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Liru the Lcpl.

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Posts posted by Liru the Lcpl.

  1. For anyone forums snooping here are the three ops today:

     

    Operation Throwback
    CSAT have set up two artillery positions close to our location in the town of Neochori and are using the town as a staging area to bombard our positions across Altis. Enemy composition is moderate, so expect a mix of armored vehicles and infantry with air assets for QRF. Anti Air batteries such as Tigresses and fixed static AA titan launchers are also expected, so give the town a wide birth. there may also be a defensive mortar position in a military base closely, so watch out! Your objectives are as follows:
     
    Operation Silencer
    With the enemy artillery taken care of, we can now move into CSAT's territory unmolested from long range artillery. To the south of the first AO, in between the towns of Poliakko and Therisa, there are two radio towers that are coordinating CSAT air assets for the entire country of Altis. If both were to be destroyed, we can deal a serious blow to CSAT forces. Enemy composition is a bit lighter, but be aware that the towns of Poliakko and Therisa have heavy garrisons and will field CSAT reinforcements to the area in between where the radio towers are. Your objectives are as follows:
     

    Operation Bleeding Heart
    Priority! it appears CSAT has called in reinforcements from an AAF garrison in Molos, and the AAF have mobilized a large convoy to head to Kavala on the main road. We estimate that the convoy will leave in about 15 Minutes and head to Kavala utilizing the main road. You MUST set up somewhere on their path, ambush the convoy, and annihilate it. Your objectives are as follows:
  2. So we've been saying this over the past 2 weeks now and we *finally* have something down to announce with a good week's notice!

    Starting on the 12th of April, we're going to bring back dedicated Zeus ops to recreate the good ol' days when Luetin09 was here. Ops will begin around 8:30 pm GMT on Wednesdays and will go for a few hours, with 2-3 ops in mind for the evening. The map will be either on Tanoa or Altis (and we might even bring back Stratis for a day), so make sure you prep yourselves! We haven't decided which server will be used yet, but expect anywhere from 40-60 slots to be available to the public, first come first serve.

     

    Any Spartan is allowed to be on the zeus interface and we're going to encourage multiple zeuses acting at once to deliver a good experience, so expect these ops to be pretty large scale! We will do our best to keep them simple, however, in order to accommodate for various player skill levels!

    This brings us to our next point: above is a poll that i'd like people to answer regarding what type of ops they'd like to see on these nights. I'd also appreciate any feedback below!

    And before you ask: Yes Scar, some ops will let you have tanks to use :P

    We hope to hear from you all soon!

    Regards,
    -Wiwu and the Spartan team

  3. Tanoa is a good map, but unoptimized for sh8t. You can still memory leak on 64 bit for example.

     

    I'm sure EU2 will turn into a Malden server when Bohemia releases it to see how it goes or something... also...

    5 hours ago, Expos said:

    Perhaps it's time for me to get more involved and do some regular ZEUS - Stuff on EU4 to Keep TANOA alive at all...

    Check back in 24 hours about that, Fabs and I have been talking...

  4. No. (But I have a counteroffer)

     

    That's my two cents right there. This won't work at all in the sense you're thinking @Eagle-Eye

     

    Now, I don't mean to shoot the idea down harshly, but take it from a guy that does zeus work on a full time schedule. I've done this in the past, and only through VERY CAREFUL management does a PvP+E (Player Vs. player + Environment aka. AI) work. The zeus needs to make sure the enemy players are ABSOLUTLY CLEAR on their roles to do things, hence why even I do it so rarely. Applying that to a public server would be chaotic and I can assure you that it would be abused to hell. programming wise you'd also have to factor in different respawn points for CSAT at every main and side AO. Furthermore people come to I and A for casual ops. if they want PvP, they generally go somewhere else like king of the hill.

     

    Now, let me break a few things down using zeus logic:
     

    On ‎3‎/‎20‎/‎2017 at 0:10 PM, Eagle-Eye said:

    1) Main reason (every time probably) is very simply because AI can be really dumb sometimes, and you need a human brain to close that gap. E.g. if you're far enough or when AI are garrisoned in a building, AI will never react, despite being massacred. Also in CQB, AI have some serious shortcomings...

     

    The AI will ALWAYS be dumb. Even with mods like VCOM and ASR_AI 3, the AI is trash, but a zeus can always do their best to adjust things. Granted, Achilles has many more tools for this, but with simple Ares, there are still things we can do here to improve the intelligence of the AI. If someone's sniping the AI from afar, call in a vehicle to come by the AI, remote it, then scan around with thermals and take pot shots at the sniper. If they don't react at all, shoot in front of them. if they really don't get it, kill them. If Ai are being dumb while their building is being breached, use the ungarrison command. trust me, it gets the players EVERY TIME, and I've been told that's one of the best things the players love to see when the AI do a small counterattack.

