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Eddie

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  1. Downvote
    Eddie reacted to S0zi0p4th in Custom Faces and Sounds   
    Dont realy know why people are instantly so pissed because we changed a small gimick for NOW
     
    Currently We are trying to tweak certain settings and the custom filesize had to be removed However you guys instantly thinks its gone forever
     
    This isnt the case in the coming week we will monitor usage and tweaking the bandwith use 
     
    What you dont need to forget is its not only your single 100kb face its more then just 1 person who is using it ( and they do spam error's)
     
    So if you guys can just stop being salty about it and just go with the flow for once would be appreciated
     
     
    Also Origins posted a quick msg on my behalve because Even I got  real life which goes before anything else
  2. Downvote
    Eddie got a reaction from Amentes in Update Errors?   
    I would find another game to play if I were you.
     
    -Ren
  3. Downvote
    Eddie got a reaction from Copey in Update Errors?   
    I would find another game to play if I were you.
     
    -Ren
  4. Like
    Eddie reacted to Amentes in New music bot on Teamspeak!   
    Surely you'll need to queue up a couple hours worth of muzak then?
  5. Like
    Eddie reacted to Ryko in AhoyWorld End of Year Awards 2016 RESULTS!   
  6. Like
    Eddie reacted to Chuck in New music bot on Teamspeak!   
    Hey Guys,
     
    We have a new music bot on TeamSpeak now, under the "MusicBot" channel under the Donator channel. It tells you what is currently playing in the channel chat or you can type !playing
     
    Guests can't do anything to the bot. Only enjoy the music
    Members can download youtube Music using !qyt <Youtubeurl> (This adds it to the queue and plays it when the previous songs have finished)
    Donators can download off youtube, this is stored on the server for future selection by members. (!ytdl <youtube URL> , this is instant and will overwrite the queue) Donators can also use the !next , !previous and !stop commands
     
    These are the commands the bot will respond to depending on your server group
     
    !next will skip to the next song
    .next is for voting for the next song (you need 51% or more channel members to vote in favour).
    !previous Will select the previous song in the playlist
    !search will search files which are downloaded to the bot.
    !queue  resume queue playback.
    !queue <searchstring / uuid> enqueue a track by its id or search for a track and enqueue the first match.
    !queuenext <searchstring / uuid> prepend a track by its id or search for a track and prepend the first match to the queue.
    !qyt <youtube url> will line up a youtube song in the queue.
    If you don't have access to some of these commands it's probably because you're not part of the right server group; inquire with MessedUpSmiley for further info.
     
  7. Like
    Eddie reacted to Ryko in AW Enhanced Steering Committee   
    After several years of being involved with EU3, Christiansen has moved on to spearhead the realism unit on EU6 (AHOSEC - now being called the 124th Marines). This has left a void in AhoyWorld Enhanced in terms of direction and development.  In order to create a sense of direction and accountability, and to make sure the direction of the Enhanced community is not led by a single person, we are instituting a three-person steering committee.
     
    This committee will be staffed by Ryko, SkullCollector and Hobnob.
     
    While the steering committee will be ultimately responsible for deciding the format, direction and style of the Ahoyworld Enhanced experience, this will not be done in isolation.  Rather, the committee will collate requests and suggestions from AWE players and staff and push them through discussion on the AhoyWorld Forum.  The forum will be the central hub for the discussion and decisions relating to all changes to the Ahoyworld Enhanced format.
     
    The Steering Committee will address questions of new game MODs, new maps, and alterations to the format of the mission(s) played on the Enhanced server.  Any player or staff member can bring an issue up for discussion.  A member of the steering committee will assign a date in the future where discussion will be concluded, and a decision will be taken at that time.  This date will be a minimum of two weeks.  Some issues may be decided immediately if they are significantly contrary to the intention of the experience.  While discussion of any issues raised is encouraged across all players and staff, ultimately, the steering committee will decide on how these issues will be addressed.
     
