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Ryko

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  1. Like
    Ryko reacted to Stanhope in I&A 4 Beta Test Feedback   
    I was trying to repair a few vehicles at base today and after I'd done that this:
    22:13:23 Error in expression <layers = allPlayers select {_x distance _repairPad < 20};
    _service = 0;
    if ( _v>
    22:13:23   Error position: <_repairPad < 20};
    _service = 0;
    if ( _v>
    22:13:23   Error Undefined variable in expression: _repairpad
    22:13:23 File mpmissions\__CUR_MP.Altis\scripts\vehicle\vehicleFunctions.sqf, line 610
    was about 10 gazillion times in my RPT (actual count is just a bit less than 3 648 962 times).  Unsurprisingly my RPT was ~140 000KB and my performance in-game "less than ideal". 
     
    Other small things:
    Trying to repair a vehicle while the engine was running did not give a hint telling you to turn the engine off. Timers of vehicles were going into the negative (2 examples) The light poles in base are destructible and they are allows being destroyed
  2. Like
    Ryko reacted to Mattadee in I&A 4 Beta Test Feedback   
    Hi all- Sorry I didn't put this query in the thread, but here it is. Exactly the same as what kman said here:
     

    It seems that after about 15-25 minutes the constant spam goes away. But please see the video for reference if there's any confusion as to what exactly the issue is.

    Regards
    Mattadee
  3. Sad
    Ryko got a reaction from Walk'N in I&A 4 Beta Test Feedback   
    So right now I just add everything that's available to add. The problem is that there are different camo schemes for each vehicle so a one-size-fits-all approach doesn't work. And I'm not going to expend programming time (at this point) on inherently cosmetic bits and pieces. 
  4. Like
    Ryko got a reaction from Walk'N in I&A 4 Beta Test Feedback   
    Beta test version 057 change log
     
    1. Conquering an AO will now conquer zones within 1.4 km (previously conquered zones contained in the zone itself), should help to prevent zones that are 'behind' the players from being selected as the next zone
    2. Some of the sub-Objectives in an AO are now mandatory to completing the main objective task.
    3. Added some extra exception handler so that parachute is never removed after purchasing a paradrop, "should" prevent player from dropping without a chute.
    4. Tweak to presence of enemy armor in main AO, slight reduction; slight increase to presence of enemy infantry.
    5. Added notification to player who tries to spot while in base (you can't)
    6. Fixed vehicle claim shenanigans, now limited to Armor squads only, infantry squads can claim all the vehicles they like. Armor (when set to default mission parameter) is limited to 1 vehicle per squad
    7. Tweaks/fixes to certain reward purchases (can only use vehicle paradrop in base zone on land vehicles)
    8. Added to rewards list: additional launchers to Rifleman LAT / Anti-Tank roles (MAAWS for NATO/AAF, Vorona for CSAT). Added laser designators for all non-command roles. Added medium machine guns as rewards for Heavy Gunner.
    9. Teleport action to carrier moved to Talon player rather than whiteboard. Must be within 50m of the player spawn area.
    10. Added teleport action to Vortex/Viper/Reaper pilots, will teleport them to helicopter spawn area. Must be within 50m of the player spawn area.
    11. Tweaked AAC Airfield base
    12. Tweak to enemy garrison code (trying to stop one group member from being garrisoned, and the rest from standing in formation like dorks outside the building)
    13. Tweaks to vehicle pylon rearming. You can now reload configured pylons without going into the pylon screen.
    14. Tweaks to how enemy vehicles are spawned, and waypoints are created, to keep them out of the tight corners of cities.
    15. Fix - compass returning after respawn, if preference was set to off
    16. Fix - vehicle inventory could be accessed even if vehicle was locked
    17. Fix - enemy reinforcements couldn't find deployment locations
    18. Fix - deployment of ammo box from Vortex chopper while touched down couldn't find deployment location
    19. Tweak to how squad management interface works, player may also switch to same role in another squad while outside of base.
    20. Tweak to how vehicle nudging works.
    21. Tweak to gear restriction & checking.
    22. Tweak to get over / v key binding, should allow regular usage for vehicles.
  5. Like
    Ryko got a reaction from RiverWolf in I&A 4 Beta Test Feedback   
    Beta test version 057 change log
     
