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Eagle-Eye

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Posts posted by Eagle-Eye

  1. EU2 indeed spawns an Infantry Transport Blackfish at the main airport FOB (Terminus), but it's not often used.

    I think there are three reasons:

    - Player count usually doesn't require the capacity of the Blackfish. A Vehicle Transport wouldn't make that much difference either until FOB Bravo is active, because only that one has a Marshall. Other vehicles can be lifted by Ghosthawks, or not at all.

    - For whatever reason, FOB's don't seem to activate on EU2 much. When they do, most people don't know about it.

    - Personal opinion, but I feel Tanao isn't large enough for an aircraft like the Blackfish. By the time you've reached a decent speed, you need to reduce again for landing, or if you want to do a HALO/HAHO, you need to fly in circles to get a good altitude without overflying AO.

     

     

    EU1 would benefit from it more, given the player count and distances, but one problem I see there is that not everyone on EU1 has Apex, so they wouldn't be able to fly it... Also not sure if it could prohibit people from joining, like we had with Cryo's event recently, where it blocked people without Apex because of a single Qilin somewhere on the map?

  2. As a pilot, you're moving a lot faster than infantry, so all these textures need to be loaded faster and more often. Once loaded, they'll be put in your RAM, because your computer would need too much time to retrieve them from your HDD/SSD every single time.

     

    Also, because you move faster and have access to long range weapons, you need a longer view distance. Instead of all objects in a 1500m radius (infantry setting), it has to render and texture all objects in a 5000m radius (pilot setting). This is not a linear, but an exponential increase in objects, especially around dense areas (bigger cities or forests).

     

     

    Quite easy to run out of memory like that...

  3. There have been multiple topics on this already. IIRC, it's not really possible to create a black- or whitelist for a specific role (too time-consuming mainly), nor is it really what AW wants to do with EU #1 and #2.

     

    When you see a bad pilot on, you can always give him tips and tricks (instead of the usual messages that appear on chat after a crash). Maybe even have another pilot take him aside for a moment to give a quick run-through of the basics.

    If that doesn't help,  you can ask him to leave the slot for someone more experienced, and suggest he first trains offline.

    Finally, if he doesn't (want to) leave, you can try to get a hold of an admin to assess the situation, but I don't think I've ever seen a pilot being kicked for bad flying.

     

    As for the overall quality, I'm sure we can arrange trainings more often, similar to what we had with Cryo's event. If there's an interest, I'm willing to spend some time organising another one. :)

  4. I had the same problem when I logged in as regular Rifleman and Ast. Autorifleman. Oddly enough, even putting my TS output up to the max (+20dB, I believe) didn't give me any noticeable difference in-game, but when someone actually talked through TS, it was extremely loud.

     

    According to what I could find with a quick Google search, it may have something to do with ACE hearing (as said by others, helmets and earplugs muffling the sounds), but couldn't find a fix so far.

     

    EDIT: Connected again today. Didn't have the issue at all. Weird... :/

  5. A few assumptions in this reply, but reading through this topic, I understand the current theoretical chain of command is like this:

    Cannon fodder < Fire Team < Squad < Platoon Command

     

    Cannon fodder just follows orders given by 1 Fire Team Leader. One Squad Leader controls 2 FTL. Platoon Command directs however many SL there are plus the "special purpose teams" (pilots, FSG, AT, ...).

     

    In practice, however, it happens quite often that Alpha Squad Leader needs to control Bravo Squad plus the SPTs, effectively becoming Platoon Command. As such, isn't the simplest solution that once Alpha is full, Bravo Squad Leader is the first that needs to be filled, if necessary, by someone transferring from Alpha, or by someone in another Bravo squad slot taking up field command until the Squad Leader arrives on scene? It would seem odd to me that an entire squad could operate without command, so having their own leader should be a PRIO 1 necessity. Also, if Alpha Squad Leader at one point becomes saturated, he has Bravo Squad Leader to fall back upon and delegate responsibilities to.

