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poker

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  1. Like
    poker reacted to MidnightRunner in EU2 Vietnam Campaign starting November 2019   
    Hey all!
     
    So as some of you know already I am planning a lightly modded Vietnam campaign for the Friday night mission slot.
    To do this we will be using just 3 mods to make it as accessible as possible to the entire community. 
    For anyone who currently plays on our EU2 Zeus ops has just 1 more mod to download.
     
    I'm looking at starting this on Friday 15th November, but will confirm closer to the date.

    The required mods are:
    CBA_A3: https://steamcommunity.com/sharedfiles/filedetails/?id=450814997&searchtext=cba
     
    Unsung Vietnam: https://steamcommunity.com/workshop/filedetails/?id=943001311
    (Unsung is approx 10GB)
     
    TFAR_BETA: https://steamcommunity.com/sharedfiles/filedetails/?id=894678801&searchtext=task+force+radio
     
    For CBA and Unsung just hit subscribe and you're good to go once it downloads.
    TFAR has an extra step, LH5's TFAR Guide.
     
    Looking forward to seeing you there, if you have any questions or requests post them here.
     
    Midnight
     

     
     
     
  2. Like
    poker reacted to Ryko in I&A 4 Beta Test Feedback   
    The point of the Zeus squad is that it's intended for Staff players to deliberately recuse themselves from gameplay.  You don't show up on the map, enemy AI won't target you, and you get a whack of reward points that you can use to reward individual players.
     
    Not being in the Zeus squad in no way impairs staff's ability to use Zeus powers.  It's tied to your UID, not your squad.  So if you are playing, and you need to pop into Zeus to fix something, you are able to do so.
     
     
    If someone - anyone - can point me to anything that prevents this issue - namely, all Zeus users being kicked at random intervals - I'll gladly implement it.  We've asked Bohemia, notable coders, everyone's stumped.  Yes, there are some drawbacks with the system I've implemented to get around that - namely, that a Zeus module is dynamically generated when you ask for one - and you've hit the main one, that when you leave Zeus, your module is destroyed, along with the links to items that you've spawned.  That said, there's nothing that stops you from using Achilles to add objects in Zeus to bring them right back into your interface.
     
     
    It's to clean up the interface, following a theme of simplicity.  Also, putting it in the admin menu gives me a lot more flexibility to do things like respawn specific vehicles, sent hint messages to players, etc.  Stuff I can't do within the context of the scroll menu without several layers of sub-menus.
     
     
    See above
     
     
    Feel free to elaborate.  We've already eased a whole lot of restrictions we started with based on feedback, and if you can point to specific things, I'm happy to discuss them.  Many of the things people do complain about (long spawn times, role-based gear restrictions) are there for long-debated and resolved reasons, but if you have new points to consider, don't hesitate.
     
     
    Please elaborate... I find the paperwork comment very confusing
     
     
    As of ... two versions ago?  This is no longer the case.  All role-specific purchasable weapons are now by default "purchased" which means they can be armed straight from the arsenal.  Based on a discussion we all had, no less...
     
     
    It's never been my intention to force people into absolutely predetermined squads, that's why I have the custom squads functionality.  It's not something I can test on my own for obvious reasons, so every beta test I am responding to how it chooses to break (and it almost always does).  Custom naming of squads had led us into more than one ban situation thanks to people's creative choice of naming, or using the names for advertisement, and apart from the lolz, I can't see a great reason to have something which is just one more thing we have to enforce.  If people don't want to play here because they can't name their custom squad D1CK BOIZ I'm not sure we're worse of without them.
     
     
    There's no great way for me to determine who's "participating" in the mission or not, apart from their proximity to the bad guys.  And generally, if they're sniping targets or destroying vehicles from over a kilometer away (the current threshold for when you are participating or not), you're outside the AI's capacity to engage you back, so I don't know if that's worth rewarding.  You'll still get points for kills, you just won't get your share of the mission objective reward points, which frankly, aren't going to be as much as vehicle kill points anyway.
     
     
    The part that says Beta test is there for a reason... optimization is where we are right now, and it gets a little better every version.  This is a long discussion but suffice it to say I don't want 4 running at lower frame rates, the whole point here was for better performance by culling old/bad code, and if it's a matter of streamlining / removing features to get back to good performance, than that's what happens.
     
     
    See above... by default, all role-specific gear is considered purchased at mission start.  Gear like non-faction weaponry still needs to be purchased at this point, but I suppose if there's overwhelming demand that you should be able to leave the NATO base decked out in complete CSAT gear and weaponry, well, we can go there.
     