    For greater clarity, the Steering committee has no supervisory authority over other AhoyWorld Moderators and Admins: their role is specifically related to the direction and implementation of the AhoyWorld Enhanced experience.  Rules enforcement will still be conducted by all Moderators and Admins, and any arbitration of bans still goes through the regular community process.

    For further information, please direct any questions to Ryko, SkullCollector and Hobnob.
  8. Like
    Eddie reacted to Lost Bullet in AhoyWorld End of Year Awards 2016   
    AW MVP 2016: Ryko for all the work in EU3
    AW most friendly admin/staff member 2016: Nicolai
    AW most helpful admin/staff member 2016: Tough pick but I will go with GhostDragon
    AW most helpful user *Non-staff* 2016: Almost all EU3 regulars deserve their name here
    AW friendliest user 2016: Scarface
    AW most tacti-cool ARMA player 2016: Ren (green uniform everywhere), Amentes when SL
    AW best ARMA pilot 2016: loads of them, Martin KK to nominate one.
    AW best Teamspeak singer 2016: Lone, just check it out: 
    AW funniest person on Teamspeak 2016: Copey
    AW best moment 2016 (can be in any game or on teamspeak/forum): Some moments in EU3 are pure gold, the funny ones most of the times had Minipily in the middle of it
    AW best forum post 2016 (please put url in): idk
    AW best drunk member 2016: idk
    AW best driver 2016: Duffyman
    AW worst driver 2016: Also Duffyman
    AW best baby 2016: idk
    AW most absent staff member 2016: Danne, Young Wolf
    AW best fail 2016: Gamenight from Baconmop where people started in a plane with automatic exit and parachute kick in but 90% fell flat on the ground because they spawned without one
    AW best banned member 2016: Reese
  9. Like
    Eddie reacted to Ryko in Gauntlet Version History   
    I have uploaded Altis Gauntlet 0.52 to the server. Fixes various problems:
    1) British factions now use USMC armor assets instead of (OP) vanilla assets. Yes, breaks immersion, but better than using vanilla vehicles.
    2) New capture HVT mission (same as kill HVT, just now you have to capture / return the officer)
    3) fixed spare wheel / spare track loading - default code had a tendency to overload items thus leading to errors
    4) default vehicle LR frequencies now parallel player LR radios (30 is default)
    5) removed mortar whistle as it was inconsistent when it would play (players often heard it playing in base)
    6) had a look at save map markers bug, not sure if I fixed it as couldn't replicate the issue
    7) complete overhaul of ambient AI, should now be much harsher towards armor / air assets
     
    A few more words about #7. The intention behind ambient AI is that it is meant to fill in the cracks of the assets in the main missions, as sometimes Arma will be Arma and a squad of enemy OPFOR will spawn somewhere they won't encounter the players, or they won't spawn, or whatever. Ambient AI is meant to reflect that there are supporting OPFOR in the vicinity, and to keep players from concentrating too much on the prime objective.
     
    Ambient always scales in response to the number of players and will only start spawning when players are a significant distance away from the main base (over a kilometer). Generally, there is an upper limit to the number of ambient units that will spawn so that the server performance isn't overly affected, and the difficulty isn't made too harsh for the players.  It starts at one ambient group per six players. This is affected by mission parameters: bonus groups are available if you ramp up the difficulty.  As well, bonus groups are spawned if a player is driving an armed ground vehicle (like an M2 HMMWV), a piece of armor (like an M2 or an M1), an unarmed helicopter, and an armed helicopter. Finally, certain missions inherently increase the amount of groups that spawn - any convoy mission, extract the CIA operative, etc - and this amount is returned to its previous level after the mission is completed.
     
    A check is made every X seconds to see if an ambient group will spawn (by default, this is 80 seconds, but can be made more or less difficult by mission parameter). If players aren't occupying any of the special vehicle classes named above (armed ground, armor, helicopter, armed helicopter) then the regular ambient rules apply: random chance of an infantry group, motorized group, mechanized group, or tank.  Right now the odds are heavily skewed towards infantry - more than 50% - then 30% motorized, then 15% mechanized, then 5% of a tank).
     