     

     

    Also, assuming the above is correct, I would think the SPTs are in fact on the same level as squads, supervised by Platoon Command? In such a case, SPTs wouldn't need so much controlling (top-down = "you go there") as they require coordination (sideways = "request you go there") with other squads. In theory anyway, if assistance from the SPTs is required, a Squad Leader should only have to ask "request X at location Y", and the SPT should be able to continue on their own from there. Of course, the Squad Leader making the request could add extra vital information (at time Z, caution 1, suggest you avoid 2, ...) but it's in no way necessary.

     

     

    Could be wrong, but despite being a more tactical server, there doesn't appear to be much live training, aside from bringing what you know and learning as you go. (unfortunately, this is often the best way to learn things the bad way)

    Maybe that's also part of why it's hard to command a larger team? I'd put emphasis especially on radio discipline, since it is something that usually doesn't come naturally and needs to be taught, while saturated or stepped-on comms is often the main reason why commanders start losing situational awareness, and a FUBAR develops.

     

    That being said, as it's vital in any two-way radio communication that you keep the frequency clear, chatter is filled with specific phraseology to convey as much information in as short a time as possible, but if you don't know the lingo, it's all just a bunch of words thrown at you. I'm not sure if brevity is being used on AWE, but so far, I haven't been able to find an actual brevity guide (if there is one, could you please send me a link?). In my opinion, such a manual could be very useful, especially for new guys, and if there is none available already, I'd vote for creating one.

     

    For example, instead of "I've got eyes on an enemy T-72 driving towards us, bearing 304, distance now 853 meters" (quote similar to what I often see or hear on public servers), you could just say "tally tank, northwest, far, hot". It's a bit less precise, but it gets everyone looking in the right direction and assessing the situation much faster, and if necessary, you can still request/give more precise information later.

  6. When I'm on and see that the AO would benefit from it, and indeed for a bit of variety, I will sometimes spawn 1-2 Hummingbirds on EU2. Depending on how long I can stay, I'll make it so that they can or can't respawn. Probably that's what you experienced.

  7. Having only connected to EU3 for the first time ever yesterday, I don't have much weight to put into the balance, but for whatever it's worth ...

     

     

    3 hours ago, Ryko said:

    The problem is that we don't have so many players that we can afford to be choosy with how the server is run.

     

    That depends on what your intention is with the server. If it is to have a more tactical environment than what EU1/2 generally offers, then you have to accept that some people will not be able or willing to make the cut and are thus "not allowed" to connect. This will undoubtedly have a negative impact on the size of your player base, but if those that are in are all like-minded and you get the atmosphere you were aiming for, you have achieved success. Quality over quantity...

     

     

    7 hours ago, Kieran Collier said:

    TL;DR How can we realistically reduce the workload of ASL and therefore make it a more appealing role?

     

    Because of my lack of experience, this may be a bit too simplified, but easiest possibility imo: dynamically disperse tasks, and proper communication. If the ASL is task-saturated, he should assign someone else to take over a certain task for as long as necessary.

    E.g. if ASL needs a few minutes to do *insert an ASL task here*, other tasks can be taken over by a TL until he is done. If that means that ATL has to temporarily *insert an ASL task ATL would not need to do under normal conditions*, so be it... (the task dispersion) And then it's up to the ATL to know what ASL needs to know, and what would be nice for him to know, and what he doesn't need to know at all... (the proper communication)

  8. Off-topic to initial post, but AFAIK, adding silencer = longer barrel = higher bullet speed, which improves range and accuracy. Can't remember if it also changes impact and stopping power.

    Also, the bullet will still "crack" (the supersonic boom you hear) when it passes you, but by dissipating the sound and smoke/flash at the gun barrel, it will be harder to find the point of origin.

  9. 19 minutes ago, Jason. said:

    I thought it would be common sense, but I don't see how it's a good idea to change the weather without asking the players first.

    I mainly use the Zeus interface to change weather, actually, and have generally done so without asking first... My reason is explained by what I just tried on EU2, with approximately 15 players on (myself not included)...

     

    I asked if anyone was interested in something different than clear sunny skies. Over the course of 5 minutes:

    2 replied they liked it as it is and didn't want weather to change

    1 said he didn't care, as long as it didn't hit his FPS

    None of the others seemed to care enough to even bother with answering

     

    As a result, weather is still CAVOK right now...

