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Xwatt

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Posts posted by Xwatt

  1. Mikael was an absolute incredible soul. Always lit the room up wherever he was and was an absolute joy to be with. He left incredible memories within this community and it will be a real loss without him.


    We will forever cherish the time we got to spend with him and undoubtedly he will be sorely missed. 

     

  2. 17 minutes ago, Gambit said:

    On the united front of CS, well @Xwatt, me and you go way back on disagreeing and agreeing on millions of things, and with your phrasing i cant agree. The drama lama is dancing amongst CS and you chose your words poorly in this instance painting a dark tone future. Cheer up bud, everything will be allright

     

    Maybe the point I was trying to get across was unclear, and if that's the case then my apologies. What I aimed to highlight was that Ahoyworld always seems to has phases, some where we are at peak and everyone is enjoying the community, and some where we have a huge incident that happens and we are once again left in a "rebuilding phase." Like the incident that occured recently. What I aimed to highlight was that Ahoyworld needs to aim to have a solid foundation, where when incidents like this occur (which are inevitable) the community needs to be strong enough to quickly recover, rather than taking another two, three or however many years it will take to build up the playerbase again

     

    22 minutes ago, Gambit said:

    I, personally, think, no matter what, a CS decision should be respected, im pretty sure they put their time in it (just looking at how much time has passed since the report and the conclusion, seeing the core staff channel filled, mods being kidnapped from other channels with the sentence of "hey, do you have a minute to talk"), and we all have lives, jobs, that demands our attention, and just to remind everyone, CS was chosen specifically because of their skillset to juggle their responsibilities, so blaming CS for "the lack of swift action" is uncalled for. Please be respectful as you called everyone to do so, and as former CS you should know what its like to have responsibilities on multiple fronts, how much sacrifice is goint into maintaining a community. Plus if its not an open and shut case, discussions has to happen, the more ppl involved the longer the discussions will take, etc etc. Whats more important, stopping the drama quickly or being thorough, cant have both, back to damned if you do damned if you dont.


    I love all my friends in the Core Staff team, we left on good terms and I always try to check in when I can. But just because they are Core Staff, and they are the highest ranking, in no shape or form should that make them invincible to scrutiny - perhaps quite the opposite. And this in no shape or form means I don't appreciate the time or effort they put in, in fact I believe that most the time their hard work goes unnoticed, and I made this evident in my nominations for the AW end of year rewards. But having such a high rank and responsibility puts them in the centre of spotlight for attention, hence why they seem to get pulled up for scrutiny every time an incident occurs. And it's for good reason, being CS means that you have the responsibility of driving the future of the whole community, and this privilege should be respected, and therefore can be open to scrutiny as any job is. I can disagree and have civil discussion against the way they may run things, but you will never ever see me discredit them as a person.

     

    33 minutes ago, Gambit said:

    Its said to see ppl go, oldtimers aswel. Not everything will ever go however you want it, and the sooner yall accept it, the sooner yall get over the drama lama. Welcome to real life. I know this will hurt some feelings, and you all know what my stance on that is.

     

    Of course, many people have come and gone in the history of AW. But what is perhaps the most distressing about this one is that the staff members who departed were perfectly happy with their role before said incidents occurred, and therefore loss of staff could theoretically been prevented. 

     

    36 minutes ago, Gambit said:

    Life will find a way, ppl will come and play arma, AW stood for a long time and sure it will still be here when arma5 releases, heck not uncommon to see eu1 filled to the brim on some days and have 15-20 ppl on prarie fire at the same time. So i think the turnout on different gamenights is more of a reflection on the style and theme appealing to a more foused subset of interest rather than struggling to get new players to engage. I know i personally skipped gamenights just because it wasnt for my taste. Having those smaller number gamenights can show the interest of the community, and they are good to satisfy the needs of the few for their sacrifice on attending the more populated and laid back gamenights.

     

    I have no doubt that AW will live on, it has despite much bigger bullshit being thrown at it in the past, but as mentioned before that isn't the point of this post. What I was aiming to show is that as a community we can't be having these divides so often, because more often than not it hinders our development more than it benefits us.

     

    6 hours ago, Xwatt said:

    , I want this thread to be a civilised, open platform for Ahoyworld. Respect the privacy of others, and more importantly keep it constructive and make it somewhere where we can state our desires for the community

     

    also @MidnightRunner I shouldn't be the one having to tell you to tone it down, there are many times as CS I have wanted to act out, but a true leader keeps a level head, even in the most difficult of situations. It is nor a good look for yourself or Ahoyworld. 