    If any player is crew in a special vehicle group, an additional ambient check is made at the same time. This is the difference in Gauntlet 52 - previous ambient code made one check for ambient units, and there was a a chance that the spawned group would be an anti-special group (like an anti-armor infantry team against a tank, or a plane against a cas helicopter). Now, an additional check against special vehicle groups is made at the same time, so potentially two ambient groups can spawn in one check.  Once the unit cap is reached though, no additional ambient units can be spawned.
     
    The kinds of ambient AI groups that will spawn in response to player special vehicle classes are also scaled in difficulty: you won't face the same ambient threats driving an armed HMMWV that you'll face driving an M1 Abrams. Lastly it's worth noting that if a player goes significantly out of range from the ambient group, they will automatically be de-spawned.
     
    So, please provide any feedback, as I think life is about to get more interesting for vehicle crews.
     
    - R
  10. Like
    Eddie reacted to Ryko in Shield Feedback   
    Post your feedback, constructive criticism and thoughtfulness here!
     
    - R
  11. Like
    Eddie got a reaction from Snogers Kowalski in [GAMENIGHT] [AWE] Operation Whiskey Delta   
    Will we be wearing uniforms like in the colour of green or something? That would would be super!
  12. Like
    Eddie got a reaction from SkullCollector in [GAMENIGHT] [AWE] Operation Whiskey Delta   
    Will we be wearing uniforms like in the colour of green or something? That would would be super!
  13. Like
    Eddie got a reaction from PiranhA in [GAMENIGHT] [AWE] Operation Whiskey Delta   
    Will we be wearing uniforms like in the colour of green or something? That would would be super!
  14. Like
    Eddie reacted to MessedUpSmiley in 5./11/'16 | AWE Gamenight - Operation Boom Chute | Prepare For Uranus   
    Operation Boom Chute
    Prepare For Uranus!

    Hello,
     
    I am here by informing you that on Saturday the fifth of November at 19:00 UTC (15:00 EDT) there will be another gamenight on EU#3 AKA the AhoyWorld Enhanced server.
    For people who can't do math: http://www.worldtimeserver.com/convert_time_in_UTC.aspx?y=2016&mo=11&d=5&h=19&mn=0
    This time the gamenight mission will be hosted by no-one other than @BACONMOP.
     
    General Summary:
    1 PltCo 3 Squads + 1 AH-6M-L LittleBird + 1 Logi squad and a gaggle of M1083A1P2's.
     
    Your mission is to move from your base in Obergan, Sahrani, and clear the town of Corazol from the Sahrani Liberation Army.
     

     
    Slots and sign-up:
    https://goo.gl/forms/8NN84i1eJzIevfBD3
     
     
    General gamenight rules apply, so no fudging about tolerated at all!
  15. Like
    Eddie reacted to Copey in [GAMENIGHT] Operation Whiskey Delta   
    Operation Whiskey Delta
     
    Time: 1800 GMT (1900 UK LOCAL)
    Date: Saturday 29th of October 2016
    ASSEMBLE IN MISSION PLANNING 15 MINUTES BEFORE MISSION START.
    Cover to your local time zone here: https://www.timeanddate.com/worldclock/fixedtime.html?msg=AWE+Operation+Whiskey+Delta&iso=20161029T18&p1=1440
    Correct Mission Version for Server: 1.10
    Join Session in Progress is allowed, with the same rules as for unfair deaths (see below in important notes).
     
    First off this is my first gamenight, and while every effort has been made to ensure no bugs  affect your experience, there may still be some present. My apologies ahead of time if this is the case.
     
    So, the details. This is a ZEUS gamenight. This will probably be streamed, and if not, definitely recorded.
     
