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alan.rio

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Everything posted by alan.rio

  1. Every time we run it we seed the server with 6-7 guys and it fills every time. You get a lot of guys quitting after 10 minutes, mostly because they don't speak English and hence can't understand our instructions and help. But we do fill it. The killer is that when you have people leaving and joining like that the file is so big it kills the server, it settles down after a while when its filled with people who know what they are doing.
  2. As sirex posted above, that was the list of bugs we found during the testing night last night. The two smaller new missions were less buggy than the large old one. The exploding chopper when it leaves the carrier is a weird one. I think that the infantry map in the urban setting is awesome, the spawn points are a bit far back though. The middle size map suffered a little from two many spawn point, and the action we only had about 22 players on but even at that it was still very dispersed. All great fun though! Its at the level now where the fun of playing it makes the bugs easy to ignore. One last point, I know you have notes, but NO public players will take the time to read them, may be some popup hints to read the notes and some pop up very very basic instructions. Otherwise it will never take off on public servers.
  3. Yeah, what he said, my life runs on too many timezones. 19:00 LONDON TIME!
  4. Yes, London time ---------- Post added at 08:56 AM ---------- Previous post was at 08:51 AM ---------- I think its best to us the pingzero teamspeak that whisper offered, its just simple to copy and paste 85.171.255.202:8767 into the server address and its all set up just like we need it to be. Its great to have a backup if anything goes wrong anyway, so many thanks for both offers!
  5. Fantastic. I'll have it on our server for the test tomorrow night. Just to remind you, filter [RIP], it will be passworded (password: devastation) teamspeak provided by the pingzero server address 85.171.255.202:8767. We'll kick off at 19:00 GMT, (London time). All welcome.
  6. alan.rio

    co30 DominationA2! One Team

    Other players have earned that A10 by clearing towns and side missions, who are you to come in and steal the toys that they have earned? And if you mean having the A10 on the tarmac at the start of the mission, well that'd be no fun, its better to earn it.
  7. alan.rio

    co30 DominationA2! One Team

    I'll second that, it would be great if we could define who gets to use critical vehicles on our server. Aside from the clan members we have a large bunch of regulars who play every night, and we could add these players to such a list. We can then add people to the list once we have shown them the ropes and they have demonstrated they are team players.
  8. Are we still going to beta test tomorrow night? How about 19:00 GMT? I should have a few RIP lads on to fill up the numbers. Password for the server will be "devastation". Do we have a teamspeak channel anyone, the RIP lads don't need to be in the teamspeak as I can relay all chat to them through vent. If we don't have teamspeak then we can stick with in game voip.
  9. alan.rio