  3. I remember in the earlier days of Kunduz where the ISR would actually tune in to the SR channel of the independent squads, clearing long range of information that is really only applicable to say, one squad. I understand that was probably dropped due to it being inefficient to have to dial in a SR frequency for what could be an emergency message, but I think therefore you can strike a balance of:

    • Important and Urgent messages from ISR can be communicated over long range
    • information that is relevant to all squads can be communicated on LR by ISR
    • Smaller details and none urgent messages can be communicated by dialling in to the SR of the squad the message is applicable to

     

    at the end of the day, ISR is a valuable tool, but balance needs to be met when communicating that information across.

  4. had to goddamn rewrite this because it got deleted when forums took a dump

     

    madhkarati aleaziza,

     

    Habibi Faisal Ahmed, Lee Enfield Sniper, Part Time VBIED Maker.

     

    As Overlord, I was extremely delighted all around with what I seen from all parties. Many people continued to battle on, right up until the server gave in. Communication was on point, despite TFAR being TFAR, and the levels of cohesion and teamplay were astounding.

     

    Alpha did well initially to move into the first objective. Originially I had a PKM nest setup which had direct line of sight of their dismount, but Alpha were quick to move in and rendered the PKM gunner useless. Despite this, they still managed to get wiped out, but were quick to regain the initial foothold they held when they were reinserted. I was delighted with the pace Alpha was moving at, and they didn't get bogged down too much initially. Further at the end of the town half of Alpha fell victim to a VBIED, but could not be blamed for it due to not being told that it was something they should expect. Alpha missed the house with the weapons cache , which had explosives, launchers and weaponary, but it wasn't a massive deal, it would just provided them extra resources which they would otherwise have to loot bodies to find. Later on, the Ikarus bus was set off due to someone killing the unit with the dead mans switch observing the site, and I am unable to confirm whether that caused any casualties. There was confusion amongst ASL as to what was going on with the mines around the bus. Essentially there was a pre placed minefield down, in which it was not noticed that there was a large minefield surrounding the bus until a decent amount of people had triggered them. There is a hilarious twitch clip I caught of Noci and someone trying to defuse a mine, and not realising they were sat on it and crawled into their death. After this I had logged off for an hour or so, and came back to notice they were right in the middle of the airfield. Here, I had pre placed an Su-250, and was waiting for Alpha to get in the middle of the airstrip so they could try to intercept it as it took off. Due to my zeusing errors, where I had placed it means it had clipped the H-barriers, making it unable to turn out onto the airstrip and leading to it getting blown up.

     

    As for Bravo, they were a pain in the ass the ass (from a good point of view) from a zeus perspective. The fort of trenches they built meant they were well covered, and were unlikely to get critically damaged from a head on attack. My snipers, kornets, and whatever I threw at them had little to no impact. They were already "spotted" per say, from very early on, but the only way to get close and personal was to send some squads marching up the hill to attempt to kill them. Which worked maybe once, but most of the squads were lightwork for them. As time went on, the insurgents become more impatient, and had starting to send up more squads and a T-55. Luckily by this time, Bravo were given the move order to go down into the radio tower, avoiding an inevitable fate that was waiting for them if they stayed up by the trenches. Bravo then moved into the radiotower, and eventually linked with alpha to attack the barracks. The attack on the barracks was done brilliantly by both teams, and both alpha and bravo rushed in with so much force and agression that as one zeus, I was completely useless and they made easy work of the barracks. It was amazing to see how easily they were dealt with, despite how many AI were present.

     

    A big thank you goes out to Command, Vortex, Hammer, Reaper, and Logi, who all had important roles to play in shifting the action. I think most importantly a thank you to the grunts on the ground who threw their bodies constantly into the action, dying multiple times but still showing the integrity to fight on. Often the more little roles have the impact on the field, but very often go unnoticed and unthanked for the effort they put in.

     

    On a more personal note, I have been made aware that decisions I had made in Zeus were not made in accordance of positively impacting the gameplay on the ground. A Big thank you to those who went out their way to privately message me and point out the errors, it is this sort of feedback that helps to be the stigma for change. I can affirm myself that I had made decisons that went against the type of gameplay you should expect to see on our servers, and I won't get into the specifics but as Core Staff espeically, I should hold myself to a higher level of standard and should augment gameplay that is best benefitting the players, and not my own agendas. I offer my sincere apologies, and rest assured I think taking a break from zeusing on liberation should be the best course of action. It is always a tough balance to strike, some people love the more hardcore aspects of having a dedicated Zeus, and some swear against it and will leave out anger of the decisions made by the Zeus.

     

    It was amazing to see us hit a new playercount record of 35, and as always I thank the members of staff and devs that made this possible, but more importantly to the members of the community for sticking around and having a platform for us to provide these experiences.

  5. What is Liberation Wednesday?

    Liberation Wednesday will be an event ran weekly, in a gamenight format, with a formal, established chain of command and greater player numbers. For the fossils in our community, you may remember Stilleto Wednesdays, and here we are replicating that experience, but instead in the liberation format and following our gamenight etiquette. AWE will still remain open 24/7, but you can expect a more serious, teamwork focused, command orientated experience every Wednesday. We will be kicking off the first week of Liberation Wednesday with the introduction of Lythium.

