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Ryko

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  1. Like
    Ryko got a reaction from Xwatt in I&A 4 Beta Test Feedback   
    My notes from today's test:
    - Inventory closing on its own - somehow related to backpack locking or vehicle locking script, no reason why that should be happening.
    - Users aren't getting a hint on zeus ping to stop endless spam of zeus pings.
    - Side missions didn't spawn.
    - Enemy reinforcements came in after an AO was cleared, not when enemies were reduced below 50%. The reinforcements went to the new AO. ?
    - Body dragging was terribly bad (bodies weren't released)
    - Gear restriction didn't remove blue smoke grenades, thus they were in some players default loadouts. Solution: don't remove these smokes, but change them to green smokes.
    - Wounded players aren't showing up correctly in the world and on map view.
    - Map markers are disappearing after time, for no good reason.
    - Consider different medium range scopes for marksmen (with alternate reticle)
    - Paradrop reward produced a script error.
    - Dead bodies cleanup: it's working as intended, but the result is that bodies aren't being cleared. Next version of this code will be much more aggressive to keep dead body count low
    - UAV recon missions produced a bug. Will consider making UAV have added functionality, ie., it will automatically recon areas that have the most players.
    - OPFOR were reacting to player presence appropriately - but this meant that almost all enemy squads responded to the presence of even one identified player. Consider restricting the number of squads the respond to player identification.
    - Purchased rewards are currently added to inventory; as a result they're not automatically saved to the player's current loadout. Solution will be to add these items to the arsenal, the player will have to equip them in the arsenal, then the loadout will be automatically saved.
  2. Like
    Ryko got a reaction from Kacper in I&A 4 Beta Test Feedback   
    My notes from today's test:
    - Inventory closing on its own - somehow related to backpack locking or vehicle locking script, no reason why that should be happening.
    - Users aren't getting a hint on zeus ping to stop endless spam of zeus pings.
    - Side missions didn't spawn.
    - Enemy reinforcements came in after an AO was cleared, not when enemies were reduced below 50%. The reinforcements went to the new AO. ?
    - Body dragging was terribly bad (bodies weren't released)
    - Gear restriction didn't remove blue smoke grenades, thus they were in some players default loadouts. Solution: don't remove these smokes, but change them to green smokes.
    - Wounded players aren't showing up correctly in the world and on map view.
    - Map markers are disappearing after time, for no good reason.
    - Consider different medium range scopes for marksmen (with alternate reticle)
    - Paradrop reward produced a script error.
    - Dead bodies cleanup: it's working as intended, but the result is that bodies aren't being cleared. Next version of this code will be much more aggressive to keep dead body count low
    - UAV recon missions produced a bug. Will consider making UAV have added functionality, ie., it will automatically recon areas that have the most players.
    - OPFOR were reacting to player presence appropriately - but this meant that almost all enemy squads responded to the presence of even one identified player. Consider restricting the number of squads the respond to player identification.
    - Purchased rewards are currently added to inventory; as a result they're not automatically saved to the player's current loadout. Solution will be to add these items to the arsenal, the player will have to equip them in the arsenal, then the loadout will be automatically saved.
  3. Thanks
    Ryko got a reaction from Igor in I&A 4 Beta Test Feedback   
    Thanks for your other code notes; this is an error that's built in to Ares/Achilles, it's produced when a zeus uses Ares/Achilles to teleport.
  4. Thanks
    Ryko got a reaction from Igor in I&A 4 Beta Test Feedback   
    My notes from today's test:
    - Inventory closing on its own - somehow related to backpack locking or vehicle locking script, no reason why that should be happening.
    - Users aren't getting a hint on zeus ping to stop endless spam of zeus pings.
    - Side missions didn't spawn.
    - Enemy reinforcements came in after an AO was cleared, not when enemies were reduced below 50%. The reinforcements went to the new AO. ?
    - Body dragging was terribly bad (bodies weren't released)
    - Gear restriction didn't remove blue smoke grenades, thus they were in some players default loadouts. Solution: don't remove these smokes, but change them to green smokes.
    - Wounded players aren't showing up correctly in the world and on map view.
    - Map markers are disappearing after time, for no good reason.
    - Consider different medium range scopes for marksmen (with alternate reticle)
    - Paradrop reward produced a script error.
    - Dead bodies cleanup: it's working as intended, but the result is that bodies aren't being cleared. Next version of this code will be much more aggressive to keep dead body count low
    - UAV recon missions produced a bug. Will consider making UAV have added functionality, ie., it will automatically recon areas that have the most players.
    - OPFOR were reacting to player presence appropriately - but this meant that almost all enemy squads responded to the presence of even one identified player. Consider restricting the number of squads the respond to player identification.
    - Purchased rewards are currently added to inventory; as a result they're not automatically saved to the player's current loadout. Solution will be to add these items to the arsenal, the player will have to equip them in the arsenal, then the loadout will be automatically saved.
  5. Like
    Ryko got a reaction from GhostDragon in I&A 4 Beta Test Feedback   
    My notes from today's test:
    - Inventory closing on its own - somehow related to backpack locking or vehicle locking script, no reason why that should be happening.
    - Users aren't getting a hint on zeus ping to stop endless spam of zeus pings.
    - Side missions didn't spawn.
    - Enemy reinforcements came in after an AO was cleared, not when enemies were reduced below 50%. The reinforcements went to the new AO. ?
    - Body dragging was terribly bad (bodies weren't released)
    - Gear restriction didn't remove blue smoke grenades, thus they were in some players default loadouts. Solution: don't remove these smokes, but change them to green smokes.
    - Wounded players aren't showing up correctly in the world and on map view.
    - Map markers are disappearing after time, for no good reason.
    - Consider different medium range scopes for marksmen (with alternate reticle)
    - Paradrop reward produced a script error.
    - Dead bodies cleanup: it's working as intended, but the result is that bodies aren't being cleared. Next version of this code will be much more aggressive to keep dead body count low
    - UAV recon missions produced a bug. Will consider making UAV have added functionality, ie., it will automatically recon areas that have the most players.
    - OPFOR were reacting to player presence appropriately - but this meant that almost all enemy squads responded to the presence of even one identified player. Consider restricting the number of squads the respond to player identification.
    - Purchased rewards are currently added to inventory; as a result they're not automatically saved to the player's current loadout. Solution will be to add these items to the arsenal, the player will have to equip them in the arsenal, then the loadout will be automatically saved.
  6. Like
    Ryko got a reaction from GhostDragon in I&A 4 Beta Test Feedback   
    I've checked the logs and the script is running: if you were seeing the dead bodies, then the clean up script is probably working as intended. The script is designed to clean up bodies and wrecks that are outside the immediate visual range of the player, so you don't run up to scavenge equipment from a body, and it suddenly despawns because the it's time to run the script. Once all players are far enough away from a dead body, it will despawn. I'm fine tuning the timing and distance for these checks, in order to improve performance.
     
