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TheScar

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Posts posted by TheScar

  1. 1 hour ago, Minipily said:

    I don't mind EU1 having the natural essence of players coming and going

    once again,according to stats EU1# has a replay rate of over 40% - that means you see at least every 3rd player comin back related on their past experience they made.

     

     

    1 hour ago, Minipily said:

    doing as they please similar to joining a random server

    this is what i m going at,EU1# is more than a "random server" to a greater audience than you might think.

    At least every 2nd week i got some player coming back after months and years they last played on AHOY WORLD and once they filter for a mission they join AW´s EU servers according to the past experience they had. Far from random to me ...

     

     

    1 hour ago, Minipily said:

    I'm not slating EU1, it's a fun server but it's almost impossible to see the differences between that and the various other Invade and Annex servers people have to choose from. 

    the difference is in the people,not the mission.

     

     

    1 hour ago, Minipily said:

    It seems we're still waiting on the I&A4 mission, I can't think of any other reason why AWE is so delayed.

     

    1 hour ago, Minipily said:

    All me and @Johnson want to do is revive the server in the communities best interest.

    I dont know why you make it up to the release day of I+A 4.

    why not setup a EU3# (AWE,Enhanced) version of I+A 3 that both you and Johnson edit and uphold/adapt according to the chosen way you see EU3# (AWE,Enhanced) and use that in the meantime untill 4 arrives.

    You can also use that Stiletto thing or whatever mission you seem fit for a wider audience acceptable to play.

    Why not use COOP missions from Armaholic that cater both to the community spirit and the enhanced gameplay and gun/mod variation you guys prefer ?

    I might see this way to simplicistic than it actuallly is,but having something is better than having nothing at all.

     

    After all,swapping and adjusting x amount of mods each time i join the same server is a part that kept me off modded servers.

    I m sure alot of players do partly agree with me here.

    Back in my days PLAYwithSIX was convinient,but also a  pain in the ass for less boradband people to keep up to date hence i up to this day prefer no modded missions that cater by using the vanilla content only to make great times.

    Those missions do exist.

     

     

     

     

    And oh yea,just so you are aware of - i havnt voted in that poll at all,why would i even ...

  2. On 6/21/2019 at 6:05 PM, Minipily said:

    Just because a server has more people playing does not mean you have a community, it just means you have players on the server, many of whom do not care about said community. Look at EU1 for example.

     

    On 6/21/2019 at 6:05 PM, Minipily said:

    Again, having literally everything for free will get boring and the server goes from teamwork to playing for themselves, which is what happened with EU1. For example, people have the freedom to fill up car full of AT and depart on their own, there is no teamwork in this

     

    for fucks sake,you know nuttin Jon Snow ...

    You realise that EU1# is the horse that carrys AW and it has always been.

    Stop talking BS about things you only see from your perspective.

    There s a shitload of people that come for AW and the spirit it offers,have some unrestricted fun,talk some shit,do some shit,win some shit.etc on EU1#.

    I can name at least 40 names of regular,dedicated people that play EU1# as their first adress.

    They team up quite frequently in the same groups,doing the same stuff together and having fun together.

    Thats the whole secret behind it ... fun with comon minded people.

     

    If AWE,Enhanced or (like us old guys refer to it) EU3# had 50% of those like minded people we wouldnt have this conversation here.

    All i see is talk from you people.

    First,you never gonna get everyone 100% happy - face it.

    Second,you gotta start somewhere.Talk isnt gonna help,progression comes with time played,so just start somewhere and take it from there - just grow a comon direction and follow it together.

    Every day EU3# isnt up is another day you loose people looking for a modded,enhanced experience of Arma 3 they yet have one option less to choose from.

    The secret is in numbers playing - find 1 or  better 2 days you can get 10-15 people together to seed the server and advertise them both on EU1# and AW facebook so people get the awareness.

    For sure,this wont be a change done in a week to get the server at least 50% full,but with every gamer possible knowing about this the situation will improve.

    Dont talk,just do it.

    It cant get worse,can it?

     

    Isnt the poll looking like the BREXit poll of GB?

    Either decicion you go,you got more than a 3rd of the populatio being not ok with it,yey on democracy.

    Thehe.

