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Kacper

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  1. Like
    Kacper reacted to Rickard in Ahoyworld End Of Year Awards 2019   
    AW’s MVP 2019: @LH5
    AW's Worst Memory: @WinterMute
    AW’s Most Friendly Admin/Moderator/Spartan 2019: Debatable
    AW’s Most Helpful Admin/Moderator/Spartan 2019: @MidnightRunner (tie with @LH5 and @RiverWolf, supplies the Altian guerrilla with cookies and IEDs)
    AW’s Second Most Helpful Admin/Moderator/Spartan 2019: @Xwatt (finances the AhoyWorld space program)
    AW’s most Active Staff Member 2019: @LH5
    AW’s Most Helpful User *Non-Staff* 2019: @itsmemario
    AW’s Most Friendliest User *Non-Staff* 2019: @Jonas
    AW’s Strictest Admin/Moderator 2019: @Lindi
    AW’s Most Tacti-Cool ARMA player 2019: @Kacper
    AW’s Best Teamplayer 2019: @Jenkins
    AW’s Most Underrated User 2019: @Kacper
    AW's Most Inactive User: @Ryko
    AW's Second Most Inactive User: @D.Devil
    AW’s Most Incoherent ARMA Player 2019: @TastyMalone
    AW’s Best ARMA pilot 2019: @Whigital
    AW's yes: @RiverWolf
    AW’s Worst ARMA pilot 2019: @applechaser
    AW's Best Computer Specs: @Stanhope
    AW’s Funniest Person On Teamspeak 2019: @Admiralbumfluff
    AW’s Best Voice 2019: @itsmemario
    AW’s Best Drunk Member 2019: @itsmemario
    AW’s Worst Joke 2019: @Xwatt
    AW’s Best Moment 2019 (can be in any game or on teamspeak/forum): 
    AW’s Best Forum Post 2019: (please put url in): yes
    AW’s Best Driver 2019: @Jonas
    AW’s Worst Driver 2019: @Xwatt
    AW’s Best Fail 2019: @Xwatt
    AW’s best TeamSpeak Channel of 2019: "Away From Keyboard"

    10/10 would IED again
  2. Like
    Kacper reacted to Jenkins in Ahoyworld End Of Year Awards 2019   
    AW’s MVP 2019: @Ryko
    AW’s Most Friendly Admin/Moderator/Spartan 2019: @Norris
    AW’s Most Helpful Admin/Moderator/Spartan 2019: @MidnightRunner
    AW’s most Active Staff Member 2019: @LH5
    AW’s Most Helpful User *Non-Staff* 2019: @ansin11
    AW’s Most Friendliest User *Non-Staff* 2019: @Walk'N
    AW’s Strictest Admin/Moderator 2019: @Admiralbumfluff
    AW’s Most Tacti-Cool ARMA player 2019: @WinterMute
    AW’s Best Teamplayer 2019: @Murph
    AW’s Most Underrated User 2019: @Stanhope
    AW’s Most Incoherent ARMA Player 2019: @itsmemario (His singing makes my speakers bleed)
    AW’s Best ARMA pilot 2019: @Whigital
    AW’s Worst ARMA pilot 2019: @Wookz (😁)
    AW’s Funniest Person On Teamspeak 2019: @Kacper
    AW’s Best Voice 2019:  @BruceLee
    AW’s Best Drunk Member 2019: @Lindi
    AW’s Worst Joke 2019: @Jenkins
    AW’s Best Moment 2019 (can be in any game or on teamspeak/forum): @GhostDragon
    AW’s Best Forum Post 2019: (please put url in): 
    AW’s Best Driver 2019: @applechaser
    AW’s Worst Driver 2019: @Xwatt (You knew this award was coming as soon as ''The Incident'' happened)
    AW’s Best Fail 2019: @Toast (For blowing up the entire platoon that one op on Malden)
    AW’s Best Banned Member 2019: @Gambit
    AW’s best TeamSpeak Channel of 2019: Zeus Ops Channel
  3. Like
    Kacper reacted to Xwatt in Ahoyworld End Of Year Awards 2019   
    AW’s MVP 2019: @Ryko for his dedication to I&A4
    AW’s Most Friendly Admin/Moderator/Spartan 2019: @Lindi (on a good day)
    AW’s Most Helpful Admin/Moderator/Spartan 2019: @GhostDragon (i'd be fucked without your technical ability)
    AW’s most Active Staff Member 2019: @Norris / @LH5
    AW’s Most Helpful User *Non-Staff* 2019: @Stanhope saving my ass time and time again
    AW’s Most Friendliest User *Non-Staff* 2019: @JJ Cakes / @Patrik_swe
    AW’s Strictest Admin/Moderator 2019: @Admiralbumfluff when he's pissed off, even i'm scared of him then
    AW’s Most Tacti-Cool ARMA player 2019: @TheScar
    AW’s Best Teamplayer 2019: @Murph
    AW’s Most Underrated User 2019: @Moto always love having you around in the squad on gamenights
    AW’s Most Incoherent ARMA Player 2019: @Xwatt
    AW’s Best ARMA pilot 2019: @Whigital
    AW’s Worst ARMA pilot 2019: @Toast
    AW’s Funniest Person On Teamspeak 2019: @Kacper
    AW’s Best Voice 2019: @Jenkins sexy scottish bastard
    AW’s Best Drunk Member 2019: @itsmemario https://www.youtube.com/watch?v=iaqfzzChghA
    AW's Worst Joke 2019: @LH5 "Hi back"
     