     
    I'm not an expert with UI, and Arma doesn't give you a ton of options.  If someone's got a better flair for it than me, I welcome the assistance to overhaul it.  What I'm most concerned with is creating an interface that is easy to understand and intuitive.  I clearly have not gotten there, because we get the question every session, how do I join a role? despite several layers of hints, suggestions and tooltips.  Remember that the whole point of this system is so that people don't have to go back to the lobby to take a different role, which is a major perk in my opinion, as well it is a bit more stable (in some ways) than Arma's stock system.  (and yes, much more unstable in others, I will fully concede).
     
     
    Well, this is the hardest part of balancing the mission, I've got Xwatt saying we need to not punish players for being outside the AO, and you suggesting we need to reduce the reward for players being inside the AO   Neither of you is wrong, it's just a matter of balancing how to reward players.  I welcome your suggestions.
     
     
    Ah yes.
  3. Like
    poker reacted to ansin11 in I&A 4 Beta Test Feedback   
    Ah, yes. I remember.
     
  4. Like
    poker reacted to Admiralbumfluff in I&A 4 Beta Test Feedback   
    BUT all that being said.

    I still think that it's a good thing that Ahoy's flagship is evolving. We need that in order to keep people interested and coming back for more ArmA.
     
    I think the direction of the evolution is the crux of the issue as this is the point that Ahoy will have to be careful with. and I am more than happy to support a jump forwards, just want to make sure it's in the right direction.

    Thank you @Ryko for dedicating so much time to this though and for taking things into consideration when they have been put forwards by the players.
  5. Like
    poker got a reaction from Xwatt in I&A 4 Beta Test Feedback   
    I haven't played a lot of IA4 to give very specific opinion, but after trying it out a bit it's giving me feel a bit confused overall.

    About the positive stuff:
    -I really love the idea of backpack/vehicle locking, it's fixing one of the problems that's been following IA for a while, which is people messing with your stuff without your permission. I believe most of us in the past experienced some pointless and annoying arguing with people related to that situation, which sometimes even ended with giving up on playing more that day. (I love arma and games overall for giving us possibility to escape from every-day troubles, and I don't feel like having to deal with more of them virtually.)
    -New revive system. Feels much better than the previous one and I think it's less buggy when it comes to reviving (I don't recall any situation where I wasn't able to revive someone. In the old revive system problem with reviving is more like everyday situation.) After being shot down you don't end up thinking "Not again..." and can actually hope to get help from someone and enjoy another chance instead of respawning over and over due to lack of medics around or having to deal with 'revive bug' yourself. The only thing you can miss from old revive system is being able to carry/drag someone. In some situations really helpful or even necessary. Still hoping to get it back one day. (#BlameStan)
    -Possibility to play other faction than NATO (it brought the feeling of something new to enjoy/use).

    For me the new Reward system is the only thing giving me mixed feelings. As @Xwatt mentioned, it has a lot of potential to fix the problem with side mission rewards and people fighting over them. I also think the system should include only vehicles, without any additional gear to purchase (about that below).

    Now the negatives:
    -Limited arsenal. Unlimited arsenal (kind of unlimited) is one of the main things you love IA for. It gives you the ability to approach the ongoing mission however you want, in your own style. You can easily change your style wherever you get bored of it or when you need to. There's a lot to choose from. That's why I don't like the idea of including any gear in the reward system, feels like they just took away some freedom from you. The only place where gear limitation fits and works well from my perspective are zeus missions. For IA it can get quite monotonous.
    -Groups and roles is the thing that confuses me most. Every time I look at the groups panel it feels so illegible, and I just end up reading whole group panel few times in a row just to figure out which role is free to take. Maybe that's just the lack of colors and specific style to make it a bit more readable, but I guess that could be changed.
    -More points for being in the area of operations. It feels like it would reward players for choosing more aggresive playstyle, which can lead to a bit of greedyness when it comes to points. I just imagined how it would work for friendly armor. Once you spend some time in the armored squads, you realise quite fast how easily it is to lose any vehicle if you get too close, AI is unforgivable once they spot you (especially now when the AI became more challenging). Whenever you think differently on another day and another approach, they quickly remind you how wrong you were this time, again. Sitting a bit away from the mission area is a common thing to anyone who tries to make some good use of the vehicle as they try to support friendly infantry. Being greedy for points can push many people too far and and they will just end up losing helpful assets. Also, freedom when it comes to playstyle feels a bit like a tradition, something that shouldn't be changed.

    I would love to see a good mix between old IA3 and positive aspects of IA4. That could be something to make public server even more enjoyable, bringing a bit of freshness without unnecesary changes to something that works just well. I believe I could get used to the IA4 the way it is now if I had to, but the question is, do I want to? At the moment - not really. That's not something I would get back into every day with some excitement.
  6. Like
    poker got a reaction from Gambit in I&A 4 Beta Test Feedback   
    I haven't played a lot of IA4 to give very specific opinion, but after trying it out a bit it's giving me feel a bit confused overall.