    Noob question

    See here, http://forums.bistudio.com/showthread.php?t=78102, should explain it all.
  10. I can lock our server with a password for saturday night, for an hour or two to run through a few games. However we use ventrillo and its strictly for clan members only, can anyone else provide a team speak server, or even just a channel on on teamspeak server for saturday night? I will muster as many of our clan members as possible.
  11. Fair enough i misread the context of your post.
  12. Its a beta version for beta testers! Hosting a "Battle's Games day" with other clans is way above the capability of this mission in its current state, and Dr. Eyeball has noted that at every opportunity! All the bugs you have mention have already been noted, you really should have either cheaked it out yourself first or read the bug list.
  13. @ bold type above People joining the server would have 0 points, i.e. non-negative and all kits would be available to them. Only consistant negative play would disqualify a player from certain kits. If the point whore want to collect points by doing teamwork then thats ideal! Perfect situation! Also. In PR you got points for driving vehicles that were carrying troops, dependant on the number of troops on board, you got points for building firebases (in this gamemode its FOBs). The other thing that increased your points was your proximity to your squad, if a team mate got a kill (say 10 points) within 50m you also got 1-2 points as it was more than likely you were involved in suppressing or spotting the target. This massively encouraged players to move as a squad and stick together. Lone sharks ended up with much less points. Perhaps the best idea is to have a commander slot. If the slot is filled then the the player in that slot "grants" kits to players who request it. If the slot is left empty then the game uses the "negative points= restricted kits" system I proposed above.
  14. As i said. Problem: Such a scoring system would be difficult to balance. If it was balanced so that only repeated loss of important equipment disqualified you then it would not hinder the majority of players. Only the very bad Rambo players. I'm not suggesting a system so severe that people are tip-toeing around the map so as not to get negative points. I'm suggesting a system that would stop very bad stupid players (there's one or two in EVERY match) from ruining a game for everybody on his team. And as for your last sentence, I don't get your point, sorry if I wasn't clear enough I was just typing as I thought of it. I don't want to put you down but it has nothing to do with the points system I'm proposing. But lets use the scenario you describe to illustrate my point. I'm not proposing reducing the number of kits, you can still carry as many javelins as you want or are allowed anyway, I'm proposing a system that decides WHO carries the javelins. i.e. not the guy who will run out in front of the tank and get killed leaving the squad one javelin down. Because, under the proposed system, he will be the guy who has lost the javelin/APC/sniper/chopper 3-4 times already and is now disqualified from using it. End result: The javelin is now in the hands of a competent user, tanks get destroyed, team wins. EDIT: Thats not to say that the guy with the negative score will not be able the get a javelin later in the mission, he can redeem himself by teamwork and fighting well to make his score go back up again and gradually unlock the important kits again until his score goes positive and he has full access. Its not a "one strike and your out" system, its a "3-4 strikes and your temporarily out until you redeem yourself".
  15. On 1, I agree. On 2, I agree with this also and posted something along those lines in the dev haven. On 3, In PR the rally points were deemed destroyed when they were overrun by the enemy, say 2-3 bad guys within 20m. On 6, I think 1 - 2 minutes would be enough time before the kit disappears, but perhaps put a 3-4 minute delay before it is returned to the pool for reselection. Also you could punish a player who gets killed with an important kit with minus points or longer respawn time and if his kit is captured, more points lost. Make it dependent on the importance of the kit. It will assign a responsibility to important kits and emphasize the importance of not putting important equipment at risk. It worked well in PR, guys who repeatedly lost the HAT and sniper kits ended up with minus points. In fact you could go further with this, because some people don't have any consideration for teamwork, and will take kits and important vehicles and lose them hurting the team badly. By assigning negative points to players for losing kits, and being crewmen in vehicles that were destroyed you could demote them to the point where all they are qualified to use is a rifle! If the negative points system was balanced correctly you could disqualify people with negative scores from certain important kits, the level of disqualification dependent on how negative a players score is. If a player takes a kit/apc uses it properly and gets some kills or does some good teamwork he earns points so that when he gets killed he still gets minus points but he comes out on positive on average because he did well. All available kits are open to him at respawn. If another player takes the same kit and messes up, loses the kit/apc then he ends up getting negative points. If he does that repeatedly he is then disqualified from important kits by accumulating negative score, and if the "crewman kit only to drive" idea is put into effect he can also be disqualified from important vehicles! End result: 1. Good players who play responsibly and carefully with a emphasis on team work can have access to the best kits, which will mean the team will work more effectively 2. Bad, high risk (mind you, if they are good enough to pull off the high risk move points will reward them also) irresponsible players are restricted to grunt work until they prove themselves by EARNING their way back into a position of responsibility. 3. The score board is no longer a pissing contest, it is a true measure of teamwork, responsible usage of resources and effectiveness. Problem: Such a scoring system would be difficult to balance. I'll post this on the dev haven also.
  16. Some servers such as ours, have all unrealistic things like crosshairs and 3rd person forced off for all players.
  17. You need to select preview for the type of kit you want, then select from the choice of weapons for that kit. The reason you couldn't pick the MG and sniper is probably because all those kits were taken and the number of kits is limited. By the way guys i've registered on that dev site and made a suggestion or two.
  18. Just some notes on our first few hours of testing last night, might have some more for you later tonight. Swimming on land when spawned to carrier and then select to go to outpost. - lasts about 10 seconds. Red = op-for, but both teams have red groups, green would be better as its very confusing. Everyone sees everyone else's kill messages. e.g "you destroyed x vehicle" even if it wasn't you. FOB, destroy a item (sat dish, chair etc, and it re spawns as double (two chairs, two sat dishes etc) FOB augmentations box - take field dressings appears twice in menu FOB aug box - when mouse rolled on it, menu flickers on / off/ constantly. Lines between twin-cap bases very fient and quite hard to see on map. Mission notes screen, visible on first connect, on re-spawn = gone! Many choppers at base damaged at start of mission (maybe due to big booms at spawn at start) Boomerang not working rhib with FOB on sunk, still on map, but at bottom of sea and not able to spawn on it. - unit lost? No civil stuff in towns, lack of transport If in ural when item added to cargo, its not visible from inside ural, but is from outside. - if you're already in when its loaded, you cant leave ural, but can if move to driver, then leave. - from outside you can see item in ural fine.
  19. Currently running it on our server and all out ArmA players have the notepads out recording bugs and features that need work, I will compile a list on and post it here, or alternatively I could PM it to you. First impressions, it looks the business.
  20. alan.rio

    Spacebar scanning

    I agree, for example if your being shot at from a tree line some distance away its easy to figure out the exact position of the person firing by simple pressing space and scanning the tree line til you see red. What you should be doing is looking for their muzzle flash.
  21. Excellent, just tell me what you need. Might I suggest however that we stop referring to devastation as a game mode based on a certain BF2 mod? Aforementioned mod is now a private company and this would be a direct challenge to their market share, they may cause trouble. Just a thought from a conversation with our clan leader.
  22. alan.rio

    Petition for mouse fix ~!

    Sigh, I give up, your just not getting it....
  23. Our clan and regulars on our server would be very very interested in that gameplay. As the majority of our ArmA guys are ex-PR guys who got fed up with the limitations of the BF2 engine and the way the game went after 0.8 we would love to return to playing the PR style game with the added realism, immersion and flexibility of the ArmA 2 engine. If you need any support or resources I and my clan will do our best to help you, I can promise that most of our clans ArmA 2 contingent would love to help, with beta testing, suggestions, bug finding etc. Also if you need servers to test on i can put the missions on our servers.
  24. alan.rio

    Lookin for a tip

    Well, on the lower difficulty levels pressing space will let you identify targets, other then that you just have to get the jump on em, have that extra second to check their gear, I think the helmets are a good indicator.
  25. alan.rio

    Petition for mouse fix ~!

    Which is why your on the the wrong forum, complaining about the wrong game, with the wrong people in a confused way. You want to know what I mean by confused? Because you are confusing the people on this thread who are complaining about a valid technical issue, excessive mouse lag, that the majority of people don't have, with people who are supporting you in your effort to change the game into a twitch esports tourny game!!!!!!!! They are two completely different issues and concerns. One has the full support of BI and the community, and it will eventually be isolated and fixed the other is you wasting your time. If your so determined go learn how to mod the game and convert it to "twitch ArmA" and stop bugging BI who are trying to fix technical issues that actually matter to the community.
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