    1. Conquering an AO will now conquer zones within 1.4 km (previously conquered zones contained in the zone itself), should help to prevent zones that are 'behind' the players from being selected as the next zone
    2. Some of the sub-Objectives in an AO are now mandatory to completing the main objective task.
    3. Added some extra exception handler so that parachute is never removed after purchasing a paradrop, "should" prevent player from dropping without a chute.
    4. Tweak to presence of enemy armor in main AO, slight reduction; slight increase to presence of enemy infantry.
    5. Added notification to player who tries to spot while in base (you can't)
    6. Fixed vehicle claim shenanigans, now limited to Armor squads only, infantry squads can claim all the vehicles they like. Armor (when set to default mission parameter) is limited to 1 vehicle per squad
    7. Tweaks/fixes to certain reward purchases (can only use vehicle paradrop in base zone on land vehicles)
    8. Added to rewards list: additional launchers to Rifleman LAT / Anti-Tank roles (MAAWS for NATO/AAF, Vorona for CSAT). Added laser designators for all non-command roles. Added medium machine guns as rewards for Heavy Gunner.
    9. Teleport action to carrier moved to Talon player rather than whiteboard. Must be within 50m of the player spawn area.
    10. Added teleport action to Vortex/Viper/Reaper pilots, will teleport them to helicopter spawn area. Must be within 50m of the player spawn area.
    11. Tweaked AAC Airfield base
    12. Tweak to enemy garrison code (trying to stop one group member from being garrisoned, and the rest from standing in formation like dorks outside the building)
    13. Tweaks to vehicle pylon rearming. You can now reload configured pylons without going into the pylon screen.
    14. Tweaks to how enemy vehicles are spawned, and waypoints are created, to keep them out of the tight corners of cities.
    15. Fix - compass returning after respawn, if preference was set to off
    16. Fix - vehicle inventory could be accessed even if vehicle was locked
    17. Fix - enemy reinforcements couldn't find deployment locations
    18. Fix - deployment of ammo box from Vortex chopper while touched down couldn't find deployment location
    19. Tweak to how squad management interface works, player may also switch to same role in another squad while outside of base.
    20. Tweak to how vehicle nudging works.
    21. Tweak to gear restriction & checking.
    22. Tweak to get over / v key binding, should allow regular usage for vehicles.
  6. Like
    Ryko got a reaction from RiverWolf in what happened to INVADE & ANNEX 4 ?   
    Thanks for your interest, @hadi5918! I am fixing bugs picked up from the last beta test, and will be running the next beta test this week, probably on Wednesday.
     
    We are getting close!
  7. Like
    Ryko got a reaction from Stanhope in I&A 4 Beta Test Feedback   
    Beta test version 057 change log
     
    1. Conquering an AO will now conquer zones within 1.4 km (previously conquered zones contained in the zone itself), should help to prevent zones that are 'behind' the players from being selected as the next zone
    2. Some of the sub-Objectives in an AO are now mandatory to completing the main objective task.
    3. Added some extra exception handler so that parachute is never removed after purchasing a paradrop, "should" prevent player from dropping without a chute.
    4. Tweak to presence of enemy armor in main AO, slight reduction; slight increase to presence of enemy infantry.
    5. Added notification to player who tries to spot while in base (you can't)
    6. Fixed vehicle claim shenanigans, now limited to Armor squads only, infantry squads can claim all the vehicles they like. Armor (when set to default mission parameter) is limited to 1 vehicle per squad
    7. Tweaks/fixes to certain reward purchases (can only use vehicle paradrop in base zone on land vehicles)
    8. Added to rewards list: additional launchers to Rifleman LAT / Anti-Tank roles (MAAWS for NATO/AAF, Vorona for CSAT). Added laser designators for all non-command roles. Added medium machine guns as rewards for Heavy Gunner.
    9. Teleport action to carrier moved to Talon player rather than whiteboard. Must be within 50m of the player spawn area.
    10. Added teleport action to Vortex/Viper/Reaper pilots, will teleport them to helicopter spawn area. Must be within 50m of the player spawn area.
    11. Tweaked AAC Airfield base
    12. Tweak to enemy garrison code (trying to stop one group member from being garrisoned, and the rest from standing in formation like dorks outside the building)
    13. Tweaks to vehicle pylon rearming. You can now reload configured pylons without going into the pylon screen.
    14. Tweaks to how enemy vehicles are spawned, and waypoints are created, to keep them out of the tight corners of cities.
    15. Fix - compass returning after respawn, if preference was set to off
    16. Fix - vehicle inventory could be accessed even if vehicle was locked
    17. Fix - enemy reinforcements couldn't find deployment locations
    18. Fix - deployment of ammo box from Vortex chopper while touched down couldn't find deployment location
    19. Tweak to how squad management interface works, player may also switch to same role in another squad while outside of base.
    20. Tweak to how vehicle nudging works.
    21. Tweak to gear restriction & checking.
    22. Tweak to get over / v key binding, should allow regular usage for vehicles.
  8. Like
    Ryko got a reaction from itsmemario in I&A 4 Beta Test Feedback   
    Beta test version 057 change log
     
