Jump to content

Liru the Lcpl.

Community Member
  • Posts

    336
  • Joined

  • Last visited

  • Donations

    0.00 GBP 

Reputation Activity

  1. Like
    Liru the Lcpl. reacted to BACONMOP in Invade + Annex 3 // impressions - feedback - rant   
    Because you are "Invading" and annexing. It is supposed to look like a quick setup, as if you just landed and secured that position.
     
    Because there were originally only going to be 2 heli's but too many people complained about it. and so you can use the vehicles to get around.
     
    Note sure about the radio tower, they are still in and marked on the map. CAS should be deadly.
     
    Vehicle repair points have been replaced by the fact that a support hemtt should spawn at each FOB. Also by the fact that FOB's spawn more powerful vehicles, usually based on a certain theme for each FOB. And I do plan on putting in a system where you can initiate an assault to capture a FOB from the main base in an update at some point.
     
    real combat is confusing. be glad that you have the tools that you have. The group leader is real time and individual units have a few second delay.
  2. Like
    Liru the Lcpl. reacted to TheScar in Invade + Annex 3 // impressions - feedback - rant   
    base design
    New base looks more like a quick setup for a insurgency army - i quite dislike the position for it too,as you have to travel a shitload of dirtpaths and rocks to get off this (in a vehicle).
    Way to much vehicles too,we dont really need 2 Hunter HMG + 2 Hunter + 2 Hunter GMG,then the usual gazillions of Quadbikes on base and the Prowlers (which dont apply to the vehicle respawn once no person is near,i crashed in 2-3 by now that just idled empty on a dirtpath forever).
    And where are the liftable Offroad Repair Service vehicles - did they got cut?
    Also,base is exposed to FF as base protection script ends just on the hilltop nxt to base and is currently greatly abused by multiple players.
     
     
    AO´s
    Looks like the radiotower task totally got capped as i failed to witness one radiotower (at least the marker isnt seen on map anymore) and therefor its hard to judge if a AO is safe to approach in vehicles.I just drove in a KUMA (side reward) to nearest AO,fired 2 shots then got rocketeered by enemy air with 1 single rocket. So we back to CAS is now deadly again.
    Imo there s a way over the line use of the enemy Artillerie obj.Seen at least 4 on 2 different AO´s.Then now its only Sorchors and no guard infantry,guard tanks or whatever - they just sit there waiting to be shot and keep on their firemission.
    I dont see the point of the AO caches too,its nice to have a additional task in AOs,but what use has it to do this prior to clearing AO per se?
     
     
    advanced FOBs (Martian,etc.)
    Managed to turn a AO into a FOB after completing it,altho its hardly any difference.You get 1 Hunter HMG + GMG and a truck + a Ammo Box Cache (Arsenal).
    No Vehicle Service ability - you still have to move back to base in order to service your asset.
    Which leads to the question of "not having Vehicle Service points" like before on I+A 2 regualr spread on the island.Cant understand that not having this.
     
    overall issues
    I dont find the performance of the mission to be greatly better than before,to me it plays very mediocre,to give a example use a river at best performacne - right now it feels liek a muddy swamp to me. Cant back that up with fact/data.
    The marker script showing actual groupnames looks nice,but has its issue too.Its not 100% accurate on position and hard to view on map compared to I+A 2 where you coudl easily sit on base and make sense of the movements of markers/people doing stuff.
    "Clear Vehicle Inventory" options needs to be added to all vehicles.
     
     
     
     
     
     
     
     
     
     
    Overall,its a good throw but i need to adapt to the new style of the mission.
    Honestly,its not a thumbs up for me (yet) - i keep comparing to much to I+A 2 and this isnt necessarily a good thing,but like said i´ll adapt.
    Currently i see this more like a beta version of the real mission,as imo there quite a few things that needs to be tested (if it fits the community style of play) and some kinks being worked out.
     
    So far,great work Bacon,keep on bugfixing and see how your mission plays out to the different playstyle of the community.
    I´ll be eagerly watching.
     