    I'm going to change these static boxes to arsenals as that's fairly easy to accomplish, but this version is the first time I'd heard of that bug or I would probably have done it sooner.
     
    No, it's not.
     
    The secondary missions are tasks, if you click on the task on the map you will be reward with information about what you're supposed to do.
     
    Yeah, that's a bug.
     
    Thanks for posting
  7. Like
    Ryko got a reaction from Kacper in I&A 4 Beta Test Feedback   
    Thanks folks, I'm sorry I couldn't be there for the actual test. Family stuff I couldn't get away from...
    This has been the bane of my existence, next to vehicle respawning. I have no idea what's causing this. I think it's related to using publicVariable to try and send a large chunk of text, but I don't see where I do that.
     
    Hmmm, this kind of sucks because it means Bohemia uses the createVehicleLocal in one of its scripts, and I'm disabling the command as an anti-hacking measure. I have a sense it's connected to vehicle smoke launchers as it stems from 22:22:09 File A3\functions_f\Effects\fn_effectFiredSmokeLauncher.sqf [BIS_fnc_effectFiredSmokeLauncher], line 52, however I'm surprised they'd use a local effect for that.
     
    Achilles uses its own functions, and since I have disabled the ability of clients to remotely execute functions and scripts on the server unless they are specifically whitelisted, I am basically reduced to waiting to see what functions and scripts produce this error, and then whitelisting them. 048 should fix achilles, and a variety of other things that weren't working...
     
    I'm not sure what's causing this, but I'm investigating. I had heard a report that it's linked to opening up the static inventory boxes, so I will be replacing those with standard arsenal boxes, by popular demand.
     
    Yup
     
    Nice one Stan
     
    There are some provisions in the mission for faster removal of dead bodies and wrecks; my intention with the cleanup script is to try and remove bodies that have been clearly abandoned by players so they don't immediately despawn in full view of the player. Every "cleanup period" the script checks all dead bodies and wrecks to see if they're within a certain distance of any player, and if not, they are removed. Further, there is a scaled acceleration so if we are more than 20 players, both the frequency of this cleanup period, and the distance from any player, are reduced.  I'll continue to fine tune these numbers.
     