    Map: Gorgona
    Base: Main Base on the Island
    Mission: A mission to recover Intel and render assistance to a local asset. This is all the information available at this time. The ASL or PLTCO will have ahead knowledge of the goings on of the operation, and they can disseminate information as they see fit. Be aware, this will not be an easy op, but I will not try to make you fail, expect a good fight. Be advised there is a road out due to a rockfall, shown on map by a red exclamation mark. This road is impassable and should not be used.
    Time: Evening, not yet night.
    Restrictions: No AT LAUNCHERS (You won’t be needing them). HAT, MAT, LOGI, TORCH, HAMMER and VORTEX 2 slots have been removed. In addition to this the COMMAND group consists of PLTCO and 2 Medics Only.  Normal gauntlet rules apply throughout.
    Important Notes: Ace Medical Basic. Medics are the only ones able to administer Epi and Blood. If you aren’t familiar with basic please look here: ACE Wiki
    Players should also be aware that there is a 1 life policy, ie. you die, you're done. HOWEVER, I have made it quite hard for you to die outright. There are no insta-deaths. Once in the down but not out stage, you have 150 seconds to be revived by a medic. You can be revived 2 times. After this you will die, and be able to spectate the mission, this is something you might want to do, instead of just disconnecting (HINT HINT). If you are killed unfairly (bad frag, or disconnect due to error etc.) you can respawn at a debug island. Ping Zeus to be re-inserted via a teleport. DO NOT SPAM ZEUS. Anybody trying to circumnavigate this process will be dealt with in a fashion...lightning bolts.
     
    As there is only 1 vortex team slot,, there can only be one vortex bird, this will be the Littlebird Medium CAS variant. All troop movement will be done through Humvees, 4 door, open types. However others may be made available. This is designed to be a fun, infantry based mission, so don’t come packing loads of mags and ammo, 6-7 should suffice for the standard rifleman. This said, you may wish to have an ammo  bearer for normal mags within a team (perhaps whoever would normally bring AT). Due to the islands size (it is very small) there may be portions of the mission where you actually have to walk around, this will not be more than a click, so no moaning about a little legwork! While the armoured slots have been removed, the vehicles will remain spawned in. They are there to look pretty and give you an idea what the base may look like when we put Gauntlet onto this map (or something requiring a base).
     
    The arsenal used in this gamenight will be exactly the same as guantlet's.
     
    ALL PLAYERS should be aware that the default loadouts are for ACE advanced. This is especially apparent for medics who will need to get blood instead of plasma (which is what  you are given by default). Basic bandages also suffice for all wounds, instead of the various types used in Ace Advanced.
     
    And no, this won’t end with a nuke (Skull). Sigh.

     
    Requesting a slot: Sign Up Here!: Google Form
     
    I will try to post a roster ahead of mission start below, PLTCO and SLs will be aware ahead of time that they have this slot, as they will require a briefing from me. People who apply for this role will be screened, and I will only give it to someone who I feel is appropriate and can handle the workload. Per say, I would not recommend applying for PLTCO if it would be your first time in the role.
     
    #SpoilerPhotos
  16. Like
    Eddie reacted to ZeroZeroSix in Star Citizen lads?   
    Please keep in mind that its an alpha. Its basically a playable tech demo at least as of right now.
     
    However they are going to release the "actual" first part of the MMORPG universe within the next 3 months and SQ42 is to be released in Q1 '17 from what I can tell.
    If you are interested in the game I would recommend waiting for mid November as there's likely going to be a free flight weekend where everybody can try the game and everything it has to offer for free.
     
    If you are considering to back the game right now Im going to say it one more time: It is a playable techdemo as of right now. There isnt much to do and there isnt much content. Only back if you're really into spaceships. 
    The entry package with SQ42 in the store is about $90 right now but if you would like to back you can drop me a pm and I might be able to help you out to get in for about half of that price.
     
    If you would like to get an idea about whats about to drop in the next couple of months I'd recommend watching this video. Its pretty much NMS in beautiful!
     
    Video
  17. Like
    Eddie reacted to Lost Bullet in EU3: Best Moments and Features   
    Updating this topic
  18. Like
    Eddie reacted to SkullCollector in Call Signs & Unit Composition   
    As @Ryko and others pointed out, ASLing is hard and often amounts to more work than fun. You get everyone in Alpha on one ear, all the LR assets on the other and the odd local chatter in between, so you likely have no choice but to hang far back, actually walk away from everyone, and step up to CMD. cTab makes this easier, but you still have to rely on your TLs to relay information. This either requires staying on their short-wave, so you still receive sundry transmissions, or setting up an additional channel for your leads, which will see comms break down if they die and no one remembers to tune in on your additional. But that's Alpha and not to the point.
     
