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Someone

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  1. I added a small deadzone for Arma, and thus I rarely if ever have to line up my head and aim, it's simply not off center unless I intentionally want it to be. I began using it for piloting, I bought it for flying, but I'm using it for everything I possibly can at the moment. I even tend to use it while running around in third person, and often find myself turning my head in almost every game I play at the moment, even if it doesn't support freelook. In the beginning I didn't do this, in the beginning I accually paused the TrackIR when I played as an infantry, but after a while I got so used to it that I'm honestly having issues playing without it. A TrackIR is expensive, but luckily there are more budget oriented versions out there aswell. At first glance head tracking might seem like an annoyance to use, but you get used to it really fast and once you have, there's simply no going back. The Tobii EyeX on the other hand, I havn't tried it, but I don't even feel like I need to. I might be wrong and it might be amazing, but it seem to be more of a gimmick to me. I want to be able to look around my screen, to view my HUD and monitoring chat and such without the screen moving at all. A sudden and unintentional movement in viewdirrection could be very disorienting. I was concidering getting the EyeX over the TrackIR, but after having watched videos of people having issues focusing on troops on the ground and similar, I decided to go for the TrackIR and I havn't had any regrets what so ever this far. It did everything I could ever imagine, it surpassed my expectations and I'm still getting amazed by how well it works.
  2. I havn't tried it, but from the development videos I've seen it looks amazing. I will most likely not use it much, but I still hope to get plenty of good content out of it. I'm not that interested in creating missions, but well built missions will be alot easier to create. I look forward to seeing these missions in the steam workshop
  3. Another small input. It does make sence to have the reference digits at the end, as you're finnishing the report, but wouldn't it be more convenient to have those directly underneath the name of the player you're reporting? It wouldn't look as good and some people might say that it doesn't makes sence, but I think it accually does. If it's placed near their name, you could easily screenshot the report from your cellphone/pc and thus save the reference digits together with the playername. Otherwise you simply may forget which numbers were connected to which report, and that may cause some inconvenience when an admin asks if you're accually the one filing this specific report. You may remember creating a report, but perhaps not the name of the player, or which reference numbers you accually had. Either way, the report form looks great and I'm pretty sure that it'll work really well Other than that, how does this work when players have similar, or even the same name? Is that what the date & time thing is for? I'm curious, because I noticed a second "Someone" playing on EU2 a coupple days ago. He sat down in my helicopter, played around and pretended to be me for a while. He didn't missbehave or anything, but it still got me thinking. If a player gets banned while playing on the server, it's definetly the correct player getting banned, but when theese are created in hindsight, there might be plenty of people with similar, or even the same name who's been playing the same day, or at similar hours. I'd assume you're checking loggs for who's playing when or something similar?
  4. The reference digits was a really clever way to solve that, quick, simple and easy ^^
  5. The report form looks good, and it's a nice featured to be added in. I do however have 3 small suggestions 1) Under links to evidence you state "If no evidence, we will only be able to take action if we receive multiple reports". I understand that it has to work like that, but perhaps I wouldn't write that in the form. Only act if there are several reports, but don't say that in the form. If the form says so, someone might just bring a few friends in and get them to report a guy. 2) In the box with you have to check in at the end, saying "All information provided is honest, correct and accurate" I would also add that false reports are looked upon as an offence by itself, so that people know that when they do decide to post a report. Basically, it tells people not to report unless they're absolutly certain that the player broke the rules. 3) Insead of your ingame name, wouldn't it be better to write your Arma3 UID, so that I cannot report someone, in someone elses name. Otherwise people might post false reports in someone elses name, which could be devastating for that person.
  6. 17:30 GMT, that will probably interfere with dinner. If it does not, I'll try to be there.