    As for the presence of enemies, that is such a tricky thing. If I scale back the number of enemies, people complain that the AOs are completed too quickly.
     
    That's a Bohemia/Arma thing, not related to the mission.
     
    I'll definitely have to check where it went...
     
    I don't know why they're still doing that, I've gone to great lengths to try and get them to stop doing that...
     
    These were both functions that didn't make it into the whitelist, they're there in version 048.
     
    I'd like to eventually implement this, for both Crossroads as well as the specialized roles (Sierra/Tango recon, Armor, Vortex trans, Viper and Reaper CAS).
     
    I think those doors are locked by Bohemia.
     
    I'm not sure what's up with the grenadier role, but I've seen that before, as well.
     
    Again, another function that wasn't whitelisted, it's entered now and that should work.
     
    All players, even Vortex pilots, are classed as "rifleman" - it's the squad / role that determines whether you can fly a heli or not.
     
    I'm glad to catch that, that's a common way hackers are able to give themselves a method to run scripts on the server.  Not that I'm saying you did, but that's why that command is disabled, as the mission will never need to run that.
     
    I'm sorry to say that this isn't actually that useful a comment, unless you can give me some additional context (ie., you encountered FPS problems in a specific situation and it fluctuated a lot - good one second, bad the next). I don't know anything about your computer and internet connection, which are both huge factors in determining how your client runs the mission.  Most people report better FPS in 4 than in 3.
     
    Yes, the setFog command wasn't whitelisted - the weather commands are now available.
  8. Like
    Ryko got a reaction from drewc95 in I&A 4 Beta Test Feedback   
    Thanks folks, I'm sorry I couldn't be there for the actual test. Family stuff I couldn't get away from...
    This has been the bane of my existence, next to vehicle respawning. I have no idea what's causing this. I think it's related to using publicVariable to try and send a large chunk of text, but I don't see where I do that.
     
    Hmmm, this kind of sucks because it means Bohemia uses the createVehicleLocal in one of its scripts, and I'm disabling the command as an anti-hacking measure. I have a sense it's connected to vehicle smoke launchers as it stems from 22:22:09 File A3\functions_f\Effects\fn_effectFiredSmokeLauncher.sqf [BIS_fnc_effectFiredSmokeLauncher], line 52, however I'm surprised they'd use a local effect for that.
     
    Achilles uses its own functions, and since I have disabled the ability of clients to remotely execute functions and scripts on the server unless they are specifically whitelisted, I am basically reduced to waiting to see what functions and scripts produce this error, and then whitelisting them. 048 should fix achilles, and a variety of other things that weren't working...
     
    I'm not sure what's causing this, but I'm investigating. I had heard a report that it's linked to opening up the static inventory boxes, so I will be replacing those with standard arsenal boxes, by popular demand.
     
    Yup
     
    Nice one Stan
     
    There are some provisions in the mission for faster removal of dead bodies and wrecks; my intention with the cleanup script is to try and remove bodies that have been clearly abandoned by players so they don't immediately despawn in full view of the player. Every "cleanup period" the script checks all dead bodies and wrecks to see if they're within a certain distance of any player, and if not, they are removed. Further, there is a scaled acceleration so if we are more than 20 players, both the frequency of this cleanup period, and the distance from any player, are reduced.  I'll continue to fine tune these numbers.
     
    As for the presence of enemies, that is such a tricky thing. If I scale back the number of enemies, people complain that the AOs are completed too quickly.
     
    That's a Bohemia/Arma thing, not related to the mission.
     
    I'll definitely have to check where it went...
     
    I don't know why they're still doing that, I've gone to great lengths to try and get them to stop doing that...
     
    These were both functions that didn't make it into the whitelist, they're there in version 048.
     
    I'd like to eventually implement this, for both Crossroads as well as the specialized roles (Sierra/Tango recon, Armor, Vortex trans, Viper and Reaper CAS).
     
    I think those doors are locked by Bohemia.
     
    I'm not sure what's up with the grenadier role, but I've seen that before, as well.
     
    Again, another function that wasn't whitelisted, it's entered now and that should work.
     
    All players, even Vortex pilots, are classed as "rifleman" - it's the squad / role that determines whether you can fly a heli or not.
     