     

    On ‎3‎/‎20‎/‎2017 at 0:10 PM, Eagle-Eye said:

    2) The entire idea behind I&A is that the island is controlled by an enemy force, but those forces are always restricted to just the AO circle, give or take a few 100m. With human players, they could be coming from and/or set up anywhere, including somewhere outside that circle. Keeps everyone on their toes.


    If you really want to bypass the AO limits, just spawn in units at a player's flank (within reason, we want the players to win, remember? :P) or take a vehicle on a patrol route and maneuver it around. Personally, I love to take an armed Quilin, load it with a fireteam, then drive it around and order the fireteam to assault the players from a flank. it keeps them on their toes, and the chain gun from the Quilin at a range past 100 meters is a great weapon for suppression, with a very low chance of actually killing the player.

    Now, let me tackle some other points here...
     

     

    On ‎3‎/‎20‎/‎2017 at 0:10 PM, Eagle-Eye said:

    with the current 60-player limit, we could have 45 - 50 BLUE players VS normal AI and 10 -15 RED players.


    You're going to want to increase the ratio significantly. I've done experiments with 40-60 players and, although it heavily depends on skill and communication, you generally want 8 Players to a single enemy player, so a ration here would be around 7-8 CSAT to 51-52 NATO. think about it. CSAT coordinating ambushes with explosives and grenades, using AA and AT to effectively take any armor and air out, they have a small group to keep themselves organized and comms clear, NATO gets WIPED if too many CSAT are on a team, regardless is NATO has a 3:1 force advantage. Seriously, the worst I've seen it is 4 CSAT players staying in a base STOMPING 50 FREAKING NATO PLAYERS FOR AN HOUR because their comms were on freaking point.

    COUNTEROFFER:
    I know Fabs and I have been talking about bringing back zeus days to Ahoyworld. We're still working on ideas but this could be one of the main themes we provide on those days. It would be interesting to see what Ahoyworld does with this gamemode...

     

  5. Let me just put up some of my two cents here about testing the dev branch with the 64 bit executable in both stress testing and some test ops via the zeus interface.

     

    1. Yes, frames drastically improve (We all knew that though XD)

     

    2. Memory leaks ARE LESS FREQUENT, THEY ARE NOT GONE FOR HIGHER END COMPUTERS. To give some background through the stress testing, in the 8ish hours I spent on Altis doing stuff, I only leaked once BUT 4 seconds later it actually recovered. After a few recent updates on the current standard build of Arma 3 I've noticed the same, so it's possible they're tweaking something else to fix this. Tanoa, however, still gave a few crashes...then again Tanoa is still pretty unoptimized...or just the thick jungle is pure evil. for the best effects, just keep running your graphics on medium if you're going to zeus or play in heavy action ops, still have your zeus minimize destroyed vehicles and smoke use, etc. etc.

     

    Also, I say for higher end computers because I've never gotten a memory leak on a gaming laptop that runs Arma 3 in low quality but still gets a solid 25-30 FPS, and I used to play Arma 3 on it from when the tanoa update came out and the memory leak error began up until early September when I upgraded to my dedicated rig.

     

    3. Just remember... expect to see a lot of mods break with the impending update of the .exe file... and knowing some of these mod teams...expect it to take a few weeks before everything is patched up.

     

    GL and HF!

     

    From your local friendly Zeus,

     

    -Liru

  6. 2 minutes ago, PiranhA said:

    I have been playing for around 7 to 8 hours on eu2 today. It started with me alone, waiting for 45 minutes for others to join (so i did some solid "homework").

    For what ive seen today:

    - No teamkillers

    - No fog whatsoever

    - No arguing

    - No griefing

    - No noobs

    - No annoying zeusses

    - Not a single admin-needed-situation (!)

    - Good teamplay

    - Average of 15 to 20 people online

    - About 4 to 5 ao's done

    - About 5 priority missions done

    - 2 Side missions completed

    - Enough pilots (4) when i left the server (just now)

     

    All in all a very good day for me on eu2, keep it up!!!


    So...basically we've reverted to what we had about 6 months ago...EU 1 is the free for all and EU 2 is the more tactical I and A...

    GG WP

  7. 27 minutes ago, Grezvany13 said:

     

     

    Doing Zeus ops for 4 years still doesn't make you an expert, and co-zeusing with Leutin is something completely different. EU1 is a public server with arcade players, not a server where teamplay is enforced up to a semi-realistic level.