    About the positive stuff:
    -I really love the idea of backpack/vehicle locking, it's fixing one of the problems that's been following IA for a while, which is people messing with your stuff without your permission. I believe most of us in the past experienced some pointless and annoying arguing with people related to that situation, which sometimes even ended with giving up on playing more that day. (I love arma and games overall for giving us possibility to escape from every-day troubles, and I don't feel like having to deal with more of them virtually.)
    -New revive system. Feels much better than the previous one and I think it's less buggy when it comes to reviving (I don't recall any situation where I wasn't able to revive someone. In the old revive system problem with reviving is more like everyday situation.) After being shot down you don't end up thinking "Not again..." and can actually hope to get help from someone and enjoy another chance instead of respawning over and over due to lack of medics around or having to deal with 'revive bug' yourself. The only thing you can miss from old revive system is being able to carry/drag someone. In some situations really helpful or even necessary. Still hoping to get it back one day. (#BlameStan)
    -Possibility to play other faction than NATO (it brought the feeling of something new to enjoy/use).

    For me the new Reward system is the only thing giving me mixed feelings. As @Xwatt mentioned, it has a lot of potential to fix the problem with side mission rewards and people fighting over them. I also think the system should include only vehicles, without any additional gear to purchase (about that below).

    Now the negatives:
    -Limited arsenal. Unlimited arsenal (kind of unlimited) is one of the main things you love IA for. It gives you the ability to approach the ongoing mission however you want, in your own style. You can easily change your style wherever you get bored of it or when you need to. There's a lot to choose from. That's why I don't like the idea of including any gear in the reward system, feels like they just took away some freedom from you. The only place where gear limitation fits and works well from my perspective are zeus missions. For IA it can get quite monotonous.
    -Groups and roles is the thing that confuses me most. Every time I look at the groups panel it feels so illegible, and I just end up reading whole group panel few times in a row just to figure out which role is free to take. Maybe that's just the lack of colors and specific style to make it a bit more readable, but I guess that could be changed.
    -More points for being in the area of operations. It feels like it would reward players for choosing more aggresive playstyle, which can lead to a bit of greedyness when it comes to points. I just imagined how it would work for friendly armor. Once you spend some time in the armored squads, you realise quite fast how easily it is to lose any vehicle if you get too close, AI is unforgivable once they spot you (especially now when the AI became more challenging). Whenever you think differently on another day and another approach, they quickly remind you how wrong you were this time, again. Sitting a bit away from the mission area is a common thing to anyone who tries to make some good use of the vehicle as they try to support friendly infantry. Being greedy for points can push many people too far and and they will just end up losing helpful assets. Also, freedom when it comes to playstyle feels a bit like a tradition, something that shouldn't be changed.

    I would love to see a good mix between old IA3 and positive aspects of IA4. That could be something to make public server even more enjoyable, bringing a bit of freshness without unnecesary changes to something that works just well. I believe I could get used to the IA4 the way it is now if I had to, but the question is, do I want to? At the moment - not really. That's not something I would get back into every day with some excitement.
  7. Like
    poker got a reaction from Kacper in I&A 4 Beta Test Feedback   
    I haven't played a lot of IA4 to give very specific opinion, but after trying it out a bit it's giving me feel a bit confused overall.

    About the positive stuff:
    -I really love the idea of backpack/vehicle locking, it's fixing one of the problems that's been following IA for a while, which is people messing with your stuff without your permission. I believe most of us in the past experienced some pointless and annoying arguing with people related to that situation, which sometimes even ended with giving up on playing more that day. (I love arma and games overall for giving us possibility to escape from every-day troubles, and I don't feel like having to deal with more of them virtually.)
    -New revive system. Feels much better than the previous one and I think it's less buggy when it comes to reviving (I don't recall any situation where I wasn't able to revive someone. In the old revive system problem with reviving is more like everyday situation.) After being shot down you don't end up thinking "Not again..." and can actually hope to get help from someone and enjoy another chance instead of respawning over and over due to lack of medics around or having to deal with 'revive bug' yourself. The only thing you can miss from old revive system is being able to carry/drag someone. In some situations really helpful or even necessary. Still hoping to get it back one day. (#BlameStan)
    -Possibility to play other faction than NATO (it brought the feeling of something new to enjoy/use).

    For me the new Reward system is the only thing giving me mixed feelings. As @Xwatt mentioned, it has a lot of potential to fix the problem with side mission rewards and people fighting over them. I also think the system should include only vehicles, without any additional gear to purchase (about that below).