    1. Conquering an AO will now conquer zones within 1.4 km (previously conquered zones contained in the zone itself), should help to prevent zones that are 'behind' the players from being selected as the next zone
    2. Some of the sub-Objectives in an AO are now mandatory to completing the main objective task.
    3. Added some extra exception handler so that parachute is never removed after purchasing a paradrop, "should" prevent player from dropping without a chute.
    4. Tweak to presence of enemy armor in main AO, slight reduction; slight increase to presence of enemy infantry.
    5. Added notification to player who tries to spot while in base (you can't)
    6. Fixed vehicle claim shenanigans, now limited to Armor squads only, infantry squads can claim all the vehicles they like. Armor (when set to default mission parameter) is limited to 1 vehicle per squad
    7. Tweaks/fixes to certain reward purchases (can only use vehicle paradrop in base zone on land vehicles)
    8. Added to rewards list: additional launchers to Rifleman LAT / Anti-Tank roles (MAAWS for NATO/AAF, Vorona for CSAT). Added laser designators for all non-command roles. Added medium machine guns as rewards for Heavy Gunner.
    9. Teleport action to carrier moved to Talon player rather than whiteboard. Must be within 50m of the player spawn area.
    10. Added teleport action to Vortex/Viper/Reaper pilots, will teleport them to helicopter spawn area. Must be within 50m of the player spawn area.
    11. Tweaked AAC Airfield base
    12. Tweak to enemy garrison code (trying to stop one group member from being garrisoned, and the rest from standing in formation like dorks outside the building)
    13. Tweaks to vehicle pylon rearming. You can now reload configured pylons without going into the pylon screen.
    14. Tweaks to how enemy vehicles are spawned, and waypoints are created, to keep them out of the tight corners of cities.
    15. Fix - compass returning after respawn, if preference was set to off
    16. Fix - vehicle inventory could be accessed even if vehicle was locked
    17. Fix - enemy reinforcements couldn't find deployment locations
    18. Fix - deployment of ammo box from Vortex chopper while touched down couldn't find deployment location
    19. Tweak to how squad management interface works, player may also switch to same role in another squad while outside of base.
    20. Tweak to how vehicle nudging works.
    21. Tweak to gear restriction & checking.
    22. Tweak to get over / v key binding, should allow regular usage for vehicles.
  9. Like
    Ryko got a reaction from sheepster in I&A 4 Beta Test Feedback   
    Yeah the vehicle-per-squad thing was a bug that's being addressed in the next version. There won't be a restriction on regular infantry squads, but (by default) Armor squads will be limited to one armored vehicle each.  What this means is that if Gambler Driver is in the field, one-manning a Panther, and a Slammer spawns, Gambler Gunner won't be able to get into it and take it (you'll get an error saying that Gambler has already claimed it's vehicle (the Panther)).  Gambler Driver can abandon the vehicle in the field, letting the Gunner take the Slammer, but you can't run both vehicles at the same time.
     
    I've tweaked the amount of armor that spawns in the next version.  It's hard when you have some players saying there's not enough armor, and others saying too much, so eventually with tweaks every test, we'll probably find the right balance.
     
    Added in the MMG's to the next reward definitions!
  10. Like
    Ryko got a reaction from Murph in I&A 4 Beta Test Feedback   
    I'm pretty sure this is connected to spawning the Black Wasp, but I don't know why it's throwing that error.
  11. Like
    Ryko reacted to Igor in I&A 4 Beta Test Feedback   
    Hey i found some script errors in my rtp file:
     
    21:28:55 Error in expression < = ""; };
    _virtualGroup = virtualGroups select _group;
    _virtualGroupMembers = _>
    21:28:55   Error position: <select _group;
    _virtualGroupMembers = _>
    21:28:55   Error Zero divisor
    21:28:55 File mpmissions\__CUR_MP.Altis\DG\DG_client.sqf, line 158
     
