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Reinstate Weight/Fatigue on EU1-2 and 4


Guest Luetin

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Guest Luetin

So this has been out for a while but for some reason we never brought it back onto our servers. So I was largely unaware of just how improved the fatigue and weight system has become. Alganthe said I should check it out and its greatly better than what we have now. Currently on the servers we have weight turned off meaning players can carry as much as they want, but it also means you get that really extreme weapon sway.

 

With the updated weight system you can carry a good amount of weight and this will effect your ability to move around but the optic sway is greatly reduced on how it used to behave. If we put this system back on the servers especially I&A it would benefit in two ways:

1) slow down gameplay as people carrying titans and 10 belt mags couldnt just sprint around as if they are running a 100m race

2) reduce the amount of firepower generally carried making people more careful about engagements.

 

I made a short video demonstrating how it currently works

 

 

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2 hours ago, xSniper1982 said:

You shouldn't going making assumptinons about other people JuX...
Especially ones you've never played with.

I use the ASP on Tanoa, not the Lynx.
I have multiple loadouts for Tanoa (with the Stamina system)
We've been testing different loadouts for quite some time now, as we tend to stick to minimal equipment and work as a team.

FYI, the ASP Kir, is a Specialist Weapon for Close-Medium range combat 200-400m... not for a Sniping role.

I suggest from this point on you don't act all high-and-mighty with your replies, and instead read, digest, take the information provided into account, if you don't know someone elses play style, do not make assumptions and talk down to them, because guess what... THEIR opinion is just as valid as yours.
 

 

My conclusions aren't based on 100% assumptions, but deductions and testing. Nor it is focused on you fyi, but the public. 

 

I went to the editor and used ASP and other long range weaponry to test wide range of weapon weights to test your argument. I had decent amount of ammunition, 2x smokes, side arm + 2 mags, "bandages" and basic equipment such as NVG's. Only logical conclusion i could make is that people are using excess amount of ammunition, protection and gadgets to reach that low stamina you are talking about. Such as backpack is nothing but dead weight for a sniper, specially if you have a .50cal.

 

This is why i am harshly criticizing these comments suggesting how "stamina system is unplayable" for most. Also giving positive validation to implement the stamina system on the server, so it's not impossible for people to adjust to it.

 

To solve this problem is to have people make sacrifices on the equipment they carry, i see people use things like NVG's on broad daylight and massive backpacks they do not even need, when they use high capacity protective vest.

 

Weights also apply to other classes, people just often want to have everything, just in case. Missile launcher is probably most challenging weapon, but you could do "single use" method to get that extra stamina if you need it.

 

 

Doesn't really matter if iv played with you or not, iv seen the public and i personally play light and experienced it.

 

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You quoted me and commented this...

 

Quote

Think your issue with this is the fact you think .50cal is the only sniper rifle in the game.

 

I call you on it and you comment this...

 

2 hours ago, JuX said:

My conclusions aren't based on 100% assumptions, but deductions and testing. Nor it is focused on you fyi, but the public. 


Make your mind up....

------------------------------------------------------
I'll put it simply, don't keep saying that restrictions are always fine, there has to be compromises to prevent new players from becoming disillusioned with how things play on Ahoyworld servers.
We've seen plenty of people come on when the server is less populated and then leave because when there's only 10 players on a server with heavy equipment and weight restrictions it's very difficult to complete an AO unless everyone keeps changing kits to deal with each threat, which can take a long time.
And add a VTOL that destroys everything trying to move and a Artillery Priority Target Mission and it just makes new players hopping in think that they won't be able to handle playing on AW servers, it gives them the wrong impression.

This isn't a hypothetical situation either.. we had this exact situation a couple of nights ago.
Main AO and Artillery Priority Mission were close to each other(less than 300m gap), on a small island with a VTOL patrolling.
There were 8 of us in the server..
New players kept hopping in and within 15mins of trying to get a kit together and go to the AO they gave up and left.. 3 of them never even made it out of base because they couldn't get a kit together that they were comfortable with.

It's not hard to combat the problems with 20 people or more, but when the players just aren't there, how do you expect the servers to hold the interest of potential new players.

Again, and please understand this...
I am not saying to remove the stamina.. just to find the correct balance so that new players aren't put-off/scared away from AW.