    Now the negatives:
    -Limited arsenal. Unlimited arsenal (kind of unlimited) is one of the main things you love IA for. It gives you the ability to approach the ongoing mission however you want, in your own style. You can easily change your style wherever you get bored of it or when you need to. There's a lot to choose from. That's why I don't like the idea of including any gear in the reward system, feels like they just took away some freedom from you. The only place where gear limitation fits and works well from my perspective are zeus missions. For IA it can get quite monotonous.
    -Groups and roles is the thing that confuses me most. Every time I look at the groups panel it feels so illegible, and I just end up reading whole group panel few times in a row just to figure out which role is free to take. Maybe that's just the lack of colors and specific style to make it a bit more readable, but I guess that could be changed.
    -More points for being in the area of operations. It feels like it would reward players for choosing more aggresive playstyle, which can lead to a bit of greedyness when it comes to points. I just imagined how it would work for friendly armor. Once you spend some time in the armored squads, you realise quite fast how easily it is to lose any vehicle if you get too close, AI is unforgivable once they spot you (especially now when the AI became more challenging). Whenever you think differently on another day and another approach, they quickly remind you how wrong you were this time, again. Sitting a bit away from the mission area is a common thing to anyone who tries to make some good use of the vehicle as they try to support friendly infantry. Being greedy for points can push many people too far and and they will just end up losing helpful assets. Also, freedom when it comes to playstyle feels a bit like a tradition, something that shouldn't be changed.

    I would love to see a good mix between old IA3 and positive aspects of IA4. That could be something to make public server even more enjoyable, bringing a bit of freshness without unnecesary changes to something that works just well. I believe I could get used to the IA4 the way it is now if I had to, but the question is, do I want to? At the moment - not really. That's not something I would get back into every day with some excitement.
  8. Like
    poker got a reaction from Admiralbumfluff in I&A 4 Beta Test Feedback   
    I haven't played a lot of IA4 to give very specific opinion, but after trying it out a bit it's giving me feel a bit confused overall.

    About the positive stuff:
    -I really love the idea of backpack/vehicle locking, it's fixing one of the problems that's been following IA for a while, which is people messing with your stuff without your permission. I believe most of us in the past experienced some pointless and annoying arguing with people related to that situation, which sometimes even ended with giving up on playing more that day. (I love arma and games overall for giving us possibility to escape from every-day troubles, and I don't feel like having to deal with more of them virtually.)
    -New revive system. Feels much better than the previous one and I think it's less buggy when it comes to reviving (I don't recall any situation where I wasn't able to revive someone. In the old revive system problem with reviving is more like everyday situation.) After being shot down you don't end up thinking "Not again..." and can actually hope to get help from someone and enjoy another chance instead of respawning over and over due to lack of medics around or having to deal with 'revive bug' yourself. The only thing you can miss from old revive system is being able to carry/drag someone. In some situations really helpful or even necessary. Still hoping to get it back one day. (#BlameStan)
    -Possibility to play other faction than NATO (it brought the feeling of something new to enjoy/use).

    For me the new Reward system is the only thing giving me mixed feelings. As @Xwatt mentioned, it has a lot of potential to fix the problem with side mission rewards and people fighting over them. I also think the system should include only vehicles, without any additional gear to purchase (about that below).

    Now the negatives:
    -Limited arsenal. Unlimited arsenal (kind of unlimited) is one of the main things you love IA for. It gives you the ability to approach the ongoing mission however you want, in your own style. You can easily change your style wherever you get bored of it or when you need to. There's a lot to choose from. That's why I don't like the idea of including any gear in the reward system, feels like they just took away some freedom from you. The only place where gear limitation fits and works well from my perspective are zeus missions. For IA it can get quite monotonous.
    -Groups and roles is the thing that confuses me most. Every time I look at the groups panel it feels so illegible, and I just end up reading whole group panel few times in a row just to figure out which role is free to take. Maybe that's just the lack of colors and specific style to make it a bit more readable, but I guess that could be changed.
    -More points for being in the area of operations. It feels like it would reward players for choosing more aggresive playstyle, which can lead to a bit of greedyness when it comes to points. I just imagined how it would work for friendly armor. Once you spend some time in the armored squads, you realise quite fast how easily it is to lose any vehicle if you get too close, AI is unforgivable once they spot you (especially now when the AI became more challenging). Whenever you think differently on another day and another approach, they quickly remind you how wrong you were this time, again. Sitting a bit away from the mission area is a common thing to anyone who tries to make some good use of the vehicle as they try to support friendly infantry. Being greedy for points can push many people too far and and they will just end up losing helpful assets. Also, freedom when it comes to playstyle feels a bit like a tradition, something that shouldn't be changed.