  7. This seem somewhat vague and I am not sure how to interpert it. "Above requirements are a rough guideline to insure we only get longstanding active members to use this service." "If the staff knows you from in-game we will have no problem adding you to the squad even though you only recently signed up." The general guidelines says 3 months, but admins should know people from in-game far earlier than that if you're at least somewhat active. Does the second quote mean if the admins have "known" your name for 3 months, or simply if they recognise you? One would assume that a player who has been on the servers for 3 months must have been recognized, that he/she has to be known by some admin, or they havn't been fairly active? I'm mainly wondering because I'm curious about theese tags. I'm fairly new here and do not have 3 month on my account yet. I'm looking forward of getting the the "member"-tag, both in Arma and on TS, but I wouldn't really say that I'm in a hurry, but still curious of "when" it's appropriate. Other than that, how do the different squads differ? There is one "Ahoy Members", and then there are some for "game nights", and even some for admins. What's the difference? It it just the tag, or what's up with that? It even says "Or alternatively if you got a steamy hot wet pantie crush on any of the staff you can apply to them for consideration to be added to their squad tag" in a post where you sign up for the squads, but noone other than the admin who own that squad is in the admin specific squads, and isn't that really how it's supposed to be? I'm just generally confused ^^
  8. I've seen servers get left more or less empty after a jet pilot leaves, unless someone else steps up to take their place. If the troops get shot down too manny times in the helicopters, they will get bored, frustrated and eventually leave. I usually manage to fly people to the AO, even when the jets up, but that isn't the important part. The AI is bad, it isn't putting up much of a fight to the jet pilots, but they still shoot down the helicopters/jets in spawn and is generally a pain unless some pilot takes the buzzard AA to keep the skies clear. You often get theese scenarios when noone wants to fly the buzzard, and I understand why - it's boring. I don't like flying the buzzard-AA on the everyday I&A, it's dull. It's too easy, AI is stupid and you get killed while on the ground, not while fighting. Once the towers are down, you're flying around, doing nothing. Either you respawn and do some helicopter drops, or you wait in the air. If you respawn, the air will be filled with jets as soon as a new AO spawns, and thus the helicopters will get shot down (don't overestimate the average pilot), and if you chose to keep on flying you'll simply be waiting for anything interesting to happen. I'm quite patient and don't really mind waiting, but what are we waiting for? Some more dull AI jets that don't put up any kind of fight,? An AI in which you'll shoot one missile in, or chase behind incredibly close and finish with your main gun, without the AI even trying to shake you off. Other than that, you spend so much time simply waiting for things to happen. You're waiting for your rearm to complete, wounerable on the ground and often taking fire from hostile jets, and you're waiting for the jet to respawn. I wouldn't mind increasing the difficulty or even spawnrate of the enemy jets. I like the idea of having jets in the air, having something to accually avoid, something which force me to be more careful and on my toes when flying helicopters, but for that to work you need your buzzard to be active. You need a pilot for it and you need him in the air as often as possible. Having a jet pilot waiting in spawn helps noone, and it isn't fun for the pilot, and not having anyone on the jet bebcause it's dull and you spend all your time waiting, that doesn't help anyone either. I'd even go as far as saying that I dislike taht the enemy tigrises won't fire at you unless you're within 1km from them, I'd much rather have the AO being somewhat dangerous, but that isn't the point here. I see your point aswell and I somewhat agree with what you're saying, but it's fairly often not working propperly.
  9. Ahoy! I've been curious about EU3 for as long as I've been here. I've been playing on EU2 for a while now, but the teamplay and cooperation there is rarely as good as I would like it to be. It's often decent during Luetins gamenights, but other than that it's usually quite a mess. I've been eyeballing EU3 since the day I found this community, since it seems to be alot more coordinated, with mandatory teamplay and cooporation through TS (or well ACRE), but I still havn't managed to push myself over the edge and accually download the mods, to accually sit down, spend some time and learn how to play there. Does anyone have any eyecandy from EU3, such as videos, montages or similar? I'm very curious about how things play out on that server, and I'm concidering to at lest give it a try some day. Basically, I'm looking for some material to help me see how much fun I'm missing out on, so that I'll finally force myself to get my arse over there and indulge the parts of Arma I've never experienced before. So, if anyone dare, share some stories, videos or screenshots from your time on EU3, help with pushing me over the edge. //Someone *edit* Just realized there's a specific part on the forum for EU3, so if an admin would like to move this, please go ahead
  10. TheScar, you overestimate the teamplay during weekdays. During weekends, when the servers are propperly populated it works fine, but especially later at night during working days, the servers are less populated and the people playing rarely if ever cooporate. I know that the goal is to have everyone cooporate, but you mainly get a bunch of lonewolfs at later hours. I completly agree with what you're saying, but I'm also realizing that it's usually working really bad at later hours, as the playercount drops and the towers don't get taken down in time. You simply cannot do it all by yourself and you are usually stuck in a situation where there arn't enough compentent, cooperative players online to accually accomplish such a task.