     

    And I certainly don't blame you for the AI and server scripts; I do blame you for letting people rage-quit because you as a Zeus destroyed their game.

     

     

    In the end it's the job of Zeus to make it a more challanging game for the players, not to have fun killing as much people as possible. As a Zeus you have the all-seeing-eye and can see where everyone/everything is, but the last thing you should do is abuse that "power" for your own entertainment.

    Watching back large parts of your stream, the only thing I noticed was you having fun killing players (and sometimes where the AI didn't or even couldn't see).

     


    first paragraph: I wont address nor counter to prevent a potential argument, and I know it's arcade. I rarely use artillery, I normally use what's at the AO or give small reinforcement to it, and apply additional reinforcements to help keep the combat going.

    Second paragraph: If players who bring AT can't destroy a BTR until it gets right on top of them, a BTR that can naturally be a part of ANY AO. That's not my fault, and I did not break any of Zissou's rules illustrated in the second page of this thread.

    Third paragraph: I completely agree, and I do think that you're right and I should tone down the player killings, though most of the time when I kill, it's to finish the job that the AI have already lined up. ON TOP OF THIS the kills are aimed to the legs and are meant to put the players in the wound animation so a medic can heal them. it's always been that way.

    @PiranhA That would nullify the point of Spartans and the rank itself, but it's up to the admins. Also, "cockyness and greed for popularity" ?

    I think it would be wise if I stopped the replies from my end and just waited for an admin's ruling because at this point, based on what I've just had the pleasure of dealing with for the past hour, this will quickly derail the thread and that's pointless.

  8. 1 hour ago, Grezvany13 said:

    Just played for several hours on EU1 with a Zeus (@Liru the Lcpl.) and got killed over and over again while trying to be a mortar team.

     

    Although I gave him the benefit of the doubt of not messing with us, watching his Twitch stream afterward made me believe that he activily was messing with us (and basically every player on the server). After pointing this out he simply said that he didn't do anything and it was all AI, however his stream proves otherwise.

     

    As I said before; I believe the Zeus should enhance the gameplay of the players on the server, which may include directing AI to the right direction. However, actively sending overpower AI (BTR or Tigris to a small squad) is NOT enhancing gameplay.

     

     

    Link to stream: https://www.twitch.tv/lcpl_liru/v/102094651

     

    Pointers:

    1:58:10 Sending BTR to mortar position

    2:15:00 Stealing vehicle and gear of mortar crew

    2:20:00 Telling "us" (follow chat by "Fierce PC") he didn't do anything

     

    And these are just 3 things which I could quickly find (more happened before and after).

     

     

    I'm not saying that Liru should be revoked directly from his Zeus permissions, although I think this is the classic example of how it should not be done.

    Hopefully we all learn something from this, and I hope the AW staff can use this to set up better guidelines on how it should be done.


    *cracks knuckles*

    Pointer 1: I sent a BTR From the northern side of the AO to you guys at the southern side of the AO on the hill with the castle on it after you brought 4 hunters up to that hill, had multiple CSAT airstrikes pepper that hill, and artillery cake that hill. Logically CSAT would send something up there to confirm the kills. I already sent 3 fire teams up there and you guys took them out, so naturally i'd send something bigger. the AO is a giant open field and that BTR took about 10 minutes from the northern side of the AO to get to you, so you had a 10 minute time frame to call AT to your position or at least call out the BTR. You were using command chat and the BTR came in the same direction (down to the same path) as the fire teams, so there's no excuse. I've zeused on that AO 4 times already and the first three times the vehicles were normally taken out pretty quickly so it was surprising to see that BTR climb all the way up there. Furthermore you actually DID have AT with you because you were still able to blow it up once it got to the hill, so that's on you buddy.

    Pointer 2: I do it all the time. If you're going to leave a bunch of vehicles out and about, CSAT should be able to salvage them. If you don't like it, either guard the freaking vehicles or use them. the fact that I can sneak a single CSAT guy past a squad of NATO troops and actually take the vehicle is not a reflection on my end, but your own eye sight.

    Pointer 3: he was claiming that I was intentionally aiming the AI Scorchers onto his position, which is run by a script within the server. I was merely stating for the record that I have no control where the scorchers prioritize there targets.