    I would love to see a good mix between old IA3 and positive aspects of IA4. That could be something to make public server even more enjoyable, bringing a bit of freshness without unnecesary changes to something that works just well. I believe I could get used to the IA4 the way it is now if I had to, but the question is, do I want to? At the moment - not really. That's not something I would get back into every day with some excitement.
  9. Thanks
    poker got a reaction from MidnightRunner in I&A 4 Beta Test Feedback   
    I haven't played a lot of IA4 to give very specific opinion, but after trying it out a bit it's giving me feel a bit confused overall.

    About the positive stuff:
    -I really love the idea of backpack/vehicle locking, it's fixing one of the problems that's been following IA for a while, which is people messing with your stuff without your permission. I believe most of us in the past experienced some pointless and annoying arguing with people related to that situation, which sometimes even ended with giving up on playing more that day. (I love arma and games overall for giving us possibility to escape from every-day troubles, and I don't feel like having to deal with more of them virtually.)
    -New revive system. Feels much better than the previous one and I think it's less buggy when it comes to reviving (I don't recall any situation where I wasn't able to revive someone. In the old revive system problem with reviving is more like everyday situation.) After being shot down you don't end up thinking "Not again..." and can actually hope to get help from someone and enjoy another chance instead of respawning over and over due to lack of medics around or having to deal with 'revive bug' yourself. The only thing you can miss from old revive system is being able to carry/drag someone. In some situations really helpful or even necessary. Still hoping to get it back one day. (#BlameStan)
    -Possibility to play other faction than NATO (it brought the feeling of something new to enjoy/use).

    For me the new Reward system is the only thing giving me mixed feelings. As @Xwatt mentioned, it has a lot of potential to fix the problem with side mission rewards and people fighting over them. I also think the system should include only vehicles, without any additional gear to purchase (about that below).

    Now the negatives:
    -Limited arsenal. Unlimited arsenal (kind of unlimited) is one of the main things you love IA for. It gives you the ability to approach the ongoing mission however you want, in your own style. You can easily change your style wherever you get bored of it or when you need to. There's a lot to choose from. That's why I don't like the idea of including any gear in the reward system, feels like they just took away some freedom from you. The only place where gear limitation fits and works well from my perspective are zeus missions. For IA it can get quite monotonous.
    -Groups and roles is the thing that confuses me most. Every time I look at the groups panel it feels so illegible, and I just end up reading whole group panel few times in a row just to figure out which role is free to take. Maybe that's just the lack of colors and specific style to make it a bit more readable, but I guess that could be changed.
    -More points for being in the area of operations. It feels like it would reward players for choosing more aggresive playstyle, which can lead to a bit of greedyness when it comes to points. I just imagined how it would work for friendly armor. Once you spend some time in the armored squads, you realise quite fast how easily it is to lose any vehicle if you get too close, AI is unforgivable once they spot you (especially now when the AI became more challenging). Whenever you think differently on another day and another approach, they quickly remind you how wrong you were this time, again. Sitting a bit away from the mission area is a common thing to anyone who tries to make some good use of the vehicle as they try to support friendly infantry. Being greedy for points can push many people too far and and they will just end up losing helpful assets. Also, freedom when it comes to playstyle feels a bit like a tradition, something that shouldn't be changed.

    I would love to see a good mix between old IA3 and positive aspects of IA4. That could be something to make public server even more enjoyable, bringing a bit of freshness without unnecesary changes to something that works just well. I believe I could get used to the IA4 the way it is now if I had to, but the question is, do I want to? At the moment - not really. That's not something I would get back into every day with some excitement.
  10. Like
    poker reacted to Xwatt in I&A 4 Beta Test Feedback   
    I've been generally quiet when it has come to giving my opinions about I&A4, but I think now is the time I adress certain things. I want to start by saying that I've been around since late 2014, and i've played through and witnessed the development of both I&A2 and I&A3, so my opinions and viewpoints may be drastically different to someone who has just played I&A4 for the very first time.
     
    I want to begin with starting on the ethos of what Ahoyworld, and more specifically Invade and Annex is. Invade and Annex has always pride itself on being casual, open and as least restricitve as possible, so you can join in, play for 10 minutes, 20 minutes an hour or six, and all gear is at disposal to you (except a few class restricted Arsenal restrictions) and powerful assets such as tanks that can be obtained through playing side missions. Moreover, you can play how you like, be it lonewolfing or in a squad. And it has worked. It's what has differentiated us from the likes of the 77th, and I believe is the main reason why a lot of us aren't just playing there. I believe that I&A4 has took the ethos Invade and Annex was founded upon, and has threw it away.
     