  11. This isn't really an issue when everything works the way it should, but at times when there are fewer players online, or if the jet pilot isn't capable enough it can be a pain. This was the case yesterday. The AA pilot didn't perform very well and there were plenty of enemy jets in the air, shooting at the helicopters both in spawn and to/from AO. After an hour or two the jet pilot left and I stepped up to take his place. First thing to happen is that I get shot at while taxying to the runway, great. After waiting for another jet (10 min) I'm airborne. Straight into combat, takes out 4 jets and need to rearm. During the time I land and rearm another jet respawns and shoot me down when on the ground, so I'm forced to wait another 10 minutes and thus the air is filled with jets again. During the very next takeoff I'm taking fire on the runway, but manages to get up and airborne and later take out the enemy jets. The AI is really stupid and flies horrendously bad, but they tend to get the jump on you when you're on the ground. They shoot as you take off, land or rearm, and you can't really do much to avoid it. If you get shot down, you're back to waiting another 10 minuits, there's just so much dead time, time spent simply waiting for a rearm or your jet to respawn. Other than that, they're so bad that it's barely fun to take the jet and fight them. I only took that role yesterday because we needed someone to kill the Jets, not because I wanted to, and I'm a guy love flying both the jets and helicopters in Arma. The issue is that you spend so much time simply waiting for the jet to spawn or rearm. You could basically tab down and use a timer for the spawn when you die, since you'll have to wait anyways. Sure, you could take a helicopter and try and do a dropoff, but then another pilot would take the jet slot unless you're back at the hangar as it respawns, and you usually won't be. This could be solved in different ways. The respawn and rearm time of the jet could be decreased, and the base AA could be extended to cover the landingstrip better. Me personally would love a combo of this, combined with having AI difficulty increased slightly on the jets, but I understand that that might not be possible without changing difficulty on everything else. Anyways, long spawn times and too dull AI makes jets quite boring in I&A. It also causes frustration among the troops, who usually blame the helicopter pilots for taking missiles from enemy jets. Basically, rather than decreseing the ammount of enemy jets, decrese the downtime of the friendly jets.
  12. Yeah, I found it now, thank you guys! Thread can be closed/removed, I've gotten my answer ^^
  13. You sure? I need to check that again then, I've been looking for that for several days, must be doing something wrong
  14. It would be nice if you could change the render distance from the pilots hangars aswell, and not just the standard spawn. The pilots are probarbly the ones who are in the biggest need of accually changing this setting, especially the one flying the jet.
  15. Behave on the servers Follow the rules, and encourage good sportsmanship. Simply, encourage good behaviour and discourage people from raging/flaming. Tell people in a gentle manner when they're breaking the rules, let them know that what they're doing isn't allowed and give them a chance to change behaviour. If they keep on breaking the rules, get on TS and fetch an admin. Help out never players Answer newer players questions, both on the forum and ingame Take rookies/new players under your wings, by inviting them to your group and make them feel welcome Encourage your squad to go on TS to communicate better and get to know eachother, after all, we're a community - make some friends. Try out different roles It is important to know how the different roles play. Some people rage on pilots becase there isn't one at the heli pad the second they spawn, or because they get shot down by an enemy jet while in a hummingbird etc. The different roles play quite differently, don't just yell for a medic if you're downed in a field where you're clearly visible from enemy troops, get someone else to move you to safety. Concider helping the medics by moving troops, don't put your medics in scenarios where they have to do all the work and then yell at them for a squad wiping. If you know the different roles, it's alot easier to understand why different people act/behave in different ways, and you can use that knowledge to utilize those players better, making everyone happier.
  16. Someone

    Orca spawns

    This has been suggested before, and a couple of us pilots were discussing the Orca on TS yesterday. I wasn't the only one who missed having an Orca. I agree, the Orca isn't as good as the Ghosthawk, but that's the point. It's a more manouverable helicopter, depenging more on the skill of the pilot rather than the thick armor of the Ghosthawk or Huron. The Hummingbird is currently my favorite helicopter out of the ones the pilots gets to choose from. The idea of having to fly low, to avoid everything from gunfire to missiles, it makes things interesting. You're in a fragile helicopter, and it's your job to take the troops safely in and out of the AO. You're small, fast and nimble, and thus are able to get close to the AO to pick up and drop off troops where the heavier helicopters simply cannot. This kind of flying is fun, it keeps you on your toes in a way which the heavier or more heavily armored helicopters simply wont.