     

     

    Please do not take offense in person,just your quotes got me really railed up this morning and i had to take my anger out somewhere,right?

    Altho i got no buisness in this part of the forum,but as long as i read stuff i will forma  opinion on it and i may express it,too.

    Kisses and make me proud,so i can have a go at EU3# people on EU1# again.

    Good times,good times ...

  3. 4 hours ago, Plant1ing said:

    There will be only verbal abuse towards players of AhoyWorld server EU#1 using Arma3 Side Chat.

     

    Goddamn,i regret not playing yesterday - i really luv me some chat wars with worthy/witty victims trying to bully other people in MP games ...

    Altho,ARMA chat is way more civil than for example any MORDHAU chat i witnessed in the past 4 weeks or just check their "official" forum and its topics to get the idea of what i m rambling about

    >>> CLICK HERE for example evidencia

     Then again,AW admins (sometimes) lack the experience of early interventions to prevent issues and we got way to less of em playing regulary on EU1# for a extended time.

    Reminds me of filling that report on player "Jihad" which i had run into a few days ago at a very early time on EU1#,but its not forgotten,just has no importance to me yet to invest the 7min to fill that report.

    On the other hand they not payed for their duty/service of administrating and upkeeping of peace and love on EU1#,too and its a time intensiv job to do so when your just looking to play some ARMA for own enjoyment.

     

    So,what did you expect?

    I´m not sure and i cant make any sense of your action.

    Currently,i can only think of two solutions:

    1. apply for admin yourself
    2. give TheScar admin access

    Other then that,relax yourself.

    Its just a game ...

  4. 23 hours ago, Derp said:

    It takes huge amounts of time.

    depending on team + routine that is,time needed is different

     

    23 hours ago, Derp said:

    Nobody carries a Satchel Charge in their backpack.

    only cause you dont doesnt equal to none does + 6P rule

     

    23 hours ago, Derp said:

    And you get nothing from that mission at all. 

    it isnt ment to give you anything

    it s a mission created to up the threat in addition to the usual clear red circle objective and to give people (on a full server) something different to shot at

     

    21 hours ago, Derp said:

    A mission that nobody plays.

    again,only cause you dont doesnt ... ya know

     

    21 hours ago, Derp said:

    Since nobody does the Factory it just keeps suplying the AO. Espicially when  there's 15 players on.

    i see the possibility of a tweak to raise the factory mission_true value starting at 20+ players

     

    21 hours ago, Derp said:

    This factory is already on for 3 hopurs and only reason why it's getting cleared is cuz it's right next to Terminal and we need to desstroy it so we can get to the Terminal AO.

    you lazy bum,nuff said

     

    18 hours ago, Derp said:

    People bring Satchel Charges for ''if'' it could become usefull. Tbh, you guys should try change it to the interaction menu one than to bring your own explosives.

    6P rule again

    also,the enemy engineer does carry 1 atchel charge,1 AP mine and a Slam mine - if you shot him last you got the option to loot those and set em all in 1 place by the wall

    blowing the expl charge will make the AP and Slam mine to also detonate - creating a big enough damage to take down the factory

    knowledge = key

     

    18 hours ago, Derp said:

    From there we could be able to see if people bring an intrest in it.

    how ?

    i m curious to read your suggestion on this matter

     

     

     

     

     

     

     

    Im quite baffeld to read something from the guy that once described this forum as a

    Quote

    boring,cancerous place that he´ll never dare to post up ever

    hmmmm ?

    And now here you r ...

    And tell me about that 3day ban of yours also,i m eagerly curious to get the hard facts ... from your pov.

    I do know the official story already,so dont bother telling me about.

    kiss kiss huney

    SIncerly yours

    :bitch_please-min:

  5. 18 hours ago, Mouldy said:

    Player slots: 6 BLUFOR, 12 OPFOR

     

     

     

    the signup form suggests that the OP lacks certain math skills ...

    Quote

    “Arithmetic is being able to count up to twenty without taking off your shoes.”   - Mickey Mouse

    ?

    That being said,i m tempted to sign up for the brave army of the motherland to clear of Malden from the presence of those infidel pigs and i m looking forward

    to trade bullets with some of the gentleman on here in a 1life manhunt ...

    Vanilla i assume?

    Go Go Go CCCP!

    *reloads AK*

    ?