    Before I begin the negatives, lets begin with the positives. There are many things I love about I&A4. The increased difficulty, this makes playing boots on the ground so much more intense and enjoyable. The locking of vehicles, which tackles the issue we've had for years of people stealing hunters etc. The ability to play as different factions, (The Beta where we played as CSAT was one of the best experiences i've ever had.) Lastly the purchasing of side rewards, im still a bit hit or miss on it, but overall it sorts the issue of people fighting about "I did this side mission the reward should be mine." and the ability for all players to revive each other is amazing, as crappy medics no longer matter as much.
     
    Now the negatives. Let's begin at base. You go the arsenal and see a lot of the gear you are accustomed to is missing. Uniforms, Weapons, Scopes. You think to yourself "I'm only here for 15 minutes I just wanted to quickly jump in, kill some guys in the AO and leave, but now to get what the gear I really want I have to grind points to get it" granted it's not a lot of points, but it just really shoots players who come here for casual gameplay in the foot, and it just takes away from what I&A should be. All weapons available from the start, except gear that is restricted to certain roles such as marskmans, autoriflemans etc. it really starts to begin to feel like a call of duty or a battlefield, where your gear is restricted behind a paywall of points where you can only get acess to it once you "kill the bad guys" or help your team.
     
    Groups. I understand why it is the way it is, but enforcing a structure on a playerbase that is known and prided on being casual just won't work. There needs to be an understanding that people just want to lonewolf, and should be able to make their own squad and do that, as our ethos promotes allowing players to have their own freedom in an otherwise casual environment. Being tied to alpha, bravo, charlie won't help anything, as players who come to Ahoyworld looking to play alone will lonewolf anyway, regardless of the structure. We aren't the 77th, we don't make you stand in little cute lines at base with your squad, you should be able to ask on side chat if anyone wants to play seriously, then you make your own squad or you can make a squad with just yourself in, we don't need to enforce teamwork, that's not who we are, you should be able to have the choice to play in a group with yourself  or with other people looking for serious gameplay, there needs to be a choice. I'd reccomend just keeping the I&A3 grouping system, it promotes everything we believe in, and I really don't think anyone wanted or asked to be tied to a squad. I understand there are custom squads, but I believe right now they are blocked, but I believe they don't allow for custom naming or anything of that sorts.
     
    Mission Area. I understand you get you more points if you are in the mission area, and less if you are camping on a hill outside of the AO. But why should we force people to have to be in that area to get more points? It's I&A, we are supposed to let people play how they want, it's a casual environment, if you want to sit on a hill and have no tense encounterments than you do you, if you want to run straight in the middle of the AO go ahead, why should we restrict the reward people get depending where they are? some people enjoy laying back on not being neck deep in the action, and that should be fine, we let people decide how they want to play around here and that is fine. we welcome all people and all playstyles, that's the Ahoyworld way.
     
    Framerates. Much worse than I&A3. I'm not an expert or anything but I believe there is just so many scripts and such in I&A4, that optimising for it will be an absolute nightmare. I think I&A4 is just trying to use so many scripts and functions, that it is just absolutely going to tear apart the frames. It was at a point last night where someone was asking to make a zeus mission and they were denied, because the frames were so poor. Frankly I think Zeus missions is what keeps a lot of the players excited about I&A, and if the frames were to be so poor that we can't make them, it's just going to detract overall from the players experience.
     
    Now for some more admin/Zeus stuff. Being unable to use some achilles functions due to the fact it's for "Anti Script Kid measures" is pretty lame. Such simple things such as holding control and left clicking to controlling units and many more achilles functions and such being unavaible, just makes zeusing in I&A4 so bad, to a point where I really don't find using Zeus in I&A4 intuitive anymore. I'd much rather scrap all of these script kid measures to have some of the core achilles functions back, and we have pointed this out to you Ryko, but you seem adament against it. You need to understand that if a public mod/spartan is enquiring to you about this, it's most likely because it's actually constricting them from doing their role properly. I know you are a understaiding person @Ryko, so I hope you will take this board. Moreover other things such as the admin menu not on the scroll wheel and being in the U menu isn't great, and the admin tools being very, very stripped down compared to the I&A3 admin tools. Lastly the teamkill messages are gone, but you did say you would look at putting this back in. Using Zeus is so flawed in I&A4, and it has a few times made me doubt what's the point in having it.
     
    I'll conclude by saying this. Ryko you are an admirable character, but I&A4 just isn't what Invade and Annex prides itself on being. It prides itself on being casual, least restricitive as possible and accomodating to all play styles. I&A4 takes our ethos, and throws it in the bin. We aren't the 77th, and we shouldn't be taking steps to shove teamwork down peoples throats, and we should instead turn our focus to what has always made us stand out, our casual and enjoyable environment. For me, I&A3 is the peak of what our ethos is right now, but I&A4 is soon to be the destroyer of our ethos, unless serious change is made. It's overcomplicated and doesn't need to be. Just take what I&A3 is and work on it, and just add the features that make it enjoyable, such as what I said in the third paragraph.
     