     
     
    EU1 / version 1.001
  3. Like
    Liru the Lcpl. reacted to Gal in EU1 Altis or Tanoa   
    Thanks S0zi0p4th, i thought Altis was gone for good from EU1.
     
    Will try again or ask on TS.
     
    Have a good one
     
     
  4. Like
    Liru the Lcpl. reacted to S0zi0p4th in EU1 Altis or Tanoa   
    Hi Gal 
     
    EU#1 should be on Altis 
    while 
    EU#2 runs Tanoa  
     
    Iff this isnt or wasnt the case contact a admin on TS so we can solve it 
    thx and have a nice day
  5. Like
    Liru the Lcpl. reacted to TheScar in Invade + Annex 3 // impressions - feedback - rant   
    side missions
    Gone for the " Destroy Protoype" mission and found it heavily occupied by enemy forces (2 Gorgons,1 Mora,1 flipped Frit,2 Quilins + the T100 obj tank + 7-8 sqds of inf) which is kinda a tad OP in my opinion.The fact the T100 isnt offline more so is driving around too,looking like a regular guard tank for the mission kinda screwed my recon over.
    I realised about at the 5th Titan i fired into it (not blowing it up).
    Nxt side mission to go "Secure Chopper" which in opposit to before mentioned mission had only 2 Fritt´s + 1 ZSU + 1 squad inf.
    Kinda irritating.
     
     
    base lights at night

    how about editing some chemlights around choppers and installment in the later (cosmetic) edits,espcially in changelights dawn and dusk its kinda messy to approach (for me)
     
     
    base AA
    works excellent !
     
     
     
    EU 1 / version 1.004
     
     
     
     
    @fir_nev
     

  6. Like
    Liru the Lcpl. reacted to BACONMOP in Invade + Annex 3 // impressions - feedback - rant   
    ACE was never on EU 1
  7. Like
    Liru the Lcpl. reacted to fir_nev in Invade + Annex 3 // impressions - feedback - rant   
    Feedback and Suggestion for EU1 - v1.02
    Scripts
    As mentioned, we need the following proven scripts:
    Drag and carry script for all players Clear vehicle inventory Lock turrets on helicopters Asset cleanup to follow the older one (500m from the last player) - @Liru the Lcpl. and I had some fun with Teddy's fraction of ZEUS with a bunch of guys when, suddenly, the Medical HEMTT that we alighted to engage enemies just despawned. We were barely 50m - 75m away from the vehicle Additional Arsenal
    Can we have additional Arsenal at the back of Vehicle Depot? Sometimes when our characters are walking from the VAS officer to the vehicle parked at the quad-bikes' spawn due the the weight, some idiots just drove off seeing no pilots to ferry them to missions.
     
    Kill Log
    This needs to come back as we do not want any innocent players nearby a troll or teamkiller getting wrongly kicked since U have to zoom into the map for player's identification. If a player wants to make a Player Report but has no video recording software (I know there is OBS and ShadowPlay but let us assume the complainant is a kid playing on a laptop), the log will serve a good alternative for proof.
     
    Vehicles
    Maybe add an Off-Road (Services) and we cut down on the armed Hunters?
     
    Mission Markers
    If they always get 'Unassigned' every minute after acitvating. Only Squad Leaders will not have such issue?
     
    New Side Missions Initiative
    I have not tried them but they do feel like a breath of fresh air.
     
    Constant Spawning of Priority Target: Artillery
    I understand that this is to prevent players from camping but when I play with few people, it can get frustrating as we need to divert our attention away from the AO. I think I am going to have a love-hate relationship with this one.
     
    Sorcher and CAS Activation
    This looks good. So far, do we have any complaints of TKing with this? If so, can the culprit be identified for doing such calls on friendlies?
     