    AW’s Best Moment 2019 (can be in any game or on teamspeak/forum): oh my, there's so many, just watch the twitch clips, so many good memories! https://www.twitch.tv/ahoyworld/clips?filter=clips&range=all
     
    AW's Best Forum Post 2019: https://forums.ahoyworld.net/topic/11570-eu2-zeus-operations-140719-1700-utc/ The Start Of A Gem                                                                                 
     
    AW's Best Driver 2019: @TheScar
    AW’s Worst Driver 2019: @Xwatt  
    https://www.youtube.com/watch?v=41POdKVWmmU
    https://www.youtube.com/watch?v=ps8XPg1wltA
     
    AW's Best Fail 2019: Me Crashing in Livonia (See Clip Above)
    AW’s best TeamSpeak Channel of 2019: EU2 Zeus Operations
  4. Like
    Kacper reacted to PiNKMiST in Advanced Movement   
    Hello AhoyWorld, I would like to suggest a mod for the server. Enhanced Movement. I have many hours (2400+) playing Arma as a Combat Life Saver/Medic/Paramedic. I have run the length and breadth of Stratis, Altis and Malden. Moving round the town's, trying to avoid Tanks/APCS/etc, to get to a downed player, can leave the medic totally cornered at times and unable to complete the journey. Enhanced movement would provide a small chance of completing the journey to the injured player, as the medic could climb over a wall and into the next yard/garden. Running and vaulting the small walls and fences, without breaking stride should have been included by Bohemia, but alas, like so many useful and somewhat important things, they didn't do it. We used it on a server I used to Mod, was a very welcome addition for all the players who are infantry. Thanks for reading, P!NKM!ST
  5. Thanks
    Kacper reacted to Mark T in Community Update #7   
    What a difference a year makes, this time last year we were looking at closing shops and now I would say we are pretty stable for at least another year

     
    As mentioned numerous times before, thank you all for your support and long may it continue.
     
    I would like to apologies on the delay of IA4 and its new AWE counterpart, it has taken a lot longer than we had anticipated due to a number of reasons. (real life) Hopefully it wont be too long now.
     