  10. When I first got on this morning (around 0900GMT, I reckon), I tried @TheScar's suggestion of setting clear weather and time acceleration to 0, to see if it had an impact. You not experiencing any (noticeable) fog throughout your entire playtime seems to confirm that fog is indeed linked to time of day then... :)

     

    The time did still appear to be going forward very slowly, though. I'm not sure about the actual rate, but I "paused" it at 08.40 and I later saw it at 08.59, so I'm curious to see if fog does at one point return.

  11. 2 hours ago, Cryo said:

    Uuuum, maybe because not everyone owns the apex DLC? If they don't own it, they can't join and they just stay on EU1. The map is prob the problem in my opinion.....

    Though I don't think it ever hit the 60 like EU1, I&A2.x on Tanao had plenty of days with at least 30, and often even 40-50 players on simultaneously, so that can't be the reason. Unless I&A3 made them ask for an Apex refund, of course...

  12. According to Gametracker, the average amount of players over a month dropped from 15 to 7, but I have the impression activity seems to be picking up again, with 3 consecutive days (past week) gathering approximately 25 players at the same time. We also have more pilots nowadays, in some cases even recreating the "issue" we had in I&A2 that pilots outnumbered infantry. :P

     

    5 hours ago, Gamerbug said:

    AI seemed very jittery, often half of thier body would disappear at ranges of about 700-800m, some floating tanks as well.

     

    I too have noticed a few bugs with AI. A lot of them seem to be glitching, either:

    - standing completely still despite there being a designated waypoint, or under direct fire

    - jumping front and back, as if they're lagging immensely

    - being stuck inside buildings or rocks

     

    The only way I've found to fix this so far is to select, copy, delete and paste them. :unsure:

     

     

    5 hours ago, Gamerbug said:

    Artillery mission appeared to bug out.

    What do you think is wrong with the artillery mission? Aside from the task showing as completed from the moment it spawns, and the long time for it to actually despawn once the Sochors are destroyed, I don't think I've noticed anything odd about it?

  13. Thanks for the feedback so far. :)

     

     

    On 18-11-2016 at 5:43 AM, Liru the Lcpl. said:

    We just need to fix the transportation system. people leave because there are no pilots and simple ways to get to the AO. Easy as that.

     

    On 18-11-2016 at 7:31 AM, fir_nev said:

    I suggest the following... [snip]

     

    So as I suspected, transport and accessibility are the main problems then? Though I have no say in the matter, I like the idea of paradropping in (more realistic than teleporting poles, which I thought about too as a temporary solution) but wouldn't that require that everyone takes a chute instead of a backpack? If there aren't any pilots to bring in supplies or take you back to base, you'll run out of bullets pretty quickly and you'll have to respawn just to get rearmed. Doesn't seem very fun either...

     

     

    9 hours ago, Stanhope said:

    When i joined yesterday I thought of something.  At the moment the base is at the south-center Island.  It's a fairly large base compared to EU1 with a decent runway and stuff like that.  Now what i thought might be a solution is to move the base to the south-eastern Island to the airfield there (I believe its name is St-gorge or something like that?)  I haven't checked it out in the editor (lot's of real life stuff going on) but if i remember correctly it only is a tad bigger then the one we are using now so it will still fit in the invade context (imo). 

     

    Now if staff thinks this is a good idea i am willing to make the template for the base.  It might take me a while because i don't know when i'll get a bit more time to game but i can probably get it done made in a week or 2.

     

    In the past week, I've made 4 bases and some adjustments to make Tanoa as a whole more lively, which I then suggested to / discussed with @BACONMOP. Initial response was positive imo, so I'm now waiting for news on if / how / when he'll use them in a public release. I can say already that St. George Airport is a no-go, though, because FOB Fin is already there. :)

  14. I know we have this topic to talk about I&A3 in general, but seeing how EU2 really seems to be struggling nowadays, I think it deserves its own topic to hopefully find out why it has become so deserted. If not, admins/mods are free to join the topics, or remove this one entirely.