    Medic's Role Needs A Rethink
    I personally think insta-kill physics will make future Combat Life Savers not bother saving incapacitated players. I could be wrong as we are in the early stages of I&A3
     
    Despite the teething issues, this is a good build. We hope that this can attract more (mature and cooperative) players.
  8. Like
    Liru the Lcpl. got a reaction from Kyle Clements in Blowing off steam   
    *sits in the corner listening to Feel Good Inc. holding up '2017 comeback' sign and checking every day for ticket sales to cross something off of the bucket list*
  9. Like
    Liru the Lcpl. reacted to fir_nev in Invade and Annex 3   
    Cons
    Trolls are taking advantage of the no-Teamkill feed Players stuck at death screen even after revive Could not carry or drag casualties Pros
    I understand that I&A3 is to push players to a more infantry-base gameplay I will copy and paste these points in the feedback thread (if there is any)
  10. Like
    Liru the Lcpl. reacted to Teddy in ZEUS actions   
    artillery tank as a reward
     
    artillery tank as a reward
     
    artillery tank as a reward
     
    Oh god why! That's just asking for mass team killing!
     
     
  11. Like
    Liru the Lcpl. reacted to Winter in arma-2017-road-map-annocement   
    Can't wait to see I&A 3 on Malden. This is bound to be great. What are your opinions on the matter? I'm hyped, goes without saying. Only thing that's making me uncomfortable is that I have to get my wallet ready. The fact that Malden is for free makes me happy, though.
     
    Link to the roadmap: https://arma3.com/news/arma-3-roadmap-2016-17#.WArABOCLRaQ
     
    And yeah, I'm probably a bit late with this. Still, there's probably people who haven't seen it yet.
  12. Like
    Liru the Lcpl. reacted to Eagle-Eye in ZEUS actions   
    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.
  13. Like
    Liru the Lcpl. got a reaction from Eagle-Eye in ZEUS actions   
    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...)
  14. Like
    Liru the Lcpl. reacted to Eagle-Eye in ZEUS actions   
    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.
     
     
     
    As for the reward, aside from a good time (which I hope they have, but is very subjective), it is the only way Zeus can show appreciation for joining his mission and bringing up the extra effort that was (likely) required. On EU #1 and #2, it could also be used to "balance" the former side mission rewards (e.g. if Zeus has been online for a while, and noticed mainly pilots have received rewards from previous side missions, he can give something that better benefits ground troops, or vice versa).
     
    In my opinion, Zeus should also apply finesse to his rewards, blend them in the story of his mission or his feel to how the AO progresses.
    For example:
    - An enemy helicopter over the main AO is a PITA to many players over an extended period of time. When it's finally shot down, Zeus can create a scenario where instead of it being destroyed, it was able to crash-land somewhere, and if players can secure it before the enemy retrieves the pilots and blows up the heli, they can recover it for personal use.
    - An attack on an enemy installation, or just disabling a vehicle until units leave instead of destroying it could provide a map or folder with some intel on a current or future AO.
    - If players are having a tough time with an AO, Zeus could leave 1 or more damaged or "abandoned" enemy vehicles at random places in the AO, where they may or may not be found.
  15. Like
    Liru the Lcpl. got a reaction from PiranhA in ZEUS actions   
    The quote is regarding an event in the link where my players killed themselves because they were too close to a satchel that they placed to try to demo an ammo cache.

    In my honest opinion, Zeuses NEED TO adjust to the players so they can make a mission that they will enjoy and find compatible...but some people have the fame to make the playerbase adjust to them... and it causes a lot of weeding out of people...

    But there are some actions that happen that not even the great Zeus can control...hence the link...
  16. Like
    Liru the Lcpl. reacted to PiranhA in ZEUS actions   
    Do players have to adjust to a Zeus, or does zeus have to adjust to the players?
  17. Like
    Liru the Lcpl. got a reaction from Kyle Clements in ZEUS actions   
    For EU 4 you're going to have to talk to the CS about that one. EU 4 was Lt's private event server but I think something along the lines of scheduling Spartan events on EU 4 would be a cool idea. If the event is properly advertised I can assure you that you'll have a 20+ player turn out (as I did months back when I hosted custom zeus ops) but maybe we should throw that into the suggestion box, or pass the idea to @MessedUpSmiley who's handling the Spartan project.