  17. Thank you Dingo, I'll have to give that longditidual shift thing a try! After some digging on the internet I managed to find some predone profiles for the jets and I've begun to modify them to my liking. There's just so much to learn right now, even simple things such as where everything is on the HOTAS, what info is displayed at what gauge, or that you have to keep your throttle at 0 to be able to turn on an engine which you've accidentally turned off. You know, smaller things I've basically decided that I will print a PDF file with my controls and have next to me as I begin flying, I think that will help untill I understand where the basic controls are. It's alot easier to accually manage once you've learned where you have your flaps, airbrakes, drouge parachute, wheel brakes etc. One of my most amazing "misstakes" this far has been to accidentally eject instead of selecting the target, did not expect that and it was hilarious ^^ And no worries raz, your answer still helps ^^ I'll begin with the Flaming cliffs jets, learning the basics and then, when I feel ready I'll try to move on to more advanced jets. I havn't flown that much, only a few hours, but I'm still amazed by the game. I'll most likely end up buying more aircrafts down the line, as I've been really impressed by what the game has had to offer thus far
  18. I didn't play Arma: Armed Assult, I didn't even own a PC back then. I'm originally a console gamer, with a background of games such as CoD, Halo and Battlefield. I had seen Arma before, but as I looked it up it didn't seem to be my kind of game. It seemed far too slow, complex and I didn't really think I would enjoy it. I am far from the only one who had this assumption about Arma. "It's a military sim that appeal only to military fanatics". I overlocked Arma, it simply couldn't be a game for me. Years later I, as manny other found this guy Frankie on youtube. He was playing a modded version of Arma, a exploration/survival game with an insanely large map, a game in which your goal is to survive by any means nessecary, a game in which killing the opponent isn't always your goal. If I remember correctly it was even around the same time as the hunger games movie was released, and this was an opportunity to try and live through the same destiny as the kids in that movie. I had watched frankie play, I had followed him and only by watching his movies, felt competent enough to finally decide to give Dayz a try. I bought Arma 2 and Operation Arrowhead, downloaded the mod and off I went. Framerate was horrible, I was lost and didn't know what to do. Spawn, found a zombie, died. Rince and repeat. I tried to get in to the game for a few hours, but always managed to get myself killed within 20 minutes or so and eventually gave up. I lay Dayz aside for a while and kept watching Frankies videos. Somewhere down the road I realized that a friend of mine had Arma 2 and Operation Arrowhead, and we decided to give it a second try. It was much easier learning the game together, and it didn't take long untill we we're getting pretty decent at it. The Arma players would still kill us any day of the week, but among the Dayz players, we accually managed to do quite well. Somewhere down the road we decided to give regular Arma 2 a try. With some basic knowledge from Dayz, we managed to adapt ourselves enough to play some Arma 2 wasteland, and we did quite well. You learned the basic combat, the vehicles and as we worked as a group of 2, we managed to overman most people who played by themselves. We rapidly learned to play the game, and became quite good at it. After having learned how to play Arma, we took that experience back to Dayz. We built bases, stole recourse, found friends, built alliances and generally had an awesome time. Dayz taught us the value of accually playing together, as it was the teamwork which allowed us newer players to compete with the more experienced ones. Then there was Arma 3. We played Arma 3 from the get go, beginning with wasteland which we knew from earlier. Wasteland got boring quickly, so we gave king of the hill a try. King of the hill was an amazing gamemode for a while, as you can turn any game from a loss to a victory simply by cooperationg as a team, and it was some change from the slower wasteland. King of the hill is something which I still play a great ammount of, but now I want the real Arma experience - that's why I'm here on Ahoyworld. I went from a person who tried to survive the zombie apocalypse by myself, to a guy searching for a server to grow on as a teamplayer, as a part of a group. Arma has been quite the ride and I'm sure that there are manny, manny people taking the same rout as I am to finally end up in servers like theese. You can complain as much as you want about Dayz, complain about how it killed the Arma spirit, but witout Dayz, I highly doubt that Arma would be the game it is today, the game we've grown to love. It would lack the budget, the playerbase and so manny people, me included would have missed out on the gem that Arma truly is.