     

    Server Details:

    • IP: 116.202.224.207
    • Port: 2302

     

    Mods Required:

    AW Liberation Lythium.html

     

    TS Address:

    ts.ahoyworld.net

     

    Mission Runtime:

    120+ minutes, a short debrief will be given at the end of this time, where players can choose to remain playing or log off.

     

    Squad Structure:

    • Platoon x3 (Platco, RTO, UAV)
    • Alpha, Bravo Charlie (9 man infantry teams)
    • Logistics x2
    • Vortex x2
    • Reaper x2
    • Hammer x3

     

    Friendly Forces:

    Russian Armed Forces

     

    Enemy Forces:

    Insurgent Forces

     

    Situation:

     

    Russian Forces have been deployed in the region of Lythium to clear the region of an insurgency force. We start with an operations base and an FOB, and we must take objectives in order to get supplies, intel and to clear the area of any insurgent forces. 

     

    Assets:

    • 1x MI-8T
    • 2x KA-60

    Additional assets can be purchased in accordance to commands discretion

     

    Mission:

     

    Clear the region of insurgent forces. Capture a factory and establish a supply route. Clear the area of IED's and mines where necessary, and protect civilian lives at all costs.

     

    Objectives:

    TBD by Command

     

    Movement Plan:

    At Commands discretion 

     

    R.O.E

    • Fire when Fired upon 
    • Civilians are present in the area so collateral damage is to be kept to a minimum.
    • Only buildings clearly being used for a military purpose may be engaged.
    • Civilian life must be protected (Hearts and minds)

     

    Admin and Logistics:

     

    Equipment And Resupply:

    • At Commands discretion
    • Ammo crates can be purchased through the building menu
    • Command HQ acts as an arsenal

     

    Reinforcements:

    • Unlimited
    • At commanders discretion, transport assets are available.
    • RTO (if present) will handle infantry reinserts and LZ's

     

    Command and Control:

     

    Command:

    • Operations and ground control lies with platoon commander
    • RTO (if present) will handle air units

     

    Communication:

    Radio channels are set for each element and can be viewed through the map . Platoon has limited discretion for change but structure is to be maintained.

     

    ==========================================================================================================================

     

    AW Lib.jpg

     

     

     

  6. Ahoy,

     

    The following is a framework that are we releasing to aid future gamenight creators for Ahoyworld. These incorporate tools and features that are a standard across our missions, that you can incorporate into your own gamenight to align it with our standards. Credits to @Stanhope

     

    The Features Of The Framework Include:

    - TFAR Comptability (included but not required - sets default radio channels)

    - Includes Admin Tools and Gamenight tools functionality

    - Reapplies loadouts units had in the editor upon every spawn

    - Contains 2 headless client slots

    - Contains logging for friendly fire incidents, grenade throws and launchers being fired

    - Readme compatibility, allowing staff/spartans to have zeus access  

     

    How To Use:

    Replace the ".VR" at the end to the map of your choice. The framework can be used on any map. 

    (e.g change ".VR" to ".altis" and it will be compatible to use on Altis. 

     

     (Outdated look below for newest version)

  7. Thanks for the suggestion. The staff team will discuss this request when we are looking to alter the modset for the next playthrough of liberation. I will get back to you once this has been discussed.

  8. Below is a list of accepted client side mods for all Ahoyworld Modded Gamenights:

    (clientside mods are optional mods that a player can install that aren't forced by the server, that usually enhance things such as sounds, explosions etc.)

     

    JSRS Soundmod:

    https://steamcommunity.com/workshop/filedetails/?id=861133494

     

    JSRS RHS AIO Mod Pack Sound Support:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2068033599

     

    Dynasound 2:

    https://steamcommunity.com/sharedfiles/filedetails/?id=825181638

     

    Enhanced Soundscape:

    https://steamcommunity.com/sharedfiles/filedetails/?id=825179978

     

    Blastcore Edited (Standalone:)

    https://steamcommunity.com/sharedfiles/filedetails/?id=767380317
     

    Laxemann's Suppress:

    https://steamcommunity.com/sharedfiles/filedetails/?id=825174634

     

    Discord Rich Presence:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1493485159

     

    ShackTac User Interface:

    https://steamcommunity.com/sharedfiles/filedetails/?id=498740884

     

    DUI - Squad Radar:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685

     

    Enhanced Map Ace Version

    https://steamcommunity.com/sharedfiles/filedetails/?id=2467590475

     

    Improved ACE Arsenal Category

    https://steamcommunity.com/sharedfiles/filedetails/?id=2891028247

     

    ACE Vehicle Medical

    https://steamcommunity.com/sharedfiles/filedetails/?id=1911374016

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