    Lastly, This will be my last update, I have decided that I will call it time come the end of this month and step down from the staff team completely.
    I just want to thank each and everyone of you for your support especially those in the staff team and to those that brought me in, helped me along the way and trusted me at the top, thank you, you know who you are ❤️
     
    Over and out x
  6. Like
    Kacper reacted to Xwatt in ArmA 3 Screenies & Videos Thread   
    Some Clips From The Second Week Of The Unsung Campaign:
     
     
     
     
     
     
     
  7. Like
  8. Like
    Kacper reacted to WinterMute in Cancellation Of The Sunday Zeus Operations - For now!   
    Fair enough. I think creativity and mission quality would suffer if you're finding it a dreadful chore and/or burning you out. That would make the ops toxic and generally ruin the fun. Do them as and when you feel like it's fresh - the historical turn out seems to indicate that Sunday evening is a good time to have an op and it would be cool if we stick to that as a general time slot for whenever one is run (extenuating circumstances notwithstanding)?
     
    Also, I dunno who else is interested in the idea of making a mission - I have dicked around a tiny bit in EDEN and I dunno... are there any guides to mission building that are heartily recommended? It'd be cool to bung a mission up on a Sunday evening some time and with the help of an experienced spartan or 2, make y'all have a good skirmish.
  9. Like
    Kacper reacted to Ryko in I&A 4 Beta Test Feedback   
    I&A4 version 070 change log

    FIXES
    1. Overhaul of Rescue Civs secondary mission (Civs weren't spawning in buildings, or near OPFOR defenders).
    2. Random revive from incapacitation, should be much less often. If you self-revive once, you won't self-revive again until respawn.
    3. Overhaul of all sub-objectives to improve success conditions.
    4. More work on custom groups. Maybe now it works? Who knows!
    5. Admin scripts (should) be visible now for staff
    6. Slung weapon was being detected as a non-class weapon for purposes of the gear restriction script (lolz)
    7. Weather regulation script had an error which could result in a sunny (default) setting producing rain. Should now work as intended (Default parameter = sunny weather)
    8. Player vehicles shouldn't be deleted in zones allocated for other bases.
    9. Assets from secondary missions were sometimes caught up in orphan units subroutine after main AO was completed.
    10. Possible fix for UGV reward asset
     
    TWEAKS
    1. Arsenal quartermaster animations changed so he doesn't walk through the table.
    2. Removed more trees at Abdera runway.
    3. Opfor awareness process won't run on groups where all the members are dead.
    4. Given that BIS has changed how createVehicleLocal can be abused and that this abuse is no longer possible, removed createVehicleLocal from disabledCommands list; custom smoke countermeasures deployment has been removed and we're back to Bohemia's local solution.
    5. The vehicle at the Repair depot sub-objective now has some flavour damage.
    6. Updated secondary task names for better visibility on map.
    7. Tweaks to main AO win condition
    8. Civilian vehicles should now despawn after AO is completed if player is significantly far away, and hasn't been claimed by player
    9. Vortex players should no longer be considered as potential targets for ambient anti-air spawns
    10. Finessed ammo box deployment from helicopters (could spawn too close when helicopter was landed)
    11. Reward gear is now added to arsenal, not put into inventory, after purchasing.
     
    NEW
    1. Added Teamkills history list for admins. Will only populate with information after admin connects (historical information will not be populated).
    2. Admin can see current Main AO status, reflecting how many units are left in the AO before it is considered complete
     
    Plus, we are trying some new server config options which might help with situations where units controlled by the headless client are not detecting players.
  10. Like
    Kacper reacted to mastif0 in Cancellation Of The Sunday Zeus Operations - For now!   
    @Xwatt @MidnightRunner
     
    Hello there
    Hello everybody. At this point I would like to thank you sincerely. Your commitment was very noticeable. I always thought it was great fun. It brought the comunity together and always gave great pleasure. Such an assignment is not self-evident. I understand very well that at some point you burned out and that his real life had priority. I'm looking forward to further action and who knows maybe there will be something coming up... So thx again ❤️
     