    I'm glad to catch that, that's a common way hackers are able to give themselves a method to run scripts on the server.  Not that I'm saying you did, but that's why that command is disabled, as the mission will never need to run that.
     
    I'm sorry to say that this isn't actually that useful a comment, unless you can give me some additional context (ie., you encountered FPS problems in a specific situation and it fluctuated a lot - good one second, bad the next). I don't know anything about your computer and internet connection, which are both huge factors in determining how your client runs the mission.  Most people report better FPS in 4 than in 3.
     
    Yes, the setFog command wasn't whitelisted - the weather commands are now available.
  9. Like
    Ryko got a reaction from Xwatt in I&A 4 Beta Test Feedback   
    Thanks folks, I'm sorry I couldn't be there for the actual test. Family stuff I couldn't get away from...
    This has been the bane of my existence, next to vehicle respawning. I have no idea what's causing this. I think it's related to using publicVariable to try and send a large chunk of text, but I don't see where I do that.
     
    Hmmm, this kind of sucks because it means Bohemia uses the createVehicleLocal in one of its scripts, and I'm disabling the command as an anti-hacking measure. I have a sense it's connected to vehicle smoke launchers as it stems from 22:22:09 File A3\functions_f\Effects\fn_effectFiredSmokeLauncher.sqf [BIS_fnc_effectFiredSmokeLauncher], line 52, however I'm surprised they'd use a local effect for that.
     
    Achilles uses its own functions, and since I have disabled the ability of clients to remotely execute functions and scripts on the server unless they are specifically whitelisted, I am basically reduced to waiting to see what functions and scripts produce this error, and then whitelisting them. 048 should fix achilles, and a variety of other things that weren't working...
     
    I'm not sure what's causing this, but I'm investigating. I had heard a report that it's linked to opening up the static inventory boxes, so I will be replacing those with standard arsenal boxes, by popular demand.
     
    Yup
     
    Nice one Stan
     
    There are some provisions in the mission for faster removal of dead bodies and wrecks; my intention with the cleanup script is to try and remove bodies that have been clearly abandoned by players so they don't immediately despawn in full view of the player. Every "cleanup period" the script checks all dead bodies and wrecks to see if they're within a certain distance of any player, and if not, they are removed. Further, there is a scaled acceleration so if we are more than 20 players, both the frequency of this cleanup period, and the distance from any player, are reduced.  I'll continue to fine tune these numbers.
     
    As for the presence of enemies, that is such a tricky thing. If I scale back the number of enemies, people complain that the AOs are completed too quickly.
     
    That's a Bohemia/Arma thing, not related to the mission.
     
    I'll definitely have to check where it went...
     
    I don't know why they're still doing that, I've gone to great lengths to try and get them to stop doing that...
     
    These were both functions that didn't make it into the whitelist, they're there in version 048.
     
    I'd like to eventually implement this, for both Crossroads as well as the specialized roles (Sierra/Tango recon, Armor, Vortex trans, Viper and Reaper CAS).
     
    I think those doors are locked by Bohemia.
     
    I'm not sure what's up with the grenadier role, but I've seen that before, as well.
     
    Again, another function that wasn't whitelisted, it's entered now and that should work.
     
    All players, even Vortex pilots, are classed as "rifleman" - it's the squad / role that determines whether you can fly a heli or not.
     
    I'm glad to catch that, that's a common way hackers are able to give themselves a method to run scripts on the server.  Not that I'm saying you did, but that's why that command is disabled, as the mission will never need to run that.
     
    I'm sorry to say that this isn't actually that useful a comment, unless you can give me some additional context (ie., you encountered FPS problems in a specific situation and it fluctuated a lot - good one second, bad the next). I don't know anything about your computer and internet connection, which are both huge factors in determining how your client runs the mission.  Most people report better FPS in 4 than in 3.
     
    Yes, the setFog command wasn't whitelisted - the weather commands are now available.
  10. Like
    Ryko got a reaction from Lindi in I&A 4 Beta Test Feedback   
    Thanks folks, I'm sorry I couldn't be there for the actual test. Family stuff I couldn't get away from...
    This has been the bane of my existence, next to vehicle respawning. I have no idea what's causing this. I think it's related to using publicVariable to try and send a large chunk of text, but I don't see where I do that.
     
    Hmmm, this kind of sucks because it means Bohemia uses the createVehicleLocal in one of its scripts, and I'm disabling the command as an anti-hacking measure. I have a sense it's connected to vehicle smoke launchers as it stems from 22:22:09 File A3\functions_f\Effects\fn_effectFiredSmokeLauncher.sqf [BIS_fnc_effectFiredSmokeLauncher], line 52, however I'm surprised they'd use a local effect for that.
     