     

    In order to knows what's going on, as many as possible should write here why they can't, don't want or maybe even refuse to connect to EU2 anymore, and if possible, what and how you would change to make EU2 more crowded again. Doesn't matter if you have already replied in the mentioned topic above. You can repeat or quote what you said there, here, to gather it all in one place. :)

     

    To give you a few examples of what you could comment about:

    - Tanoa: Lost interest in the map, is the high amount of objects causing performance issues, ...?

    - Server: Ping too high, server load causing performance issues, ...?

    - Base: Wrong design or location, does it not have certain things you'd expect there, ...?

    - Missions: Too hard AI, not enough difference between different AO's, ...?

    - Environment: Too much fog, too often nighttime when you want to/can play, ...?

    - Players*: Don't play as you'd like them to enough, annoying / TK'ing too much, ...?

    - Spartans / admins: Not doing enough to enhance gameplay, often not or too present, ...?

    - ...

     

    * Small note about a "special case", in my opinion: Absence of players, while a valid reason in itself, is a chicken-or-egg situation, in my opinion. Someone has to be the first to connect and stay there for a minimum amount of time to allow others to notice someone's on, so if that's your main reason for not logging on, I do hope you change your mind soon. :)

     

     

    To start off, the problem according to me:

    Personally, I think it's in large part because of the base location. The current situation is that the base is in one the corners of the map on a disconnected island, while it used to be almost smack-down the middle of the map, on the main island. As a result, having a pilot has become almost a must to get to any AO after the first 3 or 4. It seems that for some reason people aren't as eager to take the pilot slot anymore (I don't see why, it wasn't uncommon before to see 1 or 2 rookie pilots online in the past. Maybe because we only have a Ghosthawk to fly now?), meaning you're in for a pretty long boat trip + drive (if you actually manage to find a vehicle) instead. Add to that, that AI has become more lethal (especially when enemy artillery is active) and it isn't too uncommon to get the feeling you're spending more time ferrying than fighting. This results in a low fun factor, and if the server is up for a long time, the AO's are further out, which makes the problem even worse.

     

    Possible fix:

    - I'm working on a few ideas for alternative bases, which I will present to the powers that be once I have something worth showing.

    - As Spartan, I'm not a wishing well that will grant your every request, but if I'm online and you need something, ask nicely and I may be able to help you out.

     

     

     

    Now, on to you. :)

  15. 7 minutes ago, MDCCLXXVI said:

    1. go away

    2. stop whining

    3. something else (dunno yet)?

    Personal opinion: I think this reaction is uncalled for, especially since TheScar is not the only one "whining" (I prefer to call it feedback) about I&A3. We mustn't forget that I&A3 is still in its early stages, so I'm sure it's being looked into, and most if not all feedback is useful to them...

  16. Since I've become Spartan, I often try and get on the server to check for weather and time of day. I can't recall how many times I've changed it to clear / early morning. As Zissou said in the othter thread, however, it is somehow automatic, either by Tanoa configuration (which seems to be the case, since AW is not the only community where users complain about this problem) or a "core" server setting. As a result, a Spartan could remove the fog entirely, only to see it come back about 15 - 30 minutes later.

     

    Soziop4th (I think) recently tested something related to the Tanoa weather and fog, but no idea what the results were...

  17. At fear of sounding like a whiny negative SOB, here I am again with some feedback. Don't know what got fixed with the .10 update today, so just throwing everything I noticed on or feel about EU2 out here, as per Sozio's recommendation:

     

    - As mentioned by Sozio, AO's on EU2 used to be running in a loop, restricted to the Bacon's Mound, Rautake, Dr. Steve Zissou's Aquantic Center and Imuri Island. Yanukka used to be in the mix as well, but I haven't seen it yesterday or today so it could be out already? I'm fairly certain this one got fixed however, so we might finally see AO's heading towards other islands. :)

     

     

     

    Artillery / CAS:

    - While I applauded the arrival of Neophrons initially, I'm starting to feel they're a bit overkill, especially with low server populations. As mentioned before, with AO's close to base, enemy Neophrons will also lay waste to base so often, that you may just as well have someone stay there so he can activate the base defences immediately. Especially the Greyhawks are targeted, which results in helicopters right next to them being damaged / destroyed as well. This, in turn, prevents people from piloting, making the "pilot problem" we're encountering even worse. I'm hopeful this particular problem will sort itself out once the FLOT moves up, though...