  6. 19 minutes ago, Shepard_0216 said:

    that was last updated in 2016

     

    since the last version you downloaded there has been quite some patches (changes of code/functions,DLC additions,etc.) by BI rendering version with outdated/old code useless

     

     

     

    19 minutes ago, Shepard_0216 said:

    What do i do?

     

    easiest way to get hands on the (current) I+A 3.3.16 version is jumping on EU1# and downloading it via game,then extract from your MP mission cache and move from there.

    Keep in mind AW is developing I+A 4 right now which will replace I+A 3 soon.

     

    In addition,CSAT Conquest Invade+Annex doesnt sound like a stock AW release,more like some "eastern europe editor" customized the AW mission to his likings by adding CSATassets,troops,etc and maybe even included a mod to it.

    In short,its a clusterfuck to weat out the specific error and get that mission to run.

     

    Also,check in later if one of the code bois (@Ryko,@Stanhope) can help you out there more detailed.

    ⬇️   ⬇️    ⬇️    

  7. LIKE :

     

    7 hours ago, Badger said:

    So i fired it up, did some bootcamping and when I felt less than ready i jumped into the server browser

     

    7 hours ago, Badger said:

    hit coop and there it was, shining on the top. EU#1.

     

    7 hours ago, Badger said:

    friendly, calm & helpful community. It reminds of older times in gaming when servers still where in the hands of players and you would see familiar faces when committing to one

     

     

     

    DISLIKE :

     

    458585563_00f850a74c.jpg


     

    Spoiler


    main_wester-webv3-banner-desktop.jpg

     

    shotgun-featured.jpg


     

    Welcome !

    ?️?️‍♂️

  8. 20 hours ago, Ryko said:

    6. If fog is set to none, it will reset to no fog every weather change to prevent fog build up.

    in BETA test phase i approve,but i was intimdatly touched by the total fog and i think im experiencing a "Stockholm syndrom" regarding the fog

     

    20 hours ago, Ryko said:

    10. Added HVT and other imagery to secondary tasks.

    appreciate that

     

    20 hours ago, Ryko said:

    Enemy units will no longer execute incapacitated players.

    :Why-min:

     

    20 hours ago, Ryko said:

    velocity-related accidents. If you fall from the sky or drive into a wall at greater than 15 m/s, you will die.

    No

     

    20 hours ago, Ryko said:

    14. Completing a secondary mission will add a new non-faction, non-opfor vehicle to your reward list. Example: Playing NATO against CSAT, completing a secondary mission will add an AAF vehicle to the reward vehicle list.

    why even ?

    I´m currently occupied with RL issues and cannot have myself carry out another intifda thread about side mission and rewards,but i want the side rewards back (random list) and forget about that complicated (yet innovative) point system at all
     

    Spoiler

     

    I keep constant track of my old thread,in where the point system was mentioned first public but my opinion on the topic hasnt changed quite abit :

    "If AW had admins with balls and comon sense there wouldnt be issues about side rewards in the first place - you dont need all that useless rules you cant even upkeep most of the time if you had a proper admin team (quanitiy and quality) to keep watch of any server event and apply goddamn comon sense ... in the end you waste a shitload of time in a much more complicated and biased point system that at least did one thing - it killed all emphaty for taking part in any side mission"

     

    Ha,well - nearly lost it ,eh?

    *drinks 1st whisky*

    ?

     

    20 hours ago, Ryko said:

    16. dynamic weapons

    Spoiler

     

    Gotta care about the DLC people,right ?

    in b4 Dynamic weapons is only a thing for air units and its another step to cater the CAS nubs that wreck their shit in minutes

     

    I mean,what are the benefits of this ?

    I know,you know it ll propably only takes 3 days before you see the 1st pilot that will (ab)use a HMTT Ammo or HMMT Repair to service their aircrafts in seconds rather than wait till the service is done that runs on a timer for several minutes.

    *drinks 2nd whisky*

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Quite honestly,what is left of the old mission or the original I+A mission ?

    Where´s the radiotowers?

    Where´s the brilliant side missions (Secure Intel for example) and the random luck of getting THAT reward you always wanted ?

    Where´s the one (and only) main base ?