    On a side note about rewards...use common sense guys... spawn stuff that you could hypothetically easily blow up later

    Also 300th post...THIS...IS...AHOYWORLD!!!
  18. Like
    Liru the Lcpl. got a reaction from Kyle Clements in ZEUS actions   
    Speaking as someone that's been zeusing actively for a few years, has done some zeus work for Ahoy already (and will be again sooner or later  ), and from the sideline of independent indifference here.

    I have a few pointers that should be made based on what I just sat down and read.

    1. Consider making an extension to the whistle blowing topic for the new Spartans. I won't lie, it takes many MANY mission creations to get a good feel for making missions, but every playerbase is different. Every playerbase has different skill levels, strategies, levels of interest, and so on. It is EXTREMELY difficult to Zeus for an actively public server where people can just drop in and out compared to zeusing for a fixed playerbase such as a clan or a group of regulars.

    *That said*

    Based on what I have read (and experienced first hand on EU 1), I think there needs to definitely be some sort of report thread so @MessedUpSmiley, @Chuck Norris, and other admins can see what some Spartans are doing, and then guide them in the right direction. Hell, i'd be willing to give a few pointers as well when it comes to balancing and spawn design. The skill of zeusing takes quite a lot to critic, and yes there will be bad experiences down the road BUT the zeuses will become better mission makers as a result.

    2.
    If you really want to line up a shot to kill some player (so long as its 100% justified) just line up the AI and set his skill level to 100%. This however should not be necessary however. You're making missions for a public server for the playerbase. Killing them off is NOT a good way to give them a good time. As people have said, shoot AROUND them, not AT them. Heck you can even wound them with a precise 9mm round to the chest or appendages if you really want to scare them. You're doing this for THEIR immersion and THEIR enjoyment, and that's what keeps players always coming back. That's ESPECIALLY IMPORTANT when you're just a Spartan working for your beloved Ahoyverlords. You're representing the admin team with every op, so try to make it a good experience for them  

    3. I really do think Ahoyworld should make some strict guidelines about certain topics which many Zeuses vary on in the real world (and I often have disagreements with the great Luetin09 on some of these) regarding how to deal with lone wolves on foot and vehicles, the use of fire support such as mortars and mines, rough estimates on the amount of units Spartans are limited to spawn, how complex the AOs should be, etc. I think, with that framework in mind, it'll give the Spartans a clear path to follow and perfect.

    That's really just my two cents on this situation. Yes, people are going to die in Zeus ops. Yes, they might be a pain in the butt to complete. Yes, accidents WILL happen, but that's how people learn.

    In my personal opinion, i'm just happy to see Zeus ops again

    Let's see what you guys think...
  19. Like
    Liru the Lcpl. reacted to TheScar in ZEUS actions   
  20. Like
    Liru the Lcpl. reacted to Cebi in ZEUS actions   
    @IOnceWasATeddy: Are you perhaps using ARES Achilles expansion. As I remember it can provide a smooth transition of weather like it is possible in Eden editor.
     
    @AllSpartans
    I would still love to see if SPARTANS can find a way to make little enhancements to existing missions or HELP players in need (teaching them perhaps how to be better in arma and provide advice?) and not just LB dudes spamming Z/Y key. I know you want to let loose to your creativity but in most of the times, you are actually hurting the performance of the server and adding a little value for people that joined public I@A server which is listed as Coop and not as GameMaster.
     
    On the subject of giving OP (you know which are those) rewards: Just don't. If an experienced player gets it, he will break the mission for others and he will irritate you.
     
    For example:
    EU4 is empty and unused to my knowledge. What about some Gamemaster events on that server. You can create arma 3 vanilla missions for events in there without much restraint. If you are good you can build your playerbase. For advertising purposes, you can place for example Mission objective in base of EU1 and EU2 server which will list name, IP of server and message that there is ZEUS mission in progress on EU4.
     