    Achilles uses its own functions, and since I have disabled the ability of clients to remotely execute functions and scripts on the server unless they are specifically whitelisted, I am basically reduced to waiting to see what functions and scripts produce this error, and then whitelisting them. 048 should fix achilles, and a variety of other things that weren't working...
     
    I'm not sure what's causing this, but I'm investigating. I had heard a report that it's linked to opening up the static inventory boxes, so I will be replacing those with standard arsenal boxes, by popular demand.
     
    Yup
     
    Nice one Stan
     
    There are some provisions in the mission for faster removal of dead bodies and wrecks; my intention with the cleanup script is to try and remove bodies that have been clearly abandoned by players so they don't immediately despawn in full view of the player. Every "cleanup period" the script checks all dead bodies and wrecks to see if they're within a certain distance of any player, and if not, they are removed. Further, there is a scaled acceleration so if we are more than 20 players, both the frequency of this cleanup period, and the distance from any player, are reduced.  I'll continue to fine tune these numbers.
     
    As for the presence of enemies, that is such a tricky thing. If I scale back the number of enemies, people complain that the AOs are completed too quickly.
     
    That's a Bohemia/Arma thing, not related to the mission.
     
    I'll definitely have to check where it went...
     
    I don't know why they're still doing that, I've gone to great lengths to try and get them to stop doing that...
     
    These were both functions that didn't make it into the whitelist, they're there in version 048.
     
    I'd like to eventually implement this, for both Crossroads as well as the specialized roles (Sierra/Tango recon, Armor, Vortex trans, Viper and Reaper CAS).
     
    I think those doors are locked by Bohemia.
     
    I'm not sure what's up with the grenadier role, but I've seen that before, as well.
     
    Again, another function that wasn't whitelisted, it's entered now and that should work.
     
    All players, even Vortex pilots, are classed as "rifleman" - it's the squad / role that determines whether you can fly a heli or not.
     
    I'm glad to catch that, that's a common way hackers are able to give themselves a method to run scripts on the server.  Not that I'm saying you did, but that's why that command is disabled, as the mission will never need to run that.
     
    I'm sorry to say that this isn't actually that useful a comment, unless you can give me some additional context (ie., you encountered FPS problems in a specific situation and it fluctuated a lot - good one second, bad the next). I don't know anything about your computer and internet connection, which are both huge factors in determining how your client runs the mission.  Most people report better FPS in 4 than in 3.
     
    Yes, the setFog command wasn't whitelisted - the weather commands are now available.
  11. Like
    Ryko got a reaction from Noah_Hero in AhoyWorld End Of Year Awards - 2018   
    AW MVP 2018: all the donators and subscribers, you folks keep this place going!
    AW most friendly admin/staff member 2018: @Chuck
    AW most helpful admin/staff member 2018: @Mark T
    AW most helpful user *Non-staff* 2018: Oh dear. I should really spend more time on servers
    AW strictest admin/staff member 2018: @S0zi0p4th
    AW most absent staff member 2018: @S0zi0p4th
    AW most active staff member 2018: Tough call, too close to call
    AW friendliest user 2018: @GamerbugUK
    AW most tacti-cool ARMA player 2018: @Noah_Hero
     
  12. Like
    Ryko got a reaction from Geb in AhoyWorld End Of Year Awards - 2018   
    AW MVP 2018: all the donators and subscribers, you folks keep this place going!
    AW most friendly admin/staff member 2018: @Chuck
    AW most helpful admin/staff member 2018: @Mark T
    AW most helpful user *Non-staff* 2018: Oh dear. I should really spend more time on servers
    AW strictest admin/staff member 2018: @S0zi0p4th
    AW most absent staff member 2018: @S0zi0p4th
    AW most active staff member 2018: Tough call, too close to call
    AW friendliest user 2018: @GamerbugUK
    AW most tacti-cool ARMA player 2018: @Noah_Hero
     
  13. Like
    Ryko got a reaction from Chuck in AhoyWorld End Of Year Awards - 2018   
    AW MVP 2018: all the donators and subscribers, you folks keep this place going!
    AW most friendly admin/staff member 2018: @Chuck
    AW most helpful admin/staff member 2018: @Mark T
    AW most helpful user *Non-staff* 2018: Oh dear. I should really spend more time on servers
    AW strictest admin/staff member 2018: @S0zi0p4th
    AW most absent staff member 2018: @S0zi0p4th
    AW most active staff member 2018: Tough call, too close to call
    AW friendliest user 2018: @GamerbugUK
    AW most tacti-cool ARMA player 2018: @Noah_Hero
     