    The "Invade and Annex" is a breed of Domination that made it s way over 1000 of servers on ARMA 1 over to ARMA 2 and due to a steal got even ported to ARMA 3 (altho Xeno disapproved it) and THIS was the time I+A filled the niche and succeeded and even expanded it up to the level we all know now

    ... and this is why i m on the edge of this.

     

    If it looks like I+A,smells like I+A but it aint as tasty as I+A

    Spoiler

    Feels like this his currently caters to much to EU3# and the milsim mentality they have than my beloved,chaos reigned EU1 be free to do what you want and feel good about it attitude.

    In my opinion,updating the old mission with Ryko´s new developed AI and applying some technical update by the added BI functions,integrate the "newish" med system the BETA runs currently and distribute a AO route in the process the mission would of done way better.

    But hey,opinions are like assholes and everyone has one ... right?

     

     

     

     

     

     

     

    #spoilers contain advanced grim fuel´d statements that are only true to a certain %

    #had to write that off my chest,been editing my post several times in order to edit out the evil to a certain degree

    #dangmattsmith

    #12 edit´s

  9. AK12 + 5 mags + 2 Smokes + 2 RGOs + Titan AA launcher  (1 round preloaded) + 2 spare missiles

    If you drop the vest you can carry 3 spare missiles,too

    Then again it isnt your job as AA spec to support in regular infantry engagements as in CQC getting a angle on a enemy air vehicle is quite limited.

    Also,use any chance to rearm on killed enemy AA units or vehicles you come along to be sufficient in longer timed engagements.

     

    Its also a pain that you cannot pick up enemy AA launcher tubes as they are treated "non accessable" (due to their camo sometimes too,depending on what faction you started with)

    I´m also not in line with AT =/= AA and vice versa.

  10. Vehicle despawn timer / respawn timer

     

    84admmoh.jpg

     

    this is a picture of a side mission near Kavala engagement point i took ... quite a few times ...

    First,this are all "stock" vehicles available on base that are free to use to everyone.

    I started with the Hunter HMG,got send to incap by a T140K commander canon and returned using the Prowler,got incap´d again by the same T140K commander canon and returned in a HMTT truck and ... you may guessed it ... got incap´d again by the same same and returned in the med HMTT this time and ended that canon drama.

    Now,what observations does this lead to?

    For a start,there is a need to divide between respawn time (vehicle got destroyed and misson restricts respawn untill a certain time passed) and despawn time (vehicle despawns once no alive player is in <500m to its position and will respawn instant back on stock spawn place in base).

    I do agree that despawn time can be abused for several reasons i dont need to digg deeper in it as it doesnt really has a mission effectin factor.

    But as seen in my above example the time values are way off to be comfortable and it will def get worse with raising player count using the current values.

    Also,the amount of enemies invovled in side missions should be a fixed one,not scaled to player count.

    I had several sides that varied from 12 to 90 units (not counting the reinforcements) with up to 5 BTR´s,3 FriTs and some minor offroads on a HVT mission - that s just  tad to much considering this is a side mission not a full sized AO.

    I m aware BETA isnt about tweaking finally,but consider employing a fixed amount of enemy force for certain side missions.

    Side missions are quite dull too imo,compared to the challenging ones from before I+A´s (Secure Intel,Prototype tank,etc) (yet).

     

     

    A thing i find to be a improvement is the notice telling you what got you killed,altho i assume its hard to catch

    (as the message gets displayed quite short) and i assume it isnt working in all possible events (killed in chopper,mission time,etc.) is this :

     

    kirk8682.jpg

     

     

     

     

    I focused on side missions in the past 2 tests mostly as i cba to compete (and yea,this is the right word for it) in AO barrelshooting with Reaper,Viper and that UAVname,Hitman,Dodger,whatever in order to kill a handfiull of enemies that are barely a threat to our force.

    For real,the times i see CAS pilots surfing the AO regulary without any massive risk against them is breathtaking.

     

    I call the decicion to add stock vehicles to certain roles (A10,BF,Slammer,Greyhawks,Sentinel)  that respawn on the regular a bad one.

    Everything is given to you in I+A 4 were you had to work for in previous I+A versions.

    Nothing is precious anymore.

    This is also another main division between I+A before and now - apart from the side mission change and the points over rewards - that really puts me off alot.