    21:29:03 Error in expression <
    localVirtualGroups = [];
    {    if ( count (_x select 4) > 0 ) then
    {    localVirtualGr>
    21:29:03   Error position: <_x select 4) > 0 ) then
    {    localVirtualGr>
    21:29:03   Error Undefined variable in expression: _x
    21:29:03 File mpmissions\__CUR_MP.Altis\DG\squad_dialog.sqf, line 38
     
    21:29:25 Error in expression <0};
    _virtualGroups = [];
    {    if ( count (_x select 4) > 0 ) then
    {    _virtualGroups>
    21:29:25   Error position: <_x select 4) > 0 ) then
    {    _virtualGroups>
    21:29:25   Error Undefined variable in expression: _x
    21:29:25 File mpmissions\__CUR_MP.Altis\DG\squad_management.sqf, line 19
  12. Like
    Ryko got a reaction from Stanhope in I&A 4 Beta Test Feedback   
    Change Log 056
    ---------------------------
    1. Kill for velocity now restricted to players outside of vehicles (ie., forgetting to pull your chute).
    2. Assets from uncompleted subobjectives now clean up after main AO is completed.
    3. Vehicle nudge action now only flips vehicles in base.
    4. New reward vehicle classes earned in secondary missions now properly propagated to players.
    5. Added vehicle ammo drop and vehicle fuel drop miscellaneous rewards.
    6. Fix for main AO not completing error.
    7. Tweaked position of secondary arsenals by ground vehicle servicing.
    8. Gave laser batteries to default loadout of armor commander. Whoops!
    9. Tweaked how UAV view functionality works, 8/4/6/2 buttons now slew the camera N/W/E/S in 150m increments.
    10. Slight increase to vehicle respawn times.
    11. Developed vehicles functionality. By default, Armor groups (Hitman and Gambler) are limited to one vehicle per group. The first vehicle occupied by a member of the group is the vehicle that is 'claimed'.
    12. Added GUI messages for Gambler, Hitman, Vortex, Viper, Reaper and Talon with condensed rules that player must agree to in order to join squad.
    13. Tweaks/fixes to some secondary missions. Added Destroy Prototype Tank secondary mission (thanks Stanhope). Added timer to retry a secondary mission spawn if one hasn't spawned (fallback condition for if a secondary mission doesn't spawn due to an error).
    14. Added new East Wind secondary mission.
    15. Tweaks to main mission generation, in particular anti-air resources.
    16. Engineers can now deactivate mines and other charges.
    17. Tweaks to helicopter ammo drop
    18. Tweaks to default marksman loadout, which had some DLC kit.
    19. Fixed restoration of custom weapons and gear when player reconnects.
    20. Renamed Romeo squad to Zulu squad.
    21. Overhaul of Keybinds and toggled functions; squad radar and name tags are now not controlled by keybinds, but by toggle buttons in the new KEYBINDS + INTERFACE button on the IA4 menu.
    22. Light overhaul of map interface. Empty player vehicles now show up on map as yellow icons; locked vehicles show as cyan. Name of vehicle appears based on zoomed in distance. Vehicle icons on map can be toggled on or off in IA4 interface options.
    23. Spotting results are now stationary based on the spotted target's position when they were spotted (they no longer move with the target). Spot markers in the world interface fade out after 10 seconds, but fade out on the map over 30 seconds.
    24. Fixed bug where gunners wouldn't see spot markers in the gunner interface.
    25. Overhaul and fixes for vehicle servicing and pylon weapons replacement.
    26. Custom squads overhauled. Added mission parameter to allow custom squads to be created without squad leaders, allowing for one-man squads.
  13. Like
    Ryko got a reaction from Lindi in what happened to INVADE & ANNEX 4 ?   
    Thanks for your interest, @hadi5918! I am fixing bugs picked up from the last beta test, and will be running the next beta test this week, probably on Wednesday.
     
    We are getting close!
  14. Like
    Ryko got a reaction from Kacper in I&A 4 Beta Test Feedback   
    Yup, tracked the bug and it's fixed in 056
    Not sure what this means as you are determined to be engaging an AO when you are 1000m away from the center of the AO "balloon"
    Balance conversation, which we had in spades on server
    Yep, looking into that
    Just because they were dull for you doesn't mean they were dull for other players participating in them, again, balance. As well, just because the AO completed doesn't mean all the OPFOR disappear, some still remain and they are moving to the next AO.
     