  19. I'm so happy that I'm not the only one who at times get frustrated at how simpleminded some people appear to be when they talk with the helicopter pilots. I'll try and tell some of my experiences from flying helicopters on theese servers. DudeX mentioned theese five points, and I'll have to say, he's spot on. 1. too close 2. bad choice of terrain 3. impatience 4. the hilltop 5. extraction As a pilot you can often work around a bad LZ, such as a LZ that's too close or a bad choice of terrain such as the peak of or the wrong side of a mountain. The impatience, lack of communication and generally bad extraction markers on the other hand are difficult to handle and the people on the ground don't seem to understand that. I don't know how manny times I've seen people simply yell "evac" in chat and expect a pilot to pick them up from somewhere, when the pilot has no idea what so ever on where they are. No evac markers are set and once you accually get there they're often angry that it took so long. Those sites are rarely, if ever marked with smokes. The bigger missions tend to be marked and smoked propperly, but side missions or crashed vehicles etc are usually badly marked and rarely smoked. It's the same with dropping off troops. Some people just say "drop me at my squad" or "drop me at this player" and then don't mark their squad on the map. The pilot can't tell where your squad is and if you don't mark it, you're not going to get there. I don't know how manny times I've had to tell people that, I simply cannot see your squad hexagons and that they will have to place a marker. I have no idea what so ever where your guys are and cannot get you where you want to go based on "drop me at my squad". As a pilot, I don't have time to search the map for certain names to find where your buddy is, you're going to have to place that marker for me or accept that you're getting dropped at wherever I find suitable. If a pilot tells you to place a LZ marker, then place a LZ marker. The pilot is flying, navigating, typing, trying to keep track of where the troops and the other helicopters are, avoiding AA and jets, while trying not to hit the ground, all at once. You're just sitting there, waiting to get delivered. Help the pilot by not forcing him or her to do extra multitasking, just because you're too lazy to place a damn marker. The best experiences I've had as a helicopter pilot comes from the times I've flown in dedicated, more experienced squads. It often begins with a squad leader, waiting outside of the helicopter as his troops are loading in. Once you see a guy waiting next to your helicopter, you know you're in good hands. Once we take off, the squad leader knows where he wants to go, tells about the situation in the AO and with that intel we discuss and decide on an LZ that should be safe. Optimally the squad leader marks the LZ on the map. Once the troops are done and they want an Evac, a EVAC/EXTRACTION marker is set on the map. They tell about the marker in chat and once the helicopter approaches a smoke is thrown. They are patient and do not run up to the helicopter as it's approaching, and instead keep some distance until the helicopter touches ground. Again, the squad leader is the last person to enter the helicopter, to make sure that noone gets left behind. Usually you don't need all of this to make a good extraction or drop off, since you can see friendly troops on the map and you can utilize 3:rd person to look around your vehicle, but it all helps to make life so much easier for the pilots if the crew accually cooporate and help him. Now I'm going to tell you about my worst ever helicopter experience. This was during the 2016-01-29 Luetin PVP event, and many elements on the HUD was turned off. You were in a first person lock (amazing for immersion and great fun), and the waypoint marker was turned off so that you couldn't use it for ranging out enemy troops. You couldn't even see your friendly troops marked on the map. Try doing a good drop of with theese settings based on the information "drop me at my squad". No markers, nothing. you don't know where you have friendly units, you don't know where you have hostile units. You now have a pilot, navigating from what he can see with his eyes, as no waypoint is able to be marked, a pilot with vision limited to first person for looking around his aircraft and spotting troops and landmarks, a pilot who does not know which troops are friendly and which are hostile. It is not easy to tell troops apart when flying, they're too small and you're moving too fast. For this pilot to make a decent, safe drop off it is now extremly important that the guys in the helicopter communicate with him. They need to know where they want to go and they need to mark the location on the map, as they're the only ones who know where their friends are at. The troops also need to tell when they're out of the vehicle, and at extractions, tell when all guys are inside. The pilot cannot tell that from first person, the visuals to the rear, sides and underneath are very restricted, often even entierly covered. Don't take this the wrong way, flying in that PVP event was probably the most fun I've ever had. The innitial flying to the objective, when you had an entire crew went fine, as the group leaders forfilled their roles, but the extreme lack of communications from the rest of the crew to the pilots made it incredibly difficult to get guys back from spawn to their squad once they died, and even though I repetedly told them that they had to help me with a marker, I rareley got one. Manny of those landings were done completeley blind, and the troops could just aswell have been dropped beside hostile units, just because the crew refused to communicate.