  14. Like
    Ryko got a reaction from GhostDragon in AhoyWorld End Of Year Awards - 2018   
    AW MVP 2018: all the donators and subscribers, you folks keep this place going!
    AW most friendly admin/staff member 2018: @Chuck
    AW most helpful admin/staff member 2018: @Mark T
    AW most helpful user *Non-staff* 2018: Oh dear. I should really spend more time on servers
    AW strictest admin/staff member 2018: @S0zi0p4th
    AW most absent staff member 2018: @S0zi0p4th
    AW most active staff member 2018: Tough call, too close to call
    AW friendliest user 2018: @GamerbugUK
    AW most tacti-cool ARMA player 2018: @Noah_Hero
     
  15. Like
    Ryko got a reaction from Mark T in AhoyWorld End Of Year Awards - 2018   
    AW MVP 2018: all the donators and subscribers, you folks keep this place going!
    AW most friendly admin/staff member 2018: @Chuck
    AW most helpful admin/staff member 2018: @Mark T
    AW most helpful user *Non-staff* 2018: Oh dear. I should really spend more time on servers
    AW strictest admin/staff member 2018: @S0zi0p4th
    AW most absent staff member 2018: @S0zi0p4th
    AW most active staff member 2018: Tough call, too close to call
    AW friendliest user 2018: @GamerbugUK
    AW most tacti-cool ARMA player 2018: @Noah_Hero
     
  16. Thanks
    Ryko got a reaction from Chuck in Time to move on   
    We're all the poorer without you, and I hope you're never a stranger!
  17. Like
    Ryko got a reaction from Amentes in I&A 4 Beta Test Feedback   
    In the default parameter selection (likely what will run on EU1) the armor roles are fluid, meaning any of the roles can perform any of the functions. In the strict parameter setting, only the individual roles can control their various functions (only the Driver can get into the driver seat, etc).
    Again, by default only the driver and commander had access to repair kits, but I suppose for the sake of completeness there's no really great reason the gunner shouldn't have access to it as well, so I'll add it.
    These are Arma problems, not mission problems. Panther vs BTR is probably going to be in favour of the BTR. Panther is there to allow GAMBLER & HITMAN to server as combat taxi while they wait for Slammer & Marshall style vehicles to spawn/respawn.
    Sounds like a players problem, not a mission problem
    I'm curious about the difference between 800m and 1km, but I have no real qualms about extending it.
    That's not intentional, the AFK script is really only meant to run on pilot slots or if the server is completely full, so it is definitely bugged (should also have kicked you from the server if it was working properly).
  18. Like
    Ryko got a reaction from Amentes in I&A 4 Beta Test Feedback   
    opinions are always welcome.
    We've gone back and forth on this but the majority concensus was that players like it better to have one main base as was the case in I&A2, rather than unlockable FOBs as is the case in I&A3. The difference in I&A4 is that the main base location is randomly positioned between one of the six airfields, including Terminal. On EU1 when we launch, we will probably set the default base location to Terminal because it appeals to the general pub player. Right now in beta testing we are spawning the base in the random locations (or non-Terminal) to identify specific base problems: for example, in last night's test we identified that the Huron's spawn placement is no good, as it exploded every time on spawn/respawn.
    If everyone has access to the Titan, then there's no point in having an AT specialist, or specialists at all for that matter. We have lightened up on restrictions, so that if you are in the field and you need to pick up someone's AT launcher, you can do that (you just can't run with it). This is to encourage players working as a team to complement each other's roles.
    There's no perfect solution for this. What if you drive a vehicle into the AO and take a bunch of fire from the enemy units, distracting them while the other players complete the objective? Now you get no points, despite being vitally important to the completion of the mission.  Or a repair specialist, or other specialist roles, who aren't awarded by kills. Also, if you kill every enemy in the AO, you will likely have accumulated more points than the objective reward, just by individual kill points.
     