    What I am proposing is this: Do not hijack server full of people for Zeus mission but make EU4 The place to be!
     
     
  21. Like
    Liru the Lcpl. reacted to Cebi in EU1, my first impressions ramble   
    Ahoy Radek
     
    I will try to give you some tips that might enhance your experience on EU1 and EU2 :).
     
    Command/Coms:
    Teamspeak channels for EU1/2 are used by a majority of people which are sometimes more talkative than my mother-in-law . Jokes aside, only a few players from EU1/2 go to TS but you can very often get help from them because they tend to be more cooperative as you can motivate them by yelling. With ARMA in-game chat  you can make your life easier if you modify you HUD layout in settings. You can make the chatbox bigger and thus you will see more messages displayed. You can also scroll by using page up/down when you have activated chat by  "_" to type.
     
    Classes, weapons, difficulty:
    Ever tried to engage a player in PvP beyond 1500m with 30mm cannon HE rounds...they will seem to be just as dumb as AI, but in reality, they are clueless and hopeless. They will try to disperse but on the Altis there are few places to hide. If you fiddle with AI (spot targets for them) you can get them to engage as far as server set object draw distance (actually further but let's not complicate things more). If that is set lower, AI will look dumb to you because it can't spot you over its object draw distance. But AI spotting distance is lowered further by its skill settings, if the player is prone, if it is dark, if you have sillencer...etc.. This is something I experimented on some time ago so don't sue me if this info is outdated.
     
    The way I see AI difficulty is this: You can choose to outsmart the game or you can choose to play the game.
    Most of the ppl will lay down on the hill and kill AI at a range. It is a perfectly reasonable thing to do when you have powerful optic sights, but they are robbing themselves from thrills of fighting the AI at a distance when they can see you,target you and engage.
     
    When I am using assets I am trying to not waste them (it is forbidden). If I know that Anti-Air will not engage me at certain distance i would be fool to enter its engagement envelope. So for example there was a time i flew with BlackFish armed. The pilot used pylon turn with a small radius (less than 2km) and orbited in high speed (>400kph) and thus accuracy from onboard guns was piss poor and we took a lot of hits. When he left i got the pilot slot. I asked the gunner what was his object draw distance. It was 6km. So I opted to hover in air 1000m AGL 4 km out of AO. The accuracy of the guns must have been much better because he managed to wipeout the AO from enemy armor presence in very short time period. We did this twice then I felt we are making the game for other too easy so I left to fly transports. This is the example of Outsmarting the game. 
     
    Playing Infantry is for me the other way around. I take a rifle and dive straight in, to dance between bullets. I don't like playing AT because it would tempt me to outsmart the game and not play it.
     
    Population, co-op and tactical skillset
    If you don't know the pilot, you can judge his skill by looking how he is landing at pads. If he has problems and overcompensates a lot, then take next one or take a hunter or offroad.
    Optionally you can do side missions. Sometimes I can only see one or two ppl at those. There you seldom need to worry that somebody will steal your kills before you get to the action.
    If people would use "technological edge" over opfor, you would have even less action. Mortar gunner cooperating with UAV operator can sometimes kill most of the enemy infantry before players even can move from old AO to the AO.
     
    The difficulty was somewhat harder before with AI jets spawning. These days we only get strafing runs, but before it was full on AI CAS and AA. It took some skill but it was hard for new players. Imagine you are new to I@A and arma and you decided to take a slammer to AO to help and probably TK some in TI mode. These days you are golden until you arrive at AO there is only wild side mission spawn that can endanger you. But in the past you could have been taken out anytime by ATGM that you would never see coming. If this happens near base you will probably take next vehicle, but after 10 driving to Syrta...you will rage quit and probably never return
     
    Sorry for such essay. See you in battle fellow countryman.
  22. Like
    Liru the Lcpl. reacted to TheScar in EU1, my first impressions ramble   
    now stop grabbling this fellow,he´s not interested greatly in EU3!
     