    This is another plausible reason to combine support elements into FSGs: you halve the potential stress on support radio comms by shedding some workload onto FSG SL to coordinate his 2x3 teams with autonomy. If you normally had MAT + HAT, now you only have to deal with one 6-slot FSG AT. Nothing will stop them from splitting up for different approaches, so flexibility remains a given. If you had both FSGs half-filled, well, nothing changed, you still deal with, for example, an MMG and an AT team which retain all the power, but gain more versatility. FSG1 wants to ditch their MMG after an AO in favour of a Mk19? Ask CMD for the green light and have at it. If FSG - General gets to pick AT as well, even better. Most flexible squad ever, my goal is achieved.
     
    Right now ASL has to adjust to whichever support team is online at the time anyway, so even if FSG didn't ask to bring a Mk19, neither did ASL ask current MMG to bring an M240B. They just joined the slot and did.
  19. Like
    Eddie reacted to Colsta in Call Signs & Unit Composition   
    Mostly, fully off-topic here, but:
     
    That's kinda the idea behind ASL. The problem here is there's never enough players for a Platoon Commander, so that responsibility falls upon the main SL, who also has to act as the PlatCo. This is the main reason I don't play ASL - I want to coordinate two teams, but I end up having to coordinate two teams, air and ground support teams. It's insane. In fact, some of the best fun I've had on the server was playing BSL with a full Alpha and Bravo.
    Great FTLs act just like you described, and they do alleviate this problem.
     
    Regarding the second statement, @Ryko always stated he's open to suggestions regarding ideas to encourage people to take leading roles. I believe one of the many reasons players don't, is what you stated, and as evidenced by my own gripes.
     
    As a final side note, I'd suggest maybe allowing the FAC slot to be open if there's a full Alpha, air and at least a support squad. Hopefully players would take that slot and help with the problem, as ASL would have to theoretically coordinate one or two less air teams.
    Alternatively, add another role to the main SL squad, a communications soldier of sorts.
  20. Like
    Eddie reacted to Arkod in Call Signs & Unit Composition   
    Renaming one of the Vortex to something else is needed for sure. We have Torch and Hammer instead of Torch 1 and Torch 2. I don't see a reason it can't be applied to air units aswel.
     
    The main issue with merging support teams into 1-2 general teams is that players won't know what team they're joining from the lobby. It may lead to frustration for some players. For example, a player wants to play as MAT (AT role) and joins FSG, but it turns out that current FSG is HMG. In this case his desire of being an AT unit isn't fulfilled and he may leave the server or have undesired experience.
     
    Then there's also a concern of how do you divide the team if you want them to be both MAT and HMG? (As I understand, the idea is that a single FSG can have several roles at the same time - hence the 5-6 players per FSG). I'm pretty sure that most CMD/SL players would prefer having exact markers on the map to locate each support team.
     
    Instead of having 2 teams of 5-6 players, I think having 3 teams of 3 players (lead, gunner, assistant) would work better. Essentially just renaming current MAT, HAT, MMG into generic FSG teams and let the CMD/SL dictate which weapons they'll use.
     
    Since we're on topic of redesigning the structure, I'd like to suggest moving Marksman slots from Fireteams into SL (conserving 1 marksman per squad) or merge them with FSG teams - creating proper sniper/recon units. It's just a personal preference: I like teams moving together instead of leaving people behind (marksman), which is done fairly frequently on the server (the leaving behind part).
  21. Like
    Eddie reacted to SkullCollector in Call Signs & Unit Composition   
    Hello lovely people,
    I thought to put this into the request board straight away, but someone with an opinion suggested general feedback first might work out better.
     
    TL;DR: Change the call signs of Vortex / one of the Vortex teams, and merge support squads into FSG.
     