     

    - I'm not sure if this will still be the case once the FOBs are active, but right now, enemy Neophrons spawn and take-off from what is to become FOB Terminus.

     

    - Artillery PRIO missions have become an annoyance, due to the frequency they spawn at. Earlier today, I dropped GBU's on the Sochors there. I saw the bombs hit, and someone else confirmed they were destroyed. I RTB'ed and did a run on another target, but by the time the Greyhawk was rearmed a second time, the PRIO was still in exactly the same place as before. Not quite knowing if it just took that long to register as completed, I sent a Darter to check and found 2 Sochors in perfect condition, so apparently, it had simply spawned right there again already.

    Silver lining, if you could call it that: After a while, PRIO's become predictable. So much so that a UAV operator can just set a Darter at the locations PRIO missions spawned in earlier. Each time the PRIO pops up, he can quickly switch to that Darter, set the laser marker, divert the Greyhawk, drop a few bombs and go back to the main / side AO. As with the Neophrons, however, I'm hopeful this issue will be less of a problem once AO's start moving all over the map.

     

    - Linked to the next item about AI skill: Earlier today, I dropped a guy off with my Ghosthawk and was just airborne when I heard a smoke grenade pop. I was wearing earplugs and could barely hear VON / TS over the sound of my engine, yet I could very clearly hear that popping sound, so it must've been VERY close by. All I was able to do was type "run" in side chat, but with only a few seconds to react, it was too late for the infantry unit I had just brought there. With his death and respawn, he actually beat me back to base, even though the LZ was only 2km out. Maybe AI's a bit too quick on the ball there? ;)

     

     

    AI size and skill:

    - Amount of enemy units is very problematic for low server populations, even more so than in I&A2 as they seem to have more skill than before. For example, I was flying a Darter approximately 600m out over the sea, almost 300m up, but somehow several enemy infantry units saw it AND hit it with normal assault rifles. I've also seen several encounters where BLUFOR units are noticed without hesitation and one-hit-killed, even at long ranges or in what would normally be an OPFOR's blind spot. On the other hand, however, AI can still be as dumb as a rock and not react to the player running 20m in front of him...

     

    - Sozio told me he didn't notice this in his tests, but during my attempts to confirm my Looping AO Theory, I believe to have noticed an extra amount of OPFOR units (2-4 squads, I'd say) spawn in once the RT is destroyed. As such, players could suddenly find themselves surrounded or face to face with enemies again, despite being 'safe' just a few seconds before.

     

     

    Rewards:

    - Bulb Of Saur noticed that side missions will be rewarded with tanks, e.g. the Kuma. While these are definitely nice to have, they become useless once the AO's move to other islands, since there is no way to take them there, even once we get the vehicle transport Blackfish. (except for Spartans teleporting tanks and their crew across the water)

     

     

    We also got a quick glance at the Tanoa FOBs today. I believe they are not really at the top of the list of things to update yet(?), but if I may, some suggestions to improve them:

    - FOB Eagle: The way the HEMTT's are currently positioned makes it hard to use them, as aircraft have an extremely large turn radius on ground. In my opinion, they would be better located lined up between and in front of both hangars, alongside the Orca. (picture can be provided to show what I mean)

    - FOB Bravo: Would advise to relocate the Cheetah from Eagle to Bravo, as it makes more sense to have it there. Given the high elevation, a helipad or service pad (including its own helicopter?) wouldn't look out of place either.

    - FOB Terminus: Same problem as with Yanukka AO, namely that we had a side mission spawn right next to it which prevented operating from the FOB. Haven't really paid attention to the vehicles that spawn here, so could be they're there by default, but perhaps the mentioned problem of reward tanks could be fixed by spawning them here?

    - FOB Fin: To me personally, it felt a bit underwhelming, considering the several boat spawns we have scattered across the map by default.