  20. I'm most pleased with my choice. The FC3 seems like a much better kit for new players, as you get a little bit of everything and it is more than complex enough to keep it interesting. Everything seem so immersive and there is so much to learn. Lights blinking, warning sounds and gauges to keep track of. I did a quick Google search and found a 149 page long pdf on how to fly the F-15C, so there is much room to grow as a pilot. Somewhat intimidating, but one step at the time I assume. Can't wait to get home, figure out how to set up a profile and get flying again ^^
  21. Ended up with buying the Flaming Cliffs 3, havn't flown much yet (about an hour of derping around in instant action with the F-15C and the Su-27) but it look, sound and feel amazing. The sound and feel of the F-15C engine when you give it some throttle - amazing. Seem to be quite the pain to set everything up though, so manny options and not knowing what most things are, in combination with a really lackluster default keymapping to the HOTAS. They only appear to have mappings for the most basic flight controls of the x52 by default. Rudder, pitch up, pitch down, roll, switch to cannon and fire, that's basically it. I presume it's possible to download control profiles that other's made? I'll have to look that one up, and see how I'll manage to get everything set up. Also it seems like I have to set everything up for every aircraft, is that correct? There doesn't seem to be a way to set up a "general" control scheme and then have it carry across the other aircraft. Basically, zooming with scroll wheel was "default" on the F-15C, but I couldn't with the default settings zoom like that in the Su-27 an had to lean in with my TrackIR to zoom. Configuring the keys for the Su-27 to have the same zoom shouldn't be that hard, but it's weird that it isn't done in the same manner by default. Such simple and basic things should carry across all jets, but perhaps that's just my opinion.. Some fiddling with the controls will have to be done, but all in all I'm really amazed by this game ^^
  22. Ahoy! I've wanted to give DCS an honest try for a good while, but I don't know where to start. I've always loved the concept of flying and I fly in basically all games that allowe me to, but I've never flown in a flight sim before and DCS has always seemd like such a hassle. I've got a x52 pro, a set of saitek cessna rudder pedals and recently bought me a TrackIR. I got all theese toys and I feel as if it's time to dust them off and try my wings, but where do I start? I know that I don't need any modules to begin flying, but it feels as if it would be easier to "force" myself to learn the game, had I invested some money into it and since the modules are on a 30% sale I might aswell get one before the end of the sale. I don't have a single hour in DCS as of today (downloading the game right now), but are there any modules which you recommend to newer players? I've tried to google some and the main modules people seem to recommend for newer players are Flaming Cliffs 3 and A-10C. I've always had a crush on the A-10, but the A-10C module seems really complicated in DCS. Did anyone here begin with A-10C? How difficult was it? Should I get Flaming Cliffs now and A-10C later? What do you guys think? //Someone
  23. Wouldn't it be nice if EU1 and EU2 accually differed some? Back when there were an "accidental" first person lock on EU2, that was amazing, I personally loved it. It does so much for immersion. I've had most of my fun on EU2, I keep telling myself that it's less "messy" there than on EU1, but I have nothing to back that up with. It just feels as if the people on EU2 generally play more as a team, but I might be wrong.
  24. Ahoy! I though I could create a similar feedbak/thoguhts thread to the one Zhenylas created after the last PVP event with Luetin. I think we could all agree on it being a little bit chaotic, with people not knowing what's going on, people being impatient, bringing in friends and similar disordingly behaviours. After playing the game and later watching the video of the stream, there are a few things that could perhaps be said to help on improving this experience. Luetin seemed somewhat frustrated, things didn't work out as intended and people didn't know what to do and how to act. This is simply a thread where we could try to discuss how to solve those issues and hopefully make these nights work better. Some initial thoughts Luetin constantly had to repeat the rules and mindset of the mission to the players who joined late. He had to repeat himself several times, as new players joined and having to handle that while at the same time setting everything up is an unnessecary, tedious task which probably can be avoided, or at least improved on in the future. My propsal to mend this issue would be that rather than having to repeat the same thing, over and over again, at every event, wouldn't it be better to have a pinned post on the forum with the basic rules which always applies to PVP nights? A pinned post, which would be mandatory to have read before joining the server, a post which you can link to the new players and explain that they must read it thoroughly and follow theese rules prior to joining. It isn't an entierly open event, one could at least expect the participants to read through some basic rules in order to get acces to playing. The same post could be used over and over again, and thus make the briefing much shorter, with less works for both Raz and Luetin during gamenights. Some suggested rules would be that people