    Each AO is going to be slightly different, with between 0-3 sub objectives (which add additional forces).
    If you're outside the engagement distance (1000m from center) you won't be considered as participating. This is arbitrary and cruel but it's the only way I have available. You still get points for kills regardless.  As well, you get 25% of the reward per minute (or it could be 30 second, can't remember) you are in the AO, and lose same every cycle you are outside of the AO. So if the AO completes the second after you respawned, you'll still get some level of credit.
    Fixed in 056
     
    Enemies do spawn in houses, they leave garrison when they're shot at so they don't sit there for target practice.
     
    One thing I've noticed that's not playing as intended is that Gambler and Hitman are taking and one-manning multiple vehicles per squad, restricting it to a single vehicle per squad should help cut down on the amount of assets that engage the AO.
     
    In our exchange on server today, you suggested that I don't play the mission, and that while I'm coding the mission I don't have a feel for how to create a mission that plays well. I reacted strongly to that ("You can make your own mission") mostly because there's an implicit assumption that making missions is easy. It's not, because it's not just about the code, it's about finding solutions to problems raised by players.  You suggested that there are too many assets in the AO, making it unfun for regular infantry, which is a legitimate concern, but if I just restrict the vehicles used by players then it becomes overly difficult to complete the AOs as presented. If I reduce the enemy vehicles to make it easier for friendly infantry to complete the AOs, now the AOs are too easy to complete.  It's a dog chasing its own tail, and the only way to find the right balance is to tweak it slightly with every revision.
     
    I don't claim to have all the answers, nor do I claim to be an expert in making missions. I have had a bit of experience, I'm trying my best here, and I'm also trying to incorporate everyone's suggestions and criticisms (yours included) in order to make a balanced mission everyone can enjoy. There are going to have to be compromises to get to that point, it's not going to be perfect, but my hope is that everyone can live with the final product.
  15. Like
    Ryko got a reaction from MidnightRunner in I&A 4 Beta Test Feedback   
    Yup, tracked the bug and it's fixed in 056
    Not sure what this means as you are determined to be engaging an AO when you are 1000m away from the center of the AO "balloon"
    Balance conversation, which we had in spades on server
    Yep, looking into that
    Just because they were dull for you doesn't mean they were dull for other players participating in them, again, balance. As well, just because the AO completed doesn't mean all the OPFOR disappear, some still remain and they are moving to the next AO.
     
    Each AO is going to be slightly different, with between 0-3 sub objectives (which add additional forces).
    If you're outside the engagement distance (1000m from center) you won't be considered as participating. This is arbitrary and cruel but it's the only way I have available. You still get points for kills regardless.  As well, you get 25% of the reward per minute (or it could be 30 second, can't remember) you are in the AO, and lose same every cycle you are outside of the AO. So if the AO completes the second after you respawned, you'll still get some level of credit.
    Fixed in 056
     
    Enemies do spawn in houses, they leave garrison when they're shot at so they don't sit there for target practice.
     
    One thing I've noticed that's not playing as intended is that Gambler and Hitman are taking and one-manning multiple vehicles per squad, restricting it to a single vehicle per squad should help cut down on the amount of assets that engage the AO.
     
    In our exchange on server today, you suggested that I don't play the mission, and that while I'm coding the mission I don't have a feel for how to create a mission that plays well. I reacted strongly to that ("You can make your own mission") mostly because there's an implicit assumption that making missions is easy. It's not, because it's not just about the code, it's about finding solutions to problems raised by players.  You suggested that there are too many assets in the AO, making it unfun for regular infantry, which is a legitimate concern, but if I just restrict the vehicles used by players then it becomes overly difficult to complete the AOs as presented. If I reduce the enemy vehicles to make it easier for friendly infantry to complete the AOs, now the AOs are too easy to complete.  It's a dog chasing its own tail, and the only way to find the right balance is to tweak it slightly with every revision.
     
    I don't claim to have all the answers, nor do I claim to be an expert in making missions. I have had a bit of experience, I'm trying my best here, and I'm also trying to incorporate everyone's suggestions and criticisms (yours included) in order to make a balanced mission everyone can enjoy. There are going to have to be compromises to get to that point, it's not going to be perfect, but my hope is that everyone can live with the final product.
  16. Like
    Ryko got a reaction from WinterMute in I&A 4 Beta Test Feedback   
    Yup, tracked the bug and it's fixed in 056
    Not sure what this means as you are determined to be engaging an AO when you are 1000m away from the center of the AO "balloon"
    Balance conversation, which we had in spades on server
    Yep, looking into that
    Just because they were dull for you doesn't mean they were dull for other players participating in them, again, balance. As well, just because the AO completed doesn't mean all the OPFOR disappear, some still remain and they are moving to the next AO.
     