    Your Mastif
  11. Like
    Kacper reacted to Xwatt in ArmA 3 Screenies & Videos Thread   
    Malden Reprisal Finale (Week 10 - 20/10/2019)
     

  12. Like
    Kacper 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
     

     
     
     
  13. Haha
    Kacper reacted to Jonas in I&A 4 Beta Test Feedback   
    Agreed. I got downed 20 times in a row but "woke up" every single time . So Kacper and I were basically just paradropping into the middle of AO get downed and then revive ourselfs and then just fire 5 rounds and get knocked out again. So in the end we had like 5 squads dead around us.
  14. Like
    Kacper reacted to Ryko in I&A 4 Beta Test Feedback   
    IA4 change logs for 067 and 068; 068 will be tested today at 1800 UTC.
     
    068
    ---
    NEW
    1. Engineers, Pilots and Armor crew have a new action to add emergency fuel to a vehicle that has no fuel.
    2. Any role which has access to the Air channel may now use the button in the IA4 menu to add or remove themselves from the channel. Intended for Squad leaders who don't want to hear air chatter.
    3. Added Livonia camo uniforms to default western arsenal.
    4. Added Quality of Life features for Zeus users:
    - canned admin messages
    - ability to delete objects while not in zeus
    - admin scripts submenus available (and can be toggled)
    5. New rule for picking up non-class or non-faction weapons: instead of not being able to run, you will have an increased difficulty to aim. (setCustomAimCoef=4 instead of default 1)
    6. If you are incapacitated, there is a small chance every 4 seconds that you will wake up.
    FIXES
    1. Zeus/staff players can now donate points and purchase rewards without having any points.
    2. Refined success condition for enemy mortar subobjective.
    3. Attempt to catch error when player attempt to join role before fully connected to the server (prevent 'Error: No Unit' in squad list)
    4. Reward point donation to team/group.
    5. Only Vortex group members can fly Transport aircraft (previously: VIPER pilots could crew/fly Vortex vehicles)
    6. Contact DLC woodland uniforms were accidentally added to Sniper/Spotter kit; added for all roles to select.
    7. Error in Destroy Radio Tower secondary mission
    8. Added all base magazines to arsenal.
    9. Pre-purchased gear configuration (taking gear from arsenal no longer disappears)
    10. Being nearby a destroyed subobjective will no longer delete your vehicle; you still might take damage from an explosion, however.
    11. Fixed secondary missions to improve performance. Enemy unit composition has been lowered in all missions.
    12. Armed/Unarmed UGV reward fixed, should now work
    TWEAKS
    1. Reinforcement air vehicles spawn further away, and despawn further away.
    2. Changed IA4 menu: toggle map markers button moved to map/diary link.
    3. Changed method for detecting player interaction with primary / secondary objectives and moved to client to improve server performance. Message to player on these engagements also changed to be less intrusive.
    4. Additional information on teamkill/incapacitation situations.
    5. Rending an OPFOR mortar disabled in any way will destroy the spotting UAV.
    6. Attempt to get enemy subojectives off the roads.
    7. Hold Actions now have percentage hints to show progress, in the event that BIS' progress icon disappears.
    8. Destroy artillery secondary mission tweaked to encourage actual firing of artillery shells.
    9. Enemy CAS lessened slightly. Should reduce instances of multiple enemy CAS in the air, unless there is a lot of player Air.
    10. 50% chance ambient AI spawns will prefer players with high scores.
    11. Tweaked custom smoke screen deployment (will only run on clients within 2km of smoke deployment).
    067
    ---
    NEW
    1. Added reward point values chart to map diary. Reward points are modified by the difficulty setting, and also by the skill level of the unit killed, so this may not be consistent from game to game, but is rather a base value.
    TWEAKS
    1. Overhaul of opforAwarenessDaemon script to improve performance.
    2. Increased readability of dynamic text on map (spotted vehicle time codes, player titles, vehicle despawn and delock timers)
    3. Default grenadier loadout for basic NATO: sand tracer magazine changed to black tracer magazine. Default autorifleman for NATO: added 1 tracer 100-round magazine.
    4. Removed Secure Intelligence Documents subobjective as wonky
    5. Added more vests to Western Arsenal
    6. Tweaks to enemy CAS support
    7. Overhauled enemy reinforcements code for performance and minor errors
    8. Tweaked position / distance / opacity for in-world player name tags, especially for wounded players. Wounded players will now be visible up to 200m. Your squad mates are visible up to 60m. Other non-wounded team members are visible up to 20m.
    FIXES
    1. Underbarrel-launched smoke grenades were bouncing contrary to intended behaviour.
    2. Fix to cleanup script accidentally removing non-dead vehicles.
    3. VIPER crew able to fly CAS helicopter alone, fixed, requires full crew in helicopter
    4. Fixes to reward point donation.
  15. Like
    Kacper reacted to Xwatt in ArmA 3 Screenies & Videos Thread   
    A Collection Of Screenshots From Malden Reprisal (Week Nine)
     