    I could keep going but honestly, what's the point? Then again, I love discussing actions and helping people to make improvements and all, and also, shout out to you for checking the stream out ^_^ 

    It should also be noted that on the next AO, when the mortar team changed its position to be further back from the new AO, they were only engaged ONCE by myself, and it wasn't even to kill them, it was merely for effect via placing a red smoke shell, waiting 15 seconds, then placing a single 155mm strike north of there position, and they dispersed properly and I made sure NOT to kill any of them. The fact that you kept dying on the mortar team on THAT AO was to enemy artillery fire and airstrikes which I can't control, and the BTR was a single incident I used to keep the pressure going, and I was shocked to find it actually get there. if I meant for the BTR to be a big thing, I would have followed it from the northern side of the AO all the way to your position, hell I would have remote controlled it,

    Seriously find all the points you want, I can easily justify any of your gripes. I've been hosting Zeus ops for 4 years, and can justify every single one of my actions. the stream is for evidence if these sort of threats ever come to me. on top of this, I now co-zeus with luetin09, so by all means, call me inept.

    In conclusion: Don't blame the zeus for the AI and server scripts.

  9. 5 hours ago, fir_nev said:

    For my case, embarrassingly twice. After launching my Titan AT, I proceeded to reload thinking that the missile had the lock-on still (it lost the lock just as I pulled the trigger). Next thing I know, it came back to me after 1 or 2 seconds in the air. I&A 2.85.


    That's exactly what happened in this case. If the person was shot, then they would be purple on my interface, but they were blue, meaning the guy fired an AP or AT manually fired missile, it swung around, then hit him as he was reloading. Again, quite hilarious!

  10. 14 hours ago, BACONMOP said:

    So what exactly is wrong with the mission then? Why are people not playing? Are they not playing because there are no pilots, if so why are there no pilots playing. Are they not playing because people don't like tanoa or don't have tanoa? Is there a bug with the mission?

    When there are no pilots, people generally use the boats. however, the boats don't respawn by the spawn base when people exit them to get to the AO and people don't want to drive. As a zeus I've had to go into the server and manually bring the boats back to that base cause people were sitting around doing nothing.

    That's the bug ;3

  11. 11 minutes ago, Winter said:

    I have literally no idea who to side with in this thread, since everybody has fair points. But I must admit that I found it pretty hilarious that we had a 155mm Cluster round flying right into the spawn, killing about 10 people after one of the new spartans thought that it was a good idea to give them an artillery tank as a reward for doing his mission.

     

    Totally didn't see that one coming. Though, I think their "styles" of Zeusing should adjust to the playerbase eventually. Just give them some time. Best thing would be to pin the post with the "do's and don'ts".

     

    blindsided-by-breakup-didnt-see-it-comin

    I was among those who died horribly that day.

    This is why we need to limit the freaking rewards... that's not a zeus style, that's just BS waiting to be abused...

     

     

    3 minutes ago, Eagle-Eye said:

    Valid points, Liru, hence why Zeus should aim to include as many as possible and the must to inform applicants properly. It's also a matter of knowing your player base, of course. I know I said "hardcore mil-sim", but I think we all know and agree we won't find many players like that in EU 1 / 2, definitely not enough to fill an event, and creating an event mainly for EU 3 / 6 players isn't a smart move (or possible, AFAIK) for the new Spartans.

    And I completely agree. the better you can judge your playerbase, the better operations that you can design for their skill levels. if I have more snipers, i'm adding more statics for them to pick off. If they have veteran AT gunners, i'm adding more ground vehicles to the op. If they bring AA, i'll bring in a chopper for them to swat, etc.

    The true reward zeus players get though, is the shenanigans that results from these ops...

  12. 1 minute ago, Eagle-Eye said:

    I'd say it depends on the mission...

     

    1) When enhancing an AO, either by controlling AI or by using "sub-missions", Zeus should completely fold to players, in order to enhance their experience and/or help them complete the AO.

     

    2) When stand-alone missions are created on EU #1 and #2, I think they should ideally meet somewhere in the middle, though leaning more towards the players.

    As Zeus, you should be able to estimate what your audience is capable of and create your mission accordingly, while as player, you should be aware that most Zeus-missions require a bit more teamwork and/or finesse than a regular AO...

     

    3) During special Zeus events, e.g. on EU4, Zeus should aim to include as many as possible, but should also have the option to make the mission the way he wants it. Difficulty could range from "rookie hour on EU #1" to "hardcore mil-sim", but his event announcement must properly inform what is expected from the players that join up.

    Counter: If you make the zeus ops too difficult, your players won't come back. I've seen it waaaaaaaaaay too many times to a large range of players, both noobs and pros. people come to Zeus ops to be entertained and a thrill, and a challenge second. Trust me... your playerbase is everything when it comes for zeus ops...

    You get more leeway as a zeus for a public server because the playerbase is already there for the server's I and A, but again, don't ever, EVER be a reason why people LEAVE the server...that's a no no... (of course I don't have the authority to say that here but in my opinion that's common sense...)

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