    Each AO is going to be slightly different, with between 0-3 sub objectives (which add additional forces).
    If you're outside the engagement distance (1000m from center) you won't be considered as participating. This is arbitrary and cruel but it's the only way I have available. You still get points for kills regardless.  As well, you get 25% of the reward per minute (or it could be 30 second, can't remember) you are in the AO, and lose same every cycle you are outside of the AO. So if the AO completes the second after you respawned, you'll still get some level of credit.
    Fixed in 056
     
    Enemies do spawn in houses, they leave garrison when they're shot at so they don't sit there for target practice.
     
    One thing I've noticed that's not playing as intended is that Gambler and Hitman are taking and one-manning multiple vehicles per squad, restricting it to a single vehicle per squad should help cut down on the amount of assets that engage the AO.
     
    In our exchange on server today, you suggested that I don't play the mission, and that while I'm coding the mission I don't have a feel for how to create a mission that plays well. I reacted strongly to that ("You can make your own mission") mostly because there's an implicit assumption that making missions is easy. It's not, because it's not just about the code, it's about finding solutions to problems raised by players.  You suggested that there are too many assets in the AO, making it unfun for regular infantry, which is a legitimate concern, but if I just restrict the vehicles used by players then it becomes overly difficult to complete the AOs as presented. If I reduce the enemy vehicles to make it easier for friendly infantry to complete the AOs, now the AOs are too easy to complete.  It's a dog chasing its own tail, and the only way to find the right balance is to tweak it slightly with every revision.
     
    I don't claim to have all the answers, nor do I claim to be an expert in making missions. I have had a bit of experience, I'm trying my best here, and I'm also trying to incorporate everyone's suggestions and criticisms (yours included) in order to make a balanced mission everyone can enjoy. There are going to have to be compromises to get to that point, it's not going to be perfect, but my hope is that everyone can live with the final product.
  17. Like
    Ryko got a reaction from Stanhope in I&A 4 Beta Test Feedback   
    Yup, tracked the bug and it's fixed in 056
    Not sure what this means as you are determined to be engaging an AO when you are 1000m away from the center of the AO "balloon"
    Balance conversation, which we had in spades on server
    Yep, looking into that
    Just because they were dull for you doesn't mean they were dull for other players participating in them, again, balance. As well, just because the AO completed doesn't mean all the OPFOR disappear, some still remain and they are moving to the next AO.
     
    Each AO is going to be slightly different, with between 0-3 sub objectives (which add additional forces).
    If you're outside the engagement distance (1000m from center) you won't be considered as participating. This is arbitrary and cruel but it's the only way I have available. You still get points for kills regardless.  As well, you get 25% of the reward per minute (or it could be 30 second, can't remember) you are in the AO, and lose same every cycle you are outside of the AO. So if the AO completes the second after you respawned, you'll still get some level of credit.
    Fixed in 056
     
    Enemies do spawn in houses, they leave garrison when they're shot at so they don't sit there for target practice.
     
    One thing I've noticed that's not playing as intended is that Gambler and Hitman are taking and one-manning multiple vehicles per squad, restricting it to a single vehicle per squad should help cut down on the amount of assets that engage the AO.
     
    In our exchange on server today, you suggested that I don't play the mission, and that while I'm coding the mission I don't have a feel for how to create a mission that plays well. I reacted strongly to that ("You can make your own mission") mostly because there's an implicit assumption that making missions is easy. It's not, because it's not just about the code, it's about finding solutions to problems raised by players.  You suggested that there are too many assets in the AO, making it unfun for regular infantry, which is a legitimate concern, but if I just restrict the vehicles used by players then it becomes overly difficult to complete the AOs as presented. If I reduce the enemy vehicles to make it easier for friendly infantry to complete the AOs, now the AOs are too easy to complete.  It's a dog chasing its own tail, and the only way to find the right balance is to tweak it slightly with every revision.
     