     

     

    Cheers,

  18. Ah yes, noticed that too. Vehicles don't automatically respawn when they're abandoned at random places. They probably remain too close to players for that, with AO's spawning next to each other? On the other hand, if AO's remain close to base, there's really no need for pilots to be around either...

     

    Also, no more liftable service vehicles on EU2, so a damaged Ghosthawk in the helipad area MUST be blown up if there is no repair specialist online (and with low player count, there usually isn't).

  19. 58 minutes ago, Stanhope said:

    I've noticed this too and think it's because of the fog.  The last 4 times i've joined eu2 I couldnt see more then 15-20m due to the fog.  When i get an admin/spartan/... to remove it, it seems like people don't leave as quick.  Maybe put a marker somewhere on the map to let people know they can ask admins/spartans/... to remove the fog if it's too bad?  (Although this could lead to players spamming admins/spartans/... for a little bit of fog, so maybe not?)

     

    The fog-issue was already present in 2.86. While I have the impression it improved in the last versions (M - O), it appears to have made a comeback in IA3. So when I connected last night, I expected to see a lot of fog, but visibility was still well beyond 1.5km, so that can't have been the reason so few people were on.

  20. Longer post than I had anticipated incoming...

    A few things I noticed in 3.0.0.4 or 3.0.0.5. I'll state where I saw them, though most were spotted on EU2. Some may be present on both servers. No particular order of importance or chronology.

     

    - During spawning of a PRIO artillery mission on EU1, Crater informed me that enemy infantry units spawned about 10-15m above the ground, and just fell to their death. Apart from the 2 Sochors, Ammo HEMMT and protective H-barriers, nothing survived spawning in. So far, I haven't seen this on EU2 yet, though I have noticed a few Artillery side missions spawn in with the objective map marker only covering water. (units spawn on the nearest beach, however)

     

     

    - I don't know if I&A 3 has a direct impact, but EU2 activity has taken a hit and went down hard. It was never as crowded as EU1, but on a normal weekday evening, you could still have 20 - 30 players enjoying 2.86, while now, on a Friday evening between 2030-2200Z, there were at most 3 people on.

     

    - On EU2, "Take Yanukka" is way too close to base, in my opinion. Squads are patrolling on the street alongside the runway, in the forests just south of base and enemy armour (Tigris / Kamysh / Marid) will drive over the runway every few minutes. Even getting your head out of base may be tricky if your timing is a bit off, so I've seen a lot of people just leave base on foot or in a Prowler, die, respawn, leave base, die, respawn, leave base...

    As I connected to EU2 a few minutes ago, I noticed that the active AO was still (or again?) at Yanukka. A comment by the only player on there was that he saw a few people join, but leaving soon, probably not liking the odds of this particular AO.

     

    - AO activation on EU2 might still be a bit buggy. Last night, for example, AO 1 was completed, and AO 2 spawned in. After a few minutes, however, AO 2 tasks disappeared, and AO 1 was reactivated. Hostile units from both AO's remained active though.

     

    - AO's on both servers seem to be filled with a lot more hostile troops now. While this should provide a bigger challenge and longer lasting AO's, it may also result in troops "bunching up" unintentionally. Last night, I've seen a UAV operator drop a single GBU-12 on a crossroad, thereby taking out 2 armoured vehicles, an Ifrit and about 10 infantry units... (won't share AO name to avoid abuse, but staff can request by PM, if they want)

     

    - On EU2 (untested on EU1), there is no respawn timer on Greyhawks. With the previous point in mind, the UAV is currently very overpowered, and there's almost no incentive to not crash it into enemy units / radio tower or dodge incoming missiles.

     

    - Could be an ArmA bug, but on EU2, I've noticed that a main AO can not be completed, even if all enemy units are taken care off, if a side mission has spawned inside it. The only way to complete main AO is to also complete side mission.

     

    - In the event of previous remark, I discovered that the side mission in question (Destroy Ammo Cache, spawned inside Yanukka) was bugged. Nobody could find the ammo cache, so I checked via Zeus interface and discovered it had spawned very deep underground. Had to manually bring it to surface level, but after doing that, there was no option to set charge. Detonating a placed charge didn't do anything either, so I had to destroy and delete it as Zeus to complete the mission.