  16. Like
    Kacper reacted to Ryko in I&A 4 Beta Test Feedback   
    To be fixed next version
     
     
    Investigating for next version.
     
     
    Not sure why this isn't working, reviewing the code, it's supposed to give you a notice that you've TK'd.
     
     
    Yep, will review
     
     
    I'll look into adding a button to the IA4 menu to allow you to join/leave the Air channel.
  17. Like
    Kacper reacted to LH5 in I&A 4 Beta Test Feedback   
    Time for a bit of feedback I will put more in at some point but here is what I have at this time.
    1- Can we have command VON locked again as 4.6.2.Do not talk in global, side and command channels.  Use group, vehicle and direct chat for voice communications. still stands as far as I know. In 3 it is locked and solves the problem.
    2- Sidearm magazines are not showing up in current selected weapons magazine slots when adding ammo to load out.
    3- Zeus slots do not receive any points when joined so can not reward players.
    4- If possible bring over v3 Admin/Zeus tools from the scroll wheel menu. (I will send more detail over discord DM to Ryko)
    5- UGV reward is broken.
    6- Squad menu not showing what slots are taken until I take a slot when first joining.
    7- When players TK if possible give them a hint saying they have team killed. Does not have to say who they killed, this way they don't go on team killing and not knowing, as this is a public server where new players join and learn most of the time.
    7.1- For admin channel if possible add the weapon used when telling us someone has team killed as that helps a lot when looking into situations. (I&A 3 Team kill messages for those with Zeus work well as they tell us who killed who and what they used to do it)
    8- Air channel as good as it is would be better if removed from all roles but the pilots so all the squad leads/Zeus don't have to listen to the chatter of "is that pad taken" and just pilots talking to each other as players do, if removing it is not the way foreword maybe if it can be done add a option to remove yourself from air channel as that would allow those that want to stay on it can and those that don't don't.
     
    I hope this feedback helps with the next version
  18. Like
    Kacper reacted to Admiralbumfluff in Zeus missions Ideas box   
    @SCHUBZ i would love to !!

    sadly that's not my decision to make.

    @Kacper YES  !! next time I'm on for long enough and there are a decent amount of players i shall run this one !

    @Walk'N Might be more of a gamesnight thing but that looks like it could be a good mission to play through
  19. Like
    Kacper got a reaction from Admiralbumfluff in Zeus missions Ideas box   
    t a n k  b a t t l e
  20. Like
    Kacper reacted to Ryko in A peak into optimization   
    Hi folks,
     
    I recognize that a lot of the development work on IA4 is kind of done in a black void, so I thought I'd share some data on optimization generated over last Friday's beta test.
     