    And no,it doesnt enhance cooperation alot,at least not that i got knowledge on.

    It just leads to jet pilots doing CAS runs in AA jets with customized armanments and a free_to_shoot_everything attitude while i get shot by a jet on the other side of the map and no pilot cba to take it out ...

    Raises 2 questions to me :

    • how many AA specialists you saw playing in our ranks yet?
    • with all the smart(er) AI now,i wonder why a 115mill $ jet is engaging single ground forces in a area way off the main action?
    • (and why didnt our AA jet take care of it to begin with?)

     

     

    I realise i got offtopic quite abit here ... but hey ?

    And ofc there s good things in I+A 4 but icing the cake was never my thing.

    I nodd gently if i approve/like something, i appreciate the work and effort taken to achieve this stage of mission.

    But i m just better in pinpointing flaws and issues than i am good at pleasing other people s feelings.

    That´s just the way i am.

    Heads up,tho.

  11. important I+A 4 BETA update ----> enemy jets still eZ to take out by shooting a Titan AT up their back

     

    sfz7go85.jpg

     

     

     

     

    savin that one guy that dare to engage side mission HVT with me (**** stars performance rating)

    quite intense coop without much talkin required

    CZ ftw dear Sir

     

    x3dyjvyr.jpg

     

     

  12. On 2/8/2019 at 5:23 PM, Ryko said:

     

    On 2/8/2019 at 7:31 AM, TheScar said:

    Another thing i really want to happen is randomisation of AO´s to step up the effort for pilots (infiltration,exfil,logistic) and prevent chainkilling of certain roles/individuals.

    I want distance between AO´s preferably a early make use of the full terrain offered.

    Can you elaborate on what you mean by this?

     

    My intention is to make use of the pilot rule properly - that means i expect my pilots to insert and exfil forces as it was back in early versions of Invade + Annex.

    I luved the idea  of mass exfils with a full loaded Huron,marked by smoke and gathering 8-12 people on a spot (that includeded secured LZs in annexed AO´s at once.

    Due to the lack of a maplist (AOlist,obj list,w/e) in a long time even before I+A 3 was released AO´s got spawned close/next to each other to cope the shite pilot point and make it convinient for people and avoid travel times.

    This was clearly wrong !

    Ever since that the role of pilots has decreased to a simple 1 way mule attitude.

    Transport chains,supply RTB´s,exfil and reinserts has been mostly history since.

    In order to revive that spirit i applaude a certain distance between new AO´s to conquer,for example why not take Lakka,then have Frini,then Stadium,then Pygros then ... you get my drift.

    This requires the infantry to make use of the transport/supply concept and also stops AO campers (insert Sierra or any AT Rifleman with Hunter here) while keeping the pilots busy and not abusing the CAS over the transport part.

    How is this not obvious ?

    ?

     

     

     

    On 2/9/2019 at 3:42 AM, Ryko said:

    There are various things that don't work with 3, and things that we've decided to go ahead with in 4 as technical advancements. My hope is that some of the new framework elements make an equally but differently enjoyable experience.

     

    Yea,it def is different.

    And yea,its enjoyable.

    But it is off to previous I+A´s

    no blame there,just stating a feeling here

     

     

     

    On 2/9/2019 at 3:42 AM, Ryko said:

    If it strays too much away from the desired experience I am completely open to modifying the mission to accommodate people's desires

     

    Alrighty then.

    fudOAkO.gif

     

     

     

    9 hours ago, Ryko said:

    There are six types of main objective zones:

    Airport and Stronghold - only five extra Airport zones exist on the whole map, as the players' base is one (and there 6 on Altis). Strongholds are military installations, of which there are only a handful on Altis. An airport or stronghold objective has a buffed up enemy presence, and will have a guarantee of two sub-objectives, and a 50% chance of a third.

    Capital - large urban areas (there might only be one on Altis, but I haven't checked and it's not immediately google-able). Guarantee of one subobjective, a 50% chance of a second, and a 25% chance of a third.

    City - urban area. 50% chance of a subobjective, 50% chance of a second subobjective, and 25% chance of a third.

    Village - small urban area. Up to three subobjectives, but a 25% chance of each.

    Industrial or Special areas - these are factories, big hill tops, and other areas of strategic importance.