need to learn how to use the Virtual Arsenal prior to joining. You could even in the rules have a link to some youtube video of some guy explaining how to use it, and having people watch it and set up two barebones kits before they even join the server. Make it mandatory to have a basic NATO kit and a CSAT kit, or anything along those lines. Manny people didn't appear to have used the Virtual Arsenal, and having to explain and try to solve such basic things on the fly takes unnecessary time and focus. Some people didn't quite understand when everything should start and there were some general confusion in TS an hour or so before the event were to start. You clearly stated the time and timezone, so people could easily have converted the time themselves, but apparently people still had issues doing this correctly. I saw that Gopher (another streamer and Youtuber) used this link posted below to help his viewers convert the time to their local time. People shold be able to convert times themselves, so if it's a hassle, don't bother, but I think that a similar link to this under the initial post would have helped those people get in on time. http://www.timeanddate.com/worldclock/fixedtime.html?msg=ELITE%3A+Dangerous+LIVE&iso=20160129T2130&p1=187&ah=2 The missions Luetin already seems to know what did and didn't work with the missions, but as a first time PVP night visitor I could aswell give my POV on how I experienced it, and perhaps try and give some insight in why I think things got somewhat confused. The first mission On the first mission NATO knew where CSAT would come from, but as Luetin later stated, we in CSAT could have put our pilots to better use. We could have flown a squad in behind enemy lines without any real issues and thus working around that. Everything worked fine, we were just to slow to get moving in the first place and had some comunication errors between pilots and group leaders, but all in all everything seemed to work quite well. Even though the mission played out quite slow (again, our fault) it was a good mission and great fun. The second mission There were some issues with how we would communicate with the hostage, but thanks to some good feedback from the stream a solution was found and the mission was quickly started. During the seconds mission, CSAT didn't initially realize that the airfield would be guarded. I don't know if we didn't interpret the mission correctly or what happened there, because we didn't expect a full hostile base at that airfield. We had basically planned on hiding a few troops near the runway and grab the pilot as soon as he landed and got out of his jet. We flew in, had our hellcat fiered uppon and had to to ditch our "ambush" approach for another one on the fly. Thankfully the mission didn't end with our hellcat getting fiered upon and the mission could continue. Unfortunately the mission later ended quite abruptly with the VIP getting shot. I don't have a solution to this, such things happens when people are tensed up. Perhaps an even mroe obvious outfit could have been used, but how obvious should one need to be? Anyways, theese things happends, it's a shame that it did, but there's no reason to get hungup on that. Other thoughts As a person who's only played on EU 1 and 2 earlier, it was quite a step up in difficulty. We had 3 squads set up, 2 for ground units and 1 for pilots. As a pilot it was very difficult to keep track of what was going on on the ground, as we couldn't see the group markers. Telling friend from foe was difficult, but added a great ammount to immersion. Going from a server where you can see teammates on the map, to one where you have to ask if the target is friendly or not, that's a big step up in difficulty. Going from a server where you can place a marker and have a waypoint show up to a server where you can't, that's a step up in difficulty. It really helped with the immersion, but I would also think that it was the reason behind some of the disorientation. As a pilot, not having that waypoint was kind of weird in the beginning, you had to navigate using landmarks and spent alot of time watching the map, nothing which you're doing in EU 1 or 2. The renderdistance was rather short (forced by server?) and you couldn't always see the landmarks you expected to see. It wasn't as bad as it was for Luetin while landing that jet, but I personaly think that a slightly increased render distance while flying (if possible) would make navigation in aircrafts alot easier, either that, or simply keeping everyone in the same group so that the pilot can use the group tags to help and navigate from those. Conclusion All in all I'm amazed. I watched the fist PVP night on the stream and it looked amazing. I wanted to be there, this was just the gameplay I was looking for. I created an account on Ahoyworld, played quite a bit on EU1 and 2, but I could never even have imagined how amazing theese PVP nights would be once you were there, experiencing it first hand. Sure, everything didn't work out as intended. It took longer than expected to set up and the missions wouldn't work propperly etc, but all in all it was an amazing experience. I've played Arma 3 for 1000+ hours, but those few hours yesterday was by far the best hours I've ever had in Arma. I really do hope that this one night of misfortune won't discourage Luetin from hosting anymore of theese nights, because I think I just fell in love with those nights. That's about all I have to say, cheers and see you on the battlefield. //Someone
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