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3 hours ago, xSniper1982 said:

This isn't a hypothetical situation either.. we had this exact situation a couple of nights ago.
Main AO and Artillery Priority Mission were close to each other(less than 300m gap), on a small island with a VTOL patrolling.
There were 8 of us in the server..
New players kept hopping in and within 15mins of trying to get a kit together and go to the AO they gave up and left.. 3 of them never even made it out of base because they couldn't get a kit together that they were comfortable with.


HIGHLIGHTS INCLUDE: 2:15-2:45, 8:00-8:30, and 15:10-15:35

Reposting to bundle and streamline everything for easy reference ;)

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9 hours ago, xSniper1982 said:

You quoted me and commented this...

 

I call you on it and you comment this...


Make your mind up....

 

Make up my mind? What? Think you are reading incorrectly. Im telling you with proof, you can play with new stamina system without crippling yourself with weight. This is the topic in hand, not restrictions and mortars. People need to learn moderation in order to play with the system.

 

Honestly taking down enemy aerial units is not really a job for the ground troops, maybe VTOL is easier to shoot down. But jet i much harder to take down with ground-to-air missiles and often run out missiles if you can't get the proper angle.

 

Rather then getting salty about the .50cal then care to explain, which "sniper rifle" you are using that is taking that 50% stamina off (with no ammo)? As i pointed out even a .50cal can get his stamina up to 20-25% with decent gear, enough to do his sniping.

 

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1 hour ago, JuX said:

 

Honestly taking down enemy aerial units is not really a job for the ground troops, maybe VTOL is easier to shoot down. But jet i much harder to take down with ground-to-air missiles and often run out missiles if you can't get the proper angle.

 

 

Recommend two AA gunners, one firing two seconds after the first. 2nd missile will likely not be flared in this case :)

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JuX,
I'm not even going to bother responding to you after this because you seem to be either, attempting to troll, or just purposely NOT reading and understanding.
The point of posting this stuff in this thread (so that it gets a constructive discussion going with good ideas for balancing) is being derailed, and as such after this post,

 

I am not going to continue this discussion with you any longer.

NOT TALKING ABOUT SERVERS WITH LOTS OF PEOPLE HERE, TALKING ABOUT A ALMOST EMPTY SERVER WHEN NEW POTENTIAL PLAYERS ARE LEAVING BECAUSE THEY CAN'T DO ANYTHING.
 

5 hours ago, JuX said:

Honestly taking down enemy aerial units is not really a job for the ground troops,


How else are you supposed to take down an Air threat in EU#2 right now if not with Titan Launchers?
THERE ARE NO AA JETS or Helos...
It was also on an island so we couldn't drive a vehicle to attack it...

AND AGAIN -

WHEN THE SERVER IS NOT POPULATED -

Taking out a VTOL takes 4 missles...
One AT guy can carry 2 missles if they want to stay mobile...

 

(Luckily I was able to bait it back to base, which was not my intention, and one of the guys in TS with me activated the Base AA)

@Amentes brings up a GREAT point that if 2 guys work together you can bring down an Air Target,

but it requires twce as many missles.

That means, to bring down a VTOL you will need 2 AT guys and 2 guys with spare missles...
Late at night/Early morning when there are so few people on, that is HALF the server population,

just to ATTEMPT to take down a single VTOL.
AND - they must be communicating with each other effectively...
A very difficult and usually impossible task in the early hours of the morning with brand new public players who don't use TS and aren't paying attention to, or are unable to understand, the messages you send via the in-game chat.

MOST NEW ARRIVALS LEAVE BEFORE THIS CAN BE ACHIEVED....

Again, going to point this out ONE LAST TIME....

This isn't about a full/half full server with groups of players.
This is about a low population server with at most 10 people.

 

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5 hours ago, JuX said:

Honestly taking down enemy aerial units is not really a job for the ground troops

 

Hoho! Am I reading this correctly?! U know our aircraft vehicles are grounded once there is AA Priority Target on the southern island(s), right? If the server is lightly populated, the AT guys definitely are the ones to try take out the aircraft.

 

I wonder what is your username in-game... Wanna observe if U are a NATO (NO ACTION, TALK ONLY) guy.