    I don't claim to have all the answers, nor do I claim to be an expert in making missions. I have had a bit of experience, I'm trying my best here, and I'm also trying to incorporate everyone's suggestions and criticisms (yours included) in order to make a balanced mission everyone can enjoy. There are going to have to be compromises to get to that point, it's not going to be perfect, but my hope is that everyone can live with the final product.
  18. Like
    Ryko got a reaction from Stanhope in I&A 4 Beta Test Feedback   
    Thanks for your feedback Scar, I know if you didn't care you wouldn't write.
    The problem is that as time goes on, IA3 becomes increasingly hard to maintain, and the only reason IA4 is running as well as it is, is because we have abandoned the underlying code of IA3.
    Zero, in terms of code, but both missions are "capture the island" scenarios, with the same underlying mechanic. The differences between them are essentially cosmetic.
    There is a destroy radio tower secondary objective.  If you're talking about a priority objective in the main AO, it's been replaced with a "destroy radar vehicle" sub objective.
    I'm happy to expand additional side missions over time, as an initial release, it can't have absolutely everything and the kitchen sink.
    As for the random rewards, the general concensus is that this system didn't work as intended.  The rewards were for the TEAM, but the players who completed the side mission felt the reward belonged to them.  So even the way you put it "THAT reward you always wanted", isn't applicable, because it wasn't your reward, it was the team.
    With reward points, you are free to save up for the reward you always wanted.
    Not sure what you mean by this, as you well know IA4 only has one main base.  Right now we've been testing off of the Terminal base for consistency and convenience, but there are five other bases that can be selected by parameter or random chance.
    Well, it's in there mostly because Bohemia spent a lot of effort giving us a system to do so. Flying jets and choppers may not be your thing, but it is the thing for a lot of people, and as you've correctly pointed out, one pilot can devastate an entire AO, so this system (as it will ultimately become, not quite there yet) will integrate reward points into this, so that you can't just go out with 4 cluster bombs and wipe out the AO. You'll have to have a fair number of points to accomplish this.
    Can it be abused? Probably. As for using repair/rearm HEMTTs to get ammo back, the end game on that will be to remove those vehicles and replace them with custom script that essentially brings the service pad elements with them.
    (re secondary missions giving additional reward vehicles)
    This adds some of the flavour back from the side missions, and something special as a reward that benefits the team generally.
    Regarding your other point about a "proper admin team (quanitiy and quality)" I can only say that in the context of reward vehicles on side missions in IA3, if a player decides to take one who didn't participate in the side mission, that's not against the rules.
    Based on discussions in-game, I've changed this to affect only players outside of vehicles. Now when you crash your vehicle into a fence at 140 km/hr, the vehicle will probably be totalled, but you'll be flung outside the vehicle in the revive state. ¯\_(ツ)_/¯
     
    - R
  19. Like
    Ryko got a reaction from Xwatt in I&A 4 - how to handle CAS air vehicles?   
    Ok, I've added this as a mission parameter (you can choose how many players are connected before CAS roles are disabled in the squad menu: 10, 20, 30, 40, 50 or Never disabled, or always disabled.
     
    I'm going to leave this as never disabled for now as I still want to test CAS functionality (particularly how splitting out Talon works), but going forward we now have that option.
  20. Like
    Ryko got a reaction from WinterMute in I&A 4 - how to handle CAS air vehicles?   
    So we had a great staff discussion on CAS vehicles in I&A yesterday, thanks to all who participated in that.  We have some ideas on future directions.
     
    First though, a couple of points.
    1) Staff policing the mis-steps taken by CAS is a sizeable amount of what EU1 admins do (essentially, reminding players that they need to be called in, that they can't go weapons-free on an AO, etc).
    2) A general concensus that this is a fluid issue that's not going to be solved through code.
     
    With this in mind, my suggestion in terms of how to proceed is looking like this:
     
    A ) Split out the anti-air planes (Black Wasp for NATO, Shikra for CSAT, Griffon for AAF) into their own asset group (Talon?).
    Rationale:
    1) Right now there is only one role in a 64-person server that's eligible to fly planes, and there is a wait for that role.  Especially as the role has access to two planes (if you die in the Wipeout, nothing to stop you from just up and flying the Black Wasp).
    2) Plane respawn timer should act as a disincentive to stay in the role, rather, should cycle the player out into a new group unless a new vehicle is purchased with reward points.
    3) Enemy air is now a frequent threat, having a dedicated CAP resource is probably a good thing as players are not flocking to the rifleman anti-air slot.
     