    Vortex call signs, while nothing wrong with the name inherently, could work with a simple relabel to a name as decided on by the community or the Steering Committee. As yet Vortex is only distinguished by a single number which is easy to miss or forget in transmissions, especially during heated situations (yesterday's Zeus OP proved that to me in particular). We previously had Talon, and as I understand that was done away with because it suggested a CAS-specific role.
     
    A number of ideas came up during a quick discussion on TS, some of which were as follows:
    Torrent Whiplash chess-related, specifically Knight, Rook, Bishop, Pawn Phantom Reaper  
    (Thanks to @Copey and @Kingfisher. Copey foreshadowed an extensive list of ideas, so stay tuned for that.)
     
    What I think this will do is prevent general confusion and allow pilots and co-pilots to add the single number to their call sign instead. Easier access, less risk to forgetting a number. And quite obviously it adds a bit of variety, which is always nice to have.
    So we could mix things up and rename both pilot teams, or have Vortex + something else. Feel free to chime in with your own ideas for call signs.
     
    ---
     
    The other thing that followed up in that discussion of call signs were the support teams, e.g., MAT and MMG.
    As it stands we have two MMG teams, MAT and HAT which very rarely are all filled, let alone used effectively. Merging them into two general, say, 5- or 6-slot teams would enable them a bit of flexibility in their weapon of choice at the discretion of ASL / CMD. There will be less of an urge to reslot from MMG to MAT if required, and a general fire support group could also always deploy statics such as Mk19s and TOWs instead.
    Perhaps give these FSGs unique call signs as well, just for the fancy.
     
    Edit: Refer to my follow-up post that tried to include some of the feedback. TL;DR#2: Have 2x FSG with 6 slots each, one FSG specialised in AT, the other general and flexible.
     
    So I would like everyone's feedback on this, as especially the FSG thing would change things up dramatically. What do you think? Would you amend something?
    Once a sufficient amount of input has been gathered, this will be moved to or recreated in the request board for a final decision.
     
    Cheers.
  22. Like
    Eddie reacted to Teddy in This is...Arma 3   
  23. Like
    Eddie reacted to Reidy in TFAR   
    Now if I am not mistaken, ACRE was implemented after Christmas of 2015. There was many issues to begin with and we were told to wait and report bugs and the issues will be ironed out soon. Yes the issues were ironed out but then after ~1-2 weeks of bug free use the next bugs came about etc, etc. The short story is from my perspective, and others who I have spoken to all agree that we seem to be jumping from issue to issue and ACRE has been real unreliable however yes when it works its really nice. However the majority of the time it doesn't run smoothly.
     
    Secondly if I'm not mistaken there was a poll a while back of which the result favoured TFAR was that just ignored? I used to play here ALOT however ACREs many and tedious bugs got too frustrating and I took a break. Now I am back and ACRE is still here with more bugs after the others were fixed. TFAR I am sure wouldn't be completely bug free however from many experiences its a dam sight more reliable to ACRE.
     
    Does anyone have any other thoughts on this? 
  24. Like
    Eddie reacted to ShadowAce11 in Show It Off!   
    Since I didn't see anything via a quick forums search, I wanted to make this thread for people to show off what they've made; everyone deserves a little self-promotion. This can be anything you're proud of or just something you want some feedback on. So, I'll start things off:
     
    I love making videos about Earth and space. I'm currently working on one space video now, which will probably still take a while to finish; I hate recording on a computer that can't handle it. But, the two I have done are below, plus a trailer I edited for Battlefield 2 Project Reality.
     
     
     
     
     
    Additionally, I just wrapped up making a neat sound effect that might be nice in a gamenight (thinking I might create one for you guys if I ever get experienced enough with Zeus/Ares/Eden/AnyOtherReligiousFigureBecauseApparentlyArma3DevsLikeMythology):
     

  25. Like
    Eddie reacted to Minipily in What it feels like to play EU3   
    So Johnson made this, pretty accurately sumarises the hell that is playing EU3 when a zues is on 
     
     
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