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2 hours ago, xSniper1982 said:

This isn't about a full/half full server with groups of players.
This is about a low population server with at most 10 people.

 

I don't know much about ArmA scripting, server hosting etc. but wouldn't it be possible for the server to sort of balance the odds?

E.g. if there are less than X pilots on the server, the VTOL and/or GPS-accurate artillery aren't spawned (or at least reduced chance of them popping up). Less skilled, less accurate or less powerful opponents (e.g. mortars instead of Sochor) are another option, though I think that may be harder to implement solely for the "extras".

 

That way, fatigue system could stay as it is, as you no longer have to take a whole arsenal with just a few guys.

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xsniper have you turned illiterate? The topic here is "Reinstate weight/fatigue". So stop doing this drama about mortars and anti-air. If you have issues with jets and mortars then report them in the proper topic / create one.

 

You wanna know how i knew it was a .50cal? Cause it's the sniper rifle that would consume 50% of stamina by itself, this is what i pointed out and you somehow took offense and to verbal attacking when i pointed this out. I get, carrying missiles isn't easy, but you can do alternative like using vehicles to transport that ammunition.

 

Also AI aircrafts are easy to bait if you wish to bring it to your base for that unlimited ammunition

 

EDIT:  I advice locking the topic, the drama is unreal right now

 

 

 

 

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This is funny, someone derailing a thread, making drama with people that outrank him, then asking for the thread to be closed. Cute. Why the hell did we get rid of the downvoting system...?

FROM NOW ON, I ASK FROM EVERYONE THAT EVERYONE IGNORES THE PEOPLE CAUSING ISSUES ON THIS THREAD. Keep the conversation going on the topic, and ignore the ones who are clearly trolling for attention.

 

Now, I actually think the current weight system on EU 2 would be better suited on EU 1 based on the map: For a map like Altis, it would be much easier to bear with these new changes as to ground vehicles can be implemented for use at every AO via driving. With ground vehicles, you can easily use them as a mobile resupply point, and with the added use of vehicles, repair specialists and engineers become a MUCH MORE VALUABLE ROLE, which also means more will be on sight at an AO if a chopper goes down and is damaged.

Just some more two cents...

#Veteran_of_forum_wars

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1 hour ago, Liru the Lcpl. said:

This is funny, someone derailing a thread, making drama with people that outrank him, then asking for the thread to be closed. Cute. Why the hell did we get rid of the downvoting system...?

FROM NOW ON, I ASK FROM EVERYONE THAT EVERYONE IGNORES THE PEOPLE CAUSING ISSUES ON THIS THREAD. Keep the conversation going on the topic, and ignore the ones who are clearly trolling for attention.

 

Liru i do feel obligated to mention, do NOT use "outranking members" argument ever again. There are no ranks in ahoyworld, to avoid "i am better then you" mentality. There are just members, moderators and core staff.

 

 

Topic :

 

Id suggest implementing the system for a little while and observe how it develops, if its disaster. Well we shall revert back to current system. This would be viable way of seeing if people have the patience and guts to operate with it. We know for sure the loadouts are viable, but question is can the players handle the shock of not having every possible gadget in their pocket and finding alternative ways of dealing with hostile vehicles.

 

 

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4 hours ago, Eagle-Eye said:

 

I don't know much about ArmA scripting, server hosting etc. but wouldn't it be possible for the server to sort of balance the odds?

E.g. if there are less than X pilots on the server, the VTOL and/or GPS-accurate artillery aren't spawned (or at least reduced chance of them popping up). Less skilled, less accurate or less powerful opponents (e.g. mortars instead of Sochor) are another option, though I think that may be harder to implement solely for the "extras".

 

That way, fatigue system could stay as it is, as you no longer have to take a whole arsenal with just a few guys.

 

That could perhaps work in some instances... but it's MORE scripts that need to run, adding to the load, which could significantly increase server lag.

By finding a way to balance the Fatigue/Stamina system (adjust weight of gear/stamina drain), to take into account the needs of small player groups/new players, then the Fatigue system itself will have the balance needed to allow ANYONE to hop into a server, at any time of day and make an effective loadout - especially with the use of AT/AA - even if the server is almost empty and without impacting on the gear/equipment restrictions.

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