    If you die in the AO on your own, because you weren't within range of a medic or a team that can save you, then I think you might be doing it wrong.
    Points are subject to balancing
    That's unfortunate, but the same check prevents a player from griefing other players. Your situation is probably more rare than teamkilling, which I think we can all agree needs a defensible solution.
    See my comment to TheScar above
    I think it will take some getting used to, but in this system if you're not sure if your target is friendly or enemy, spot it and it instantly gives you a target notification that it's either enemy (red target square) or friendly/civilian (no-shoot indicator). You didn't have to go to the map, check your location, estimate your direction and distance to what you're looking at, etc.  Plus the spotting system allows for the UAV to actually be useful, rather than relying on poor callouts by a UAV operator.  And your spots are visible to other players. I think the system is just a whole lot better than current. Feel free to tell me why I'm wrong.
     
    Plus "now I can only see friendly so I cannot be so sure if its friendly player or not" - makes no sense to me.
    It's a vanilla arma action, you need to be parked fairly specifically near its range to get the action.  Since it's so flakey, that's why I added repair/rearm/refuel pads.
    #blameBIS and see my comment to TheScar, above
    Balancing, but yes, I think it will be better than reward vehicles
    Heavy assets like the Slammer and the Marshall operate on a delayed start, but yes, I think it will work better
  19. Like
    Ryko got a reaction from GhostDragon in I&A 4 Beta Test Feedback   
    opinions are always welcome.
    We've gone back and forth on this but the majority concensus was that players like it better to have one main base as was the case in I&A2, rather than unlockable FOBs as is the case in I&A3. The difference in I&A4 is that the main base location is randomly positioned between one of the six airfields, including Terminal. On EU1 when we launch, we will probably set the default base location to Terminal because it appeals to the general pub player. Right now in beta testing we are spawning the base in the random locations (or non-Terminal) to identify specific base problems: for example, in last night's test we identified that the Huron's spawn placement is no good, as it exploded every time on spawn/respawn.
    If everyone has access to the Titan, then there's no point in having an AT specialist, or specialists at all for that matter. We have lightened up on restrictions, so that if you are in the field and you need to pick up someone's AT launcher, you can do that (you just can't run with it). This is to encourage players working as a team to complement each other's roles.
    There's no perfect solution for this. What if you drive a vehicle into the AO and take a bunch of fire from the enemy units, distracting them while the other players complete the objective? Now you get no points, despite being vitally important to the completion of the mission.  Or a repair specialist, or other specialist roles, who aren't awarded by kills. Also, if you kill every enemy in the AO, you will likely have accumulated more points than the objective reward, just by individual kill points.
     
    If you die in the AO on your own, because you weren't within range of a medic or a team that can save you, then I think you might be doing it wrong.
    Points are subject to balancing
    That's unfortunate, but the same check prevents a player from griefing other players. Your situation is probably more rare than teamkilling, which I think we can all agree needs a defensible solution.
    See my comment to TheScar above
    I think it will take some getting used to, but in this system if you're not sure if your target is friendly or enemy, spot it and it instantly gives you a target notification that it's either enemy (red target square) or friendly/civilian (no-shoot indicator). You didn't have to go to the map, check your location, estimate your direction and distance to what you're looking at, etc.  Plus the spotting system allows for the UAV to actually be useful, rather than relying on poor callouts by a UAV operator.  And your spots are visible to other players. I think the system is just a whole lot better than current. Feel free to tell me why I'm wrong.
     