    This guy is EU1 material - and i m saying this in the best positive way in case there s any doubt in my judgement ...
    Welcome Radek,get a glass of good ol buddy Whisky and dont look at those guys by the bike garage anymore
     
     

     

     
  23. Like
    Liru the Lcpl. reacted to Colsta in EU1, my first impressions ramble   
    Two things regarding that:
    - EU#3 shouldn't be greatly affected by the I&A3 release, as it doesn't even run I&A, and I'd say a good amount of players there don't usually play EU#1/2, if at all.
    - It's empty depending on times and days. It's been seeing a stable player count of ~15 players at night (in Europe) during the week, and ~20 on weekends.
     
    As a side note, if you're interested, show up to the EU#3 meeting tomorrow, which we'll follow with a gamenight, where we'll play a different gamemode than the usual Gauntlet that runs on Enhanced.
     
     
  24. Like
    Liru the Lcpl. reacted to radek in EU1, my first impressions ramble   
    thanks for the feedback guys. yes I'm aware of EU3. I got it running some time ago, but the server seems empty most of the time, among other things. i'll check it out more closely after the IA3 hype settles
  25. Like
    Liru the Lcpl. reacted to zissou in ZEUS actions   
    So here's the list I came up with, I'm willing to accept ideas and suggestions and hope this goes somewhat to reassuring players, also remember you can at anytime contact the admin team with any concerns or complaints. 
     
    Spartan Dos and Don’ts
    1.      Your main role is one of making sure the mission runs smoothly. That means alerting admins of any rule breaking. If it becomes clear that you are not reporting troublemakers your Zeus access will be revoked. It’s absolutely pointless having staff members on a server if they are not prepared to act in the best interests of players.
        If an admin joins the server sees lots of TKing that hasn’t been reported and multiple AFK players you will lose your spartan status.
    2.      Do augment the existing missions in novel ways. Make sure that it looks organic and never give players the impression that the mission is unachievable. Example: if sending in reinforcements do it once don’t keep dropping paratroopers down again and again.
    3.      Don’t spam that goes for; lightning, artillery, mortars or units. Think about what you’re placing and why.
    4.      Don’t entertain requests: Don’t lightning or teleport stuck players, they can respawn. Don’t fix broken vehicles they need to sort it out themselves, don’t do the job of a player if they need ammo let the team do it don’t spawn in an ammo box. If you don’t you will get nothing but a list of shit to do when players could be doing it themselves.
    5.      Don’t suspend the main mission you might think your mission is great but that’s not what people joined the server for.
    6.      Don’t spend too much time on your mission server restarts happen all the time and you will feel shit if you’ve spent an hour on a mission just to have it disappear.
    7.      Spawned items should not appear miraculously no one should see a unit being spawned in.
    8.      Until it’s resolved taking control of AI and killing players is not permitted it will be classed as teamkilling.
    9.      Observe potential troublemakers Zeus is an incredibly powerful tool for seeing how people are playing. Keep an eye out for AFK players, keep spawn area relatively tidy.
    10.   Don’t play container Jenga.
    11.   Do go easy you don’t have to be building missions all the time.
    12.   You must be on teamspeak if you are in Zeus.
    13.   Do not interfere with other people’s work if someone is Zeusing (you’ll know because they’re on TS) don’t do anything Zeuswise when one is already active, one Zeus at a time is enough.
    14.  Custom missions should be not longer than 20/30 minutes. The creator must be present for the entirety of the mission. The mission should be cleaned up afterwards. If the creator has to leave he must delete all traces of his mission.
    15. Don’t give perks to players you know. Don’t punish players you don’t like.
    16.  Missions should be small, don’t use the big premade ares bases don’t place too many objects or units and don’t waste time on fluff.
    17. Artillery and mortars, don’t aim and don’t spam, a round should land before the next is placed, never aim exactly on players but around them it’s much more entertaining for them.
×
×
  • Create New...