    I hope you read and take this on board @Ryko, and you can see as a veteran I&A player how passionate I am about this.
  11. Thanks
    poker reacted to Stanhope in Invade & Annex 3 Version History And Feedback Thread   
    That's a known bug in 3.3.37 and will be fixed when 3.3.38, which has already been handed to the relevant members of core staff, is put on server
  12. Like
    poker reacted to MidnightRunner in Invade & Annex 3 Version History And Feedback Thread   
    Yea I did notice that the mines were not visible on the ground but didn't have time to test properly. I didn't test the mine detector though.
  13. Thanks
    poker got a reaction from MidnightRunner in Invade & Annex 3 Version History And Feedback Thread   
    I'm not sure if the mines at HQ are working correctly (unless I did something wrong), I was trying to approach the HQ today, even checked my inventory to make sure I have mine detector on me, the next thing I did was stepping on a mine. Not a single one was detected.
    https://streamable.com/erhlk
  14. Like
    poker reacted to Gambit in Tactical's KOTH Highlights   
    In I&A you would have been dead on approach, you would have lost your main rotor at least twice, blown up about 6-8 times. Hitting the fence is wonky, sometimes works, sometimes doesn't. The very first landing you did, you tried to use the buiilding as cover, yet you still landed on the far side of the compund, exposing yourself.
    In KOTH these might work, but AI is far more efficient with lock on missiles and everything else.
     
    And just curious, because i dont really like compilation videos, how many landings didn't make into this video. How many ended up in flaming wrecks. Skill is one thing, but consistency is the key. If you blow up 10 times then make it once and record the one to show it off as skill, well, in I&A and ovarall anywhere, wont get you good pilot status. Doing one extraordinary stunt is not as impressive as doing the less extraordinary but still hard to do stuff all day every day.
     
    What about the 99% J-hook landings? There are far more landing types out there for every situation. Barrier landing, out of trim cutback, etc. Every situation requires to use the appropriate landings. Flying is so much more than just speed. Starts from picking the LZ while doing a map-recon. Fisinhing it with getting back to base intact. Reliability is key here, on a long OP like I&A or zeus ops, players prefer a pilot who gets them to the fight, every. single. time. And not in front of an enemy squad to get instantly moved down while the heli leaves riddled with bulletholes forcing the players to watch the respawn screen and hop on the same heli just to repeat this process fr about 5 times more until one day, finally they get to fire at least one bullet and take down an enemy with it.  
     
    Being overconfident, disregarding the environment factors (big difference between KOTH player accuracy and available weapon systems and I&A AI behaviour) makes you less of a reliable pilot, hence they will mock you, until you adapt to the environment and needs of others. In I&A infantry wants to be on the ground, in cover, not immediately under fire while landing. In KOHT, they want to get next to the other guy just to shoot him and tbag him. Big difference. A good pilot takes these into consideration, not just trying to do the best airshow. Entertaining yout passengers is one thing, but you have to know when you can do a barrelroll to entertain, and when you have to switch to serious mode and place your passengers' safety above everything else. And by safety i dont moean get them disembark and whatever happens to them afterwards is on them. No. You are resposible for that. That would be like, here, im gonna drop you in a pond filled with piranhas, if you die, its on you.
     
    If you accept an advice, slow the approach, pick safer LZs, and take the humble approach. Be consistent, They want to get there, they want to fight. Help them achieve their goal.
    Either they trust you to do safe landings, getting them close to their goals, being consistent, every single time, or they will find another pilot and mock you when you say you are the 3rd best pilot in the world. Because in their eyes, you are fulfilling your goals (flashy, dangereous, unnecessarily extreme landings just to flex your skills) and not helping them achieve their goal (get on the ground and fight, not hopping on a helicopter, taking part in an airshow then die on approach).
     
    Good luck
  15. Like
    poker reacted to PiNKMiST in Combat Life Saver reporting as ordered   
    Hello AhoyWorld,
    P!NK's Rules of Combat
    1. Run towards the gunfire
    2. Kill the enemy
    3. Save as many comrade's as possible
    Hope to be saving many lives on this server
  16. Thanks
    poker reacted to Stanhope in [EU2] Zeus Operations 25/08/19 @ 17:00 UTC   
    You should probably post in:
    But to answer your question: not at this moment in time.  I&A4 uses the same revive system and dragging has been disabled there for being too buggy.  I can only promise I'll look into it, don't know if I can get it working.
  17. Like
    poker reacted to Spaget69 in Hi, Spaget here!   
    Yeah It was really fun, thats why I decided to join this community!
  18. Like
    poker got a reaction from Spaget69 in Hi, Spaget here!   
    Hey there, hope you enjoyed yesterdays zeus op with us! 😀
  19. Like
    poker reacted to ansin11 in EU2 Zeus Ops Feedback/Discussion Thread   
    Alpha worked very well tonight, especially during the first assault on the Vehicle Pool. Being able to focus on command chat and FSG while @Jenkins coordinated a beautiful attack with his team was a really nice experience - my favourite part of the mission!
     