     

    - (Side) Missions on EU2 seem to take very long before they are recognised as complete. For example, after destroying 2 Sochors of the PRIO artillery, it took at least 5 minutes until the mission was validated as successful.

     

    - In some AO's, both on EU1 and EU2, Neophrons spawn. In general, I like that change, as they move more than the Orca / Kajman (obviously) yet are a bit less lethal than the Xi'an, but the way they're implemented would benefit from some revision. The biggest issue at this moment is that you can't really do anything about them. If you shoot one down, another will spawn no more than 2 minutes later. As such, people don't seem to bother shooting it down, and just seem to accept the airstrike hitting them, even if there are 3 flying over the AO (experienced on EU1).

     

    - With initial AO's close to base, Neophrons tend to leave AO and use base for target practice quite a lot. I've seen it more than once now that a Neophron seems to have forgotten all about the AO and is fully dedicated on destroying the base, until it was shot down or diverted by Zeus.

     

    - With I&A 3 being so new, I expect a lot of updates will be released in the upcoming days, weeks, maybe months. This requires a server reset, which in I&A 2 had practically zero impact, but in I&A3, a lot of progress can be lost because of this. Hence, I would suggest that for the time being (until update frequency slows down), the admin checks the active AO before doing a reset, and after restart manually "fast forwards" to a similar point to keep the players motivated and not have them play inside the same 5km around base all the time.

     

     

    My two cents,
    Eagle-Eye

     

  21. On 25/10/2016 at 2:17 PM, TheScar said:

    I already gave up to expect any constructive reply from this topic at all, but i expected that the ZEUS in question reflect their actions a bit more carefull.

    [...]

    its more a general sadface over the level of missing the point to OP.

     

    May I be so free to ask what you would consider a "constructive reply" then? If I now reread your opening post, you seem to be expressing your disappointment about the way 1 or more (new) Spartans handle things. The discussion that follows helps (new) Zeus operators see where they went wrong, so they can learn from their mistakes by sharing experiences, tips and tricks, feedback from several people on what they expect from and as a Zeus, and most importantly, a clear-cut list of Do's and Don'ts provided by the staff. To that effect, I see plenty of useful and constructive replies, and I can not see clearly how we are missing the point of the opening post, unless you had a totally different direction for this topic in mind?

     

     

    On 25/10/2016 at 2:17 PM, TheScar said:

    to give you a impression of "what you might face" while playing your game and be focused on your mission only to be faced with various ways of being stopped in your effort is,once again,not the way this being fly!

     

    This I don't get. I could be (very) wrong, but all the things you say are giving me the impression that you want I&A to be a walk in the park on a sunny day, and in your eyes, the only purpose of Zeus's presence is to pester you by putting a small stone in your shoe again and again, no matter how many times you take it out. The way I understand it, you are open to the concept, albeit hesitantly and if you had any say in it, you would actually prefer to see Zeus removed from public I&A?

     

    That being said, the examples of Zeus interaction you provided might indeed be over the top, but in reality, as said before, no sensible opposing force would just let you stroll through an AO they control, or have you decimate it from kilometres away without retaliation, or have their VIP / officer taken prisoner / questioned just like that, or ... As such, wouldn't "various ways of being stopped in your effort" be a normal thing to expect, and thus be an integral and basic part of your plan and mission execution? Obviously, you shouldn't expect a full-on assault force at all ranges, but within 2km from objective, it doesn't seem too far-fetched that you would switch to tactical mode and expect a few patrols, forward observers, checkpoints, ...

     

    The unfortunate truth, however, is that ArmA AI is often too stupid or the AO resources too limited to do what would be realistic, which is why all of the above works, so sometimes Zeus has to take their hand to send them on their way of being a worthy opponent. Although, based on the short time I spent on I&A3 today, I feel like Zeus might actually need to tune down AI a bit now. :P (not saying I will, just noticed AI is A LOT more lethal nowadays)

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