attach set to spawn 2 Get codes missions for demo of it is someone wants to try it out.
     
    this is what will happen in addition to the mission:
     
    missionRogue.sqf
    COx_Gauntlet_LINGOR_52Q.lingor3.pbo
  12. Like
    Nicolai reacted to Colsta in Hi there! New player looking for tips and tricks.   
    Welcome. Make sure to read the rules first.
    https://www.ahoyworld.net/enhanced/rules-and-guidelines/
  13. Like
    Nicolai reacted to Colsta in TFAR problem   
    You'll never see yourself as locally muted. It only transmits when the blue icon lights up. I don't see the problem.
  14. Like
    Nicolai reacted to Colsta in TFAR problem   
    Everyone is forced PTT on the TFAR channel. It's not a problem, it's a necessity, because people aren't responsible enough to use voice activation properly. Therefore, all you need to do is set a PTT. You're forced to use it in the channel. I really don't see the issue. All you need to do is use the key. You don't need to change anything.
  15. Like
    Nicolai reacted to Colsta in TFAR problem   
    Yes, you're correct. I misunderstood you, and it was an error on the channel. It's all fixed now.
  16. Like
    Nicolai reacted to Colsta in AWE Maps Poll   
    Hello.
     
    We bring you this poll to learn what maps the players prefer to play on in AWE.
    We ask you take two minutes of your time to reply so we can get a better idea of where to go with the server.
     
    https://docs.google.com/forms/d/1WZyA0uwkcWCSa07-xbQAcz3eMP8x7hdaNij8ojxhoYQ/
     
    Thank you.
  17. Like
    Nicolai reacted to SkullCollector in AWE Repo Consistent Naming   
    With the last repo update for EU3 AWE, we had 16 GB of updated stuff thrown at us.
     
    How A3Sync works is that it checks for folder names, so when it can't find the one from the repo server in your Arma directory, it is blind to everything else, even if it's just a tiny revision. So if you had ACE 3.6.0.0, then 3.6.1.0 comes along and changes a couple PBOs, the rest should be unaffected and the download would be a few MB at most to replace just those. But if the version number were in the folder name, A3Sync would look for @ACE_3.6.1.0, but only find @ACE_3.6.0.0, ignore it and proceed to download the entire mod again.
     
    That's mildly annoying for small mods such as ACE, but absolutely infuriating in the case of RHS or CUP.
     
    If you know about this, you can rename the mods in question yourself, but most players will either not be aware of it or do not comprehend the procedure. It's tedious as, if you mix up your dashes and your underscores, you'll have achieved nothing.
    My proposal thus is to rename all mods with version numbers or otherwise variable names on the repo server itself. @CUP_Terrains_Core-1.3.0, for example, will then become @CUP_Terrains_Core. @ProjectOPFOR was re-downloaded because it now has an underscore in it, so if things like that remained consistent from now on, we could save a bit of traffic.
    All future repo downloads of this week's magnitude would be cut down by gigabytes with a quick global change.
     
    That's not to say to go out of your way to do so now. Perhaps just bear it in mind for the next update cycle.
     
    Cheers.
  18. Like
    Nicolai got a reaction from SkullCollector in Arma 3 Memory Errors   
    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!
  19. Like
    Nicolai got a reaction from Jorgensen73 in Arma 3 Memory Errors   
    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!
  20. Like
    Nicolai got a reaction from TheToxicPixels in The Future of Toxic's Gamenights   
    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.
  21. Like
    Nicolai reacted to TheToxicPixels in The Future of Toxic's Gamenights   
    Hi all, 
     
    I've hosted a few gamenights now and would like to ask/say a few things. First off thank you all for participating and making these events/ahoyworld great! Without you guys turning up none of this would have been possible, so cheers. 
      I know I don't make custom missions or pvp missions for game night due to several reasons, mainly I lack the skills to, however as you know I like to put a twist on Gauntlett. So do you guys want me to continuing doing these events when there's no organised events? Is there even a need to create a sign up page for this?
    Also what are your thoughts on lock severs? re-spawns? first person vs third person? arsenal?
    Personally i'm happy to keep hosting these events if there is the demand!
     
    However I would like to bring up the more serious issue of Sign Ups. I believe that it's a common know rule by now that if you sign up you should be there! If you sign up and can't attend you should notify the host either in the thread or by private message so they can adjust the role sheet. Most notable if 23 people sign up and then only 10-15 show at the standing time, it lets down the others who have turned up to have fun/ serious gameplay, due to the player count being too low for combined arms. Therefore I'm wondering if there should be a slight punishment for signing up and then not turning up without some sort of notification to the host?
     
    Cheers all, i'm looking forward to the feedback!
  22. Like
    Nicolai got a reaction from TheToxicPixels in Hey guys EU1   
  23. Like
    Nicolai got a reaction from TheToxicPixels in Improving Guantlett Gamenights?   
    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.
  24. Like
    Nicolai reacted to Tactical Bear in The four-mission challenge   
    I remember we tried this the other day, not RTBing. And the Humvees were loaded up with ammo for Rifleman and Auto-rifleman. I was the marksman then and they forget about me all together... This needs to be taken into consideration every time because I was running around with my M1911 later on.
     
    As for the non-arsenal subject.. meh. The reason why I started playing on EU3 is because of the diversity of loadout that we can have and still play tactical. Take that away and you're another bunch of generic guys. You are restricting people too much I believe.
  25. Like
    Nicolai reacted to Ryko in The four-mission challenge   
    Re: 5.56 vs 6.8 vs 7.62 (Smiley & edgEe) - I agree with both sides.  I'd love to enforce an ammo type policy, but I also wouldn't want to be so anal about it; if there's a good reason for a player to take a given ammo type, they should be able to do so.  (I'm thinking about a marksman taking 7.62 for the longer range).  If that's the case, the FTL just has to be able to ensure that extra ammo for each of his units is available.
     
    Re Logi squad - this is the perfect opportunity for it to actually do something.   I think this mission challenge would be good for a full Alpha squad, Platoon commander + Medic + Engineer, full MAT or HAT squad (depending on the map) and then Vortex/Talon, and Logi: this would be 12 + 3 + 3 + 2 + 2 = 22 players.
     
    I'd be all for a no-arsenal day: we'd need a Gauntlet variant where instead of a virtual arsenal, there are standard ammo boxes with a set amount of ammo.  For bonus points, these are the type of crates that can be loaded into vehicles.  Same with weapons / launchers in crates.
     
    Re: needing a place to re-arm: the idea would be that the first non-gauntlet mission would be to set up a FOB with ammo and replacement weapons, then tackle the first mission.  Ideally, units only have to return to the FOB to rearm if they are critically low or unable to get back there in any sort of time; you could have Logi deploy from the FOB or base to re-arm units in the field before moving out to the next AO.
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