    After that it all became more chaotic of course, but in the end it defenitely was a good OP.
    Enemy CAS was a bit much though.
     
    Big shoutout to @Jenkins for his teamleading! Also to @Kacper for his frequent medical aid ...
  20. Like
    poker reacted to Nosowski in Nosowski here   
    I've been playing with you for some time so I decided to create my account here. Hello everyone!
  21. Like
    poker reacted to ansin11 in the amount of people camping/stealing rewards is astonishing increasing   
    I really like the idea to spawn ground vehicle rewards at the side mission first and then, after ten minutes or so, move them to base if nobody took them. Sounds like a simple yet effective improvement to me.
    Sure, it doesn't cover every eventuality, but as this thread shows it's safe to say that it's practically impossible to cover every eventuality.
  22. Like
    poker reacted to MidnightRunner in [EU2] Guerrilla Ops Livonia Week 1 09/08/19 @ 17:30 UTC   
    Mission Name:
    [EU2] Guerrilla Ops Livonia Week 1
    17:30 UTC
    (Contact DLC Required)
     
    Server Details:
    IP: 144.76.82.169:2602
    Port: 2602
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
     
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 27 (3 cells of 9)
    Brief Summary:
     
    My fellow Livonians,
     
    For too long we have been stuck under the yoke of a corrupt & incompetent government.
    They waste our natural resources, let our people go hungry and have failed to rebuild our country following wars . The time has come to cast off these elements which are holding us back. We will bring Livonia into a new age of prosperity.
     
    They have the equipment but we have the will of the people, we will grow, and when we do they will be unable to resist the change that is coming.
     
    We urge all able Livonians to join our cause and together we will earn our freedom.
     
    Yours in Freedom,
    Midnight
     
     
    niech żyje livonia
    Long live Livonia
     
     
     
     

     
     
     
     
  23. Like
    poker reacted to Xwatt in [EU2] Zeus Operations 04/08/19 @ 17:00 UTC   
    Mission Name:
    [EU2] Zeus Operations - Invade Stratis [Week Two]     (Three Week Series)
    17:00 UTC
     
    Server Details:
    IP: 144.76.82.169:2602
    Port: 2602
     
    TS adress: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17:00 UTC
     
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 60
     
    Brief Summary:
    Last week, we took our first steps onto Stratis. We have now conquered the Southern area of the island, and we must continue North. We have set up in Camp Maxwell, and we are now looking to further overthrow AAF as we move North. It has been a week, therefore we can expect AAF to be much more defensive and stronger in numbers, as they are now aware of our presence on the island.
     
    First, we will take the coastal base of Camp Tempest. after that we slowly work our way North, liberating observation posts, Mike-26, and a mortar base. After this we will need to destroy CSAT communication towers, to stop them calling in air reinforcements. Lastly we will take Camp Rogain as our final FOB, as we look to do our final push into Stratis Air Base next week.
     
     

     
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  24. Like
    poker reacted to Xwatt in [EU2] Zeus Operations 28/07/19 @ 17:00 UTC   
    Mission Name:
    [EU2] Zeus Operations - Invade Stratis [Week One]     (Three Week Series)
    17:00 UTC
     
    Server Details:
    IP: 144.76.82.169:2602
    Port: 2602
     
    TS adress: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17:00 UTC
     
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 60
     
    Brief Summary:
     
    In Recent News, we have discovered that the Government Of Stratis has been overthrown in a coup by the AAF. They have taken over the entire island, creating FOB's, strongholds, communication towers and much more. The United Nations have contacted NATO to seek help, to bring the government of Stratis back to power, and to restore stability on the island.
     
    We will start on the liberty, and deploy ourselves on the most southern point of the island. Our first primary aim will be to Liberate the observation post, which is how AAF may spot our inital insertion onto the island. From there we will have a variety of tasks, such as Attacking their military docks, Rescuing captured CTRG Forces, and taking Camp Maxwell as a first FOB, to which we will then resume our progress the following week.
     

     
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  25. Like
    poker reacted to Xwatt in Will the Contact DLC Stuff be added specifically the CBRN suits   
    Short answer: Yes all the gear CBRN hazmat suits will be in, apart from the “scientist” one which is bright white, and the Drones will be available for the UAV OP. Shotguns will be available to all classes also.
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