     
    This graph shows server performance per minute, relative to the number of players connected and the number of AI units present in the mission.  If you played on Friday you noticed that performance really began to tank at around the two hour mark.  Your first instinct might be to think, "well, the mission's been running for 2 hours, there's probably a lot of clutter, lots of units running around, it's probably making the mission slower".  But in fact, that's not the case.  The key metric that's slowing down the mission...?  The number of players connected!
     
    Arma's actually quite efficient when it comes to running units, the trouble is when you have a mission that is running any kind of custom script (as both 3 and 4 do) in order to manage how the mission plays, and to give any special instructions to the AI units.  In the case of 4, there's one special script called opforAwarenessDaemon, whose sole purpose is to give instructions to patrolling AI units based on their knowledge of player units.  Put another way: if you're shooting at the AI, the script will let the AI respond to your shots rather than just sit there and take it.  It'll have them change their patrol path, call in support from other units, or even call in air support.
     
    Here's another version of the chart that's a bit easier to read when it comes to player count / FPS;

    What we're seeing in the graph is that when the player count is below 30 players, everything is working fairly well - average server FPS (the green line) hovers between 20-47 FPS, which is excellent.  And it's doing so whether the number of AI is low or high. But when we get over 30 players, server performance tanks quickly (see the chart between the 100 and 150 minutes mark).  This is because with more players, there are more enemy units, and they're taking longer to do their opforAwareness check.  And since Arma's internal design philosophy is that if the program can't complete a script in a certain amount of time, it gets bumped to the next cycle, which just pushes the problem further down the line... until eventually the program crashes.
     
    (the spikes, if you're wondering, are generally when new AOs are spawning and a bunch of new AI units are populated.)
     
    So, how does one address this?
     
    1. Less AI units?  IA4 scales the number of enemy units to the number of players, so that there are plenty of targets for the players to engage and make the mission fun.  If I reduce the number of units, I'll hear more feedback of "I just got the AO and it ended".  And since on its own, Arma is pretty efficient at running units, that's not the preferred option.
    2. Optimize opforAwarenessDaemon?  Definitely the preferred direction.  Data like this helps me identify methods for improving the efficiency of the code in question.  In the script there are a few factors to be decided in figuring out what targets the enemy AI units will prioritize, as I've laid out in this decision tree: to summarize, every 20 seconds, an enemy group leader will assess their known targets, and decide whether one of them is a threat worth leaving their patrol route to attack.

    There are certainly things I do (ie., corners I can cut) which give similar results to what I'm looking for, that are more efficient in doing so. But the long and the short of it is the same.  If there are more players to assess, and more enemy groups to do the assessing, then that's more work being performed by the server.
     
    3. Cut opforAwarenessDaemon?  It has to be a consideration; while the intent of IA4 is to create a more intelligent mission, if the performance requirements to do so exceed the playability of the mission, then it's just not worth it to pursue, and maybe it'll have to go back on the shelf and await a more capable engine (Arma 4, here we come?).
     
    So that's a look at how the sausage gets made - if you have comments or suggestions, I'm always happen to discuss.
     
    - R
  21. Like
    Kacper reacted to Admiralbumfluff in Zeus missions Ideas box   
    So I have noticed the difference in certain mission types and player participation.

    I thought maybe its best if the playerbase could throw ideas my way so I can run the OP's that YOU are interested in.
  22. Like
    Kacper reacted to Nutek in [EU2] Zeus Operations 29/09/19 @ 15:00 UTC   
    Awesome gamenight ! Really enjoyed it !
    Took more than 2hrs so I had to leave at the very end but it was greatly carried during the entire operation.
     
    See u next one ! Cheers !!!
  23. Like
    Kacper reacted to poker 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.
  24. Like
    Kacper 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.
  25. Like
    Kacper reacted to MidnightRunner in [EU2] Guerrilla Ops Livonia Week 6 27/09/19 @ 17:30 UTC   
    So the rumour says
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