    B ) Add confirmation boxes when taking non-infantry roles.
    Method: when you attempt to take a slot like Vortex, Viper, Reaper, you are presented with a series of informational confirmation boxes you have to click on.
    Rationale:
    1) Presents the players with the server rules, so they understand what they are getting into. For example, present them with confirmations that they must wait requests for CAS support, that they can't attack unrequested targets.
    2) Means that when staff warns / kicks players for abusing CAS, there is no defence that they didn't know server rules.
    3) Yes, players can just click-click-click through the boxes, but having them there might actually educate players.
     
    Regarding other suggestions made in this thread:
    * Application systems for slots: the problem with this approach is that Ahoyworld's philosophy towards joining our servers is that all slots should be available for all players without restriction, so an application system works against this.
    * Reward points for role - kind of smells a bit like whitelisting, plus there are ways to game the system (begging for donations) that don't actually solve the problem. Plus it would probably mean you have to play in a role you don't like before playing in a role you do, which is also against the philosophy.
     
    Not finalized yet though, please discuss.
  21. Like
    Ryko got a reaction from Mark T in I&A 4 - how to handle CAS air vehicles?   
    So we had a great staff discussion on CAS vehicles in I&A yesterday, thanks to all who participated in that.  We have some ideas on future directions.
     
    First though, a couple of points.
    1) Staff policing the mis-steps taken by CAS is a sizeable amount of what EU1 admins do (essentially, reminding players that they need to be called in, that they can't go weapons-free on an AO, etc).
    2) A general concensus that this is a fluid issue that's not going to be solved through code.
     
    With this in mind, my suggestion in terms of how to proceed is looking like this:
     
    A ) Split out the anti-air planes (Black Wasp for NATO, Shikra for CSAT, Griffon for AAF) into their own asset group (Talon?).
    Rationale:
    1) Right now there is only one role in a 64-person server that's eligible to fly planes, and there is a wait for that role.  Especially as the role has access to two planes (if you die in the Wipeout, nothing to stop you from just up and flying the Black Wasp).
    2) Plane respawn timer should act as a disincentive to stay in the role, rather, should cycle the player out into a new group unless a new vehicle is purchased with reward points.
    3) Enemy air is now a frequent threat, having a dedicated CAP resource is probably a good thing as players are not flocking to the rifleman anti-air slot.
     
    B ) Add confirmation boxes when taking non-infantry roles.
    Method: when you attempt to take a slot like Vortex, Viper, Reaper, you are presented with a series of informational confirmation boxes you have to click on.
    Rationale:
    1) Presents the players with the server rules, so they understand what they are getting into. For example, present them with confirmations that they must wait requests for CAS support, that they can't attack unrequested targets.
    2) Means that when staff warns / kicks players for abusing CAS, there is no defence that they didn't know server rules.
    3) Yes, players can just click-click-click through the boxes, but having them there might actually educate players.
     
    Regarding other suggestions made in this thread:
    * Application systems for slots: the problem with this approach is that Ahoyworld's philosophy towards joining our servers is that all slots should be available for all players without restriction, so an application system works against this.
    * Reward points for role - kind of smells a bit like whitelisting, plus there are ways to game the system (begging for donations) that don't actually solve the problem. Plus it would probably mean you have to play in a role you don't like before playing in a role you do, which is also against the philosophy.
     
    Not finalized yet though, please discuss.
  22. Like
    Ryko got a reaction from Jorgensen73 in AWE FUTURE   
    Ironically enough it's not that much work. There's a bit of nip and tuck to make it all work together but the base mission was actually based on Stiletto, so not much work to get it running with RHS / TFAR / ACE
  23. Like
    Ryko got a reaction from Gurlanin in AWE FUTURE   
    Ironically enough it's not that much work. There's a bit of nip and tuck to make it all work together but the base mission was actually based on Stiletto, so not much work to get it running with RHS / TFAR / ACE
  24. Like
    Ryko reacted to JJ Cakes in AWE FUTURE   
    I was just thinking this exact same thing a few days ago about how IA with minimal realism mods would be super cool.
     
    My day job is a programmer, and while I probably would be totally useless trying to script in SQF I would think there would be quite a bit of "grunt work" in making IA4 RHS / TFAR/ ACE aware.  If this comes to fruition maybe I can help with some of the grunt work.
  25. Like
    Ryko got a reaction from Johnson in AWE FUTURE   
    Long term conceptual plan is to create a RHS / TFAR / ACE version of IA4 which can run on EU3.
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