     

    but there are no consequences added to them,right ?

    It rarely does matter if you care on those objectives or you just clean the city janitor style ?

    Wreck shit up,kill anything that moves,flatten area,job done,move on,amirite

    In I+A2x and 3x radiotowers spawned enemy air,making air transport and ground movements alot tougher and once the radiotower was out you had a more chilled time on before mentioned things.

    action > consequence sort of.

    In 4 there s a high chance of continues air threat no matter what state or sort of AO is live or what obj is active in that current AO.

    there´s no connection between actions and consequences anymore,at least not that i noticed.

    That´s what bugs me alot,the lack of necessary strategic and tactical pre plan needed.

     

     

     

    Last but not least,i appreciate the thougts.

    ?

  13. late feedback,i apologize - i couldnt get myself in the mode,so i quickly checked today before "work"

    ------------------------------------------------------------------------------------------------------------------------------

     

     

    On 2/6/2019 at 1:33 AM, Ryko said:

    7. Reduced enemy paratrooper reinforcement spam, was spawning 1 squad per 10 players, now spawns 1 squad per 20 players, maximum 3.

    pls not make this permanent for every AO,í´d like to have this randomized or preferably for city AO´s

     

     

    On 2/6/2019 at 1:33 AM, Ryko said:

    17. Set default weather to no rain.

    meh (in test phase i assume)

     

     

    On 2/6/2019 at 1:33 AM, Ryko said:

    19. Added clear vehicle inventory function to vehicles - must be at service pad, action is available to the driver.

    great stuff

     

     

     

    For a start,i´d like to enhance the AO perimeter equally to side missions perimeter.

    Currently,AO will count points 50m off AO circle while side is currently at 200m (roughly estimated,not actually cared to range it out correctly)

    On low player count the amount of enemy presence is way under my estimations comparing to I+A 3.

    I finished the first AO in about 18min,the second in about 8min.

    AO´s feel anticlimatic.

    House combat not happening,as all AO forces are on patrol around the AO.

    After finishing both of those AO´s i had roughly 2500 bonus points and i feel they r mostly useless as once you purchased your stock gear (inf) comfortable (mrco,AK12) there´s no need for those points anymore besides using em for paradrops to get anywhere quickly if you cba to drive.

    I havnt looked into point distribution/action yet,but i assume its off any effort (inf kill =1 point,Sniper kill=2 points,Officer kill=5 points,MRAP kill=6 points,MBT kill= 10 points) but i need to digg myself deeper in that later.

    Another thing i really want to happen is randomisation of AO´s to step up the effort for pilots (infiltration,exfil,logistic) and prevent chainkilling of certain roles/individuals.

    I want distance between AO´s preferably a early make use of the full terrain offered.

    Also,cut that spawn Fake10/BF - i´ve played several times facing both VIPER and RAVEN(?) being used to sit out far off and barrelshot shit while nearly no one was in AO.

    I´m a big fan of the new way enemy AI engages - thats a major step up,good work there.

     

     

    That being sad,i feel like this is more of a new mission with very few connection to the used I+A spirit.

    It lacks goals to achieve to make people strive for AO quickly (radiotowers,HQ,caches) and therefor is more like a "pickup if you feel like it" or "why bother,i got better things to care on than searchign that big red empty zone".

    The side missions feel cold too as the major motivation for people going after those is the possible reward they can turn in,which now isnt happening anymore (see above my point talk).

    In general,the mission feels like more of a EU3 breed mindset than as my beloved war chaos on EU1.

    I dislike.

     

    I´ll end it here for now,i must head out - altho i m sure i missed out some minor stuff i was going to mention,but cannot remember now.

    Don't get me wrong, I approve the work done, but (currently)  (to me) it somehow lacks the certain addiction factor that thrieves me to play continues.

    Meh,later maybe more

    ??

     

     

    additional content (replaying afternoon) :

     

    • side mission "enemy UAV"  >> capture progress circle vanishes after 10sec,total capture process time 1min
    • side mission "mobile Transmitter"  >> as i arrived i only found the truck @ mission,engine off and cold on thermals,no option to retrieve any data,destroying the truck failed the mission
    • rejoining the server in the afternoon,i found massive fog all over the island,doable for inf and mobile units,but a pain for the air 
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