    Plus "now I can only see friendly so I cannot be so sure if its friendly player or not" - makes no sense to me.
    It's a vanilla arma action, you need to be parked fairly specifically near its range to get the action.  Since it's so flakey, that's why I added repair/rearm/refuel pads.
    #blameBIS and see my comment to TheScar, above
    Balancing, but yes, I think it will be better than reward vehicles
    Heavy assets like the Slammer and the Marshall operate on a delayed start, but yes, I think it will work better
  20. Like
    Ryko got a reaction from GhostDragon in I&A 4 Beta Test Feedback   
    In the default parameter selection (likely what will run on EU1) the armor roles are fluid, meaning any of the roles can perform any of the functions. In the strict parameter setting, only the individual roles can control their various functions (only the Driver can get into the driver seat, etc).
    Again, by default only the driver and commander had access to repair kits, but I suppose for the sake of completeness there's no really great reason the gunner shouldn't have access to it as well, so I'll add it.
    These are Arma problems, not mission problems. Panther vs BTR is probably going to be in favour of the BTR. Panther is there to allow GAMBLER & HITMAN to server as combat taxi while they wait for Slammer & Marshall style vehicles to spawn/respawn.
    Sounds like a players problem, not a mission problem
    I'm curious about the difference between 800m and 1km, but I have no real qualms about extending it.
    That's not intentional, the AFK script is really only meant to run on pilot slots or if the server is completely full, so it is definitely bugged (should also have kicked you from the server if it was working properly).
  21. Like
    Ryko reacted to athert in I&A 4 Beta Test Feedback   
    Thank you for your responds! I take that numbers as place holders but here i can finally see and calculate "cca" how many enemy soldiers/vehicles i need to destroy to purchase premium vehicle. If i calculate correctly then on "good play" where i can in 3 hours get 100 soldier kills, 5-8 tanks and cca 20 vehicles, then i can get just cca 8k points (+ some points for AO/Side mission as whole) and thats low, but i understand its before balance so its fine now
    For that capturing vehicles, thats something i will love but i understand your fear of that.
    Again, thank you for your answers
  22. Like
    Ryko got a reaction from Amentes in I&A 4 Beta Test Feedback   
    I think the problem with having a combo "Heavy AT" role and relying on that person to defend against both armor and air is that they can't carry enough rounds to do both, and will invariably have the wrong round loaded to deal with the threat required. Splitting the functions between two roles makes sense to me.
    As Stanhope mentioned, there's a static armory beside each of the ground service pad and the helicopter pickup points. I'll make a sign which indicates this. What it does is this: when you walk up to it, it automatically fills up with 8 magazines for each weapon you carry. If you want more than that, walk away and approach it again. I find this better than the arsenal because of backpack limitations, and there can be a significant delay in loading the arsenal for some players.
    Yup, the default setting is now that the side missions will not time out.
    800m.
    So what happened here is that you were detected by the enemy, and they created a search and destroy waypoint to confront the threat. I always hated how when they were engaged beyond their effective range, enemy AI would just run around like chickens with their heads cut off, or worse, just sit there and take it. Now, they may not know exactly where you are, but they will take steps to react to you (including calling close air support, and vectoring units from other areas).
    Smoke deployment is a vanilla arma functionality.
    Technically, you should have gotten something, if you didn't get the notice that you were "no longer engaging the secondary mission". The way it works is that every minute you're in either the primary or secondary mission, you get 25% of the reward when it's applied. So if you engage the mission for 4 minutes, you will be fully rewarded. Every minute you are outside the mission radius, you will lose 25% of the reward. So if you participate in the mission, die, pop back in base and then see the task completed successfully, you should be rewarded something. This is why those reward notifications exist; they tell you what you are doing, and if you'll get reward points.
    I was surprised by that, too, but then again, I don't think players would show any kind of mercy to AI soldiers, so... what's good for the goose, right?
    Yup. They are there so that it's not so simple to locate and eliminate enemy presence; you actually have to ID targets. Civilian vehicles are there as well similarly for vehicle operators targeting with guided weapons. Basically, it makes it so that it's not 100% guaranteed that if you target something, it's an enemy. Also, the vehicles are there for players to steal if/when their own rides get wasted in the course of a mission.
     
    The feature might not have broken in subsequent AOs - civs and civ vehicles only spawn in towns and villages, if it's an exterior AO like a mine or solar plant, they don't spawn.
    32 seconds, which is forever when you're under fire.

  23. Like
    Ryko reacted to JJ Cakes in I&A 4 Beta Test Feedback   
    Small thing I noticed and should be easy to replicate:
     
    Go idle for over 9 minutes and get booted from your squad, when you go active again you get the message that you've rejoined the squad repeating every 5 seconds or so.  I was in Gambler as a gunner when this happened.  I had to abort and some back in to get the messages to stop.
  24. Thanks
    Ryko got a reaction from Plant1ing in AWE Status   
    It used to, and then people complained that they didn't have access to x weapon or y vehicle, so we relaxed the restriction. 
     
    AWE goes through phases and now it's going through a down phase. People can blame it on whatever reason they want, but part of it has to be that arma is long in the tooth as far as games go. 
     
    I've said it time and again that if we could decide on a common day that everyone agreed to play on, it'd probably be a lot more popular. Right now it's happenstance if there are a good number of players on to attract the requisite number for a really fun mission. 
  25. Like
    Ryko got a reaction from Plant1ing in AWE Status   
    Well, staff can't just turn on a dime on the mood of the players.  We implemented CUP after extensive polling and discussion because the player base (at the time) supported the idea of it.  If we had removed RHS and went to CUP I could believe that players stopped playing because they didn't like the change in mods.  But we just added content, so I have a hard time pinning the decrease in player base to the addition of new content.
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