• ARMA Series (I, II, III) - v. Waiting For 3DEN Edition
    5,000 replies, posted
[QUOTE=Destroyox;49647172]I still have no idea how people were supposedly getting insta-killed when "Prevent Insta-Death" was 100% on.[/QUOTE] It happened to a lot of us. I don't know if it was turned off or if that's possible? To go along with what people are saying, we can definitely do better. With a new influx of a lot of people, it's to be expected to have a couple bumps in the road till things smooth out and our "playing level" goes back up for lack of a better word. I think training sessions on teamwork, communication, ace interactions, and being more "tactical" would greatly benefit everyone and we should really make a push for people to attend those. In terms of behavior, sick memes, etc. while we're not shacktac nor strive to be that, it couldn't hurt to take OPs, your roles/jobs a bit more seriously. Part of that could be having a repercussion for playing like shit/not caring aka insta-death for charging the enemies or some other sort of...system. I dont know. I also think it's up to those people in charge that selected the roles to lead squads, and platoons to keep order and "professionalism" within the squad you run. I know when I play i looked up to my team lead and squad lead, and I would think most people share that same view. If a person was in charge and looked up to, if they clamped down on negative behavior it would be setting a very good example to everyone else. I think this one of the very few amazing Arma3 communities left and I know we can be better and I'd like to help that in anyway I can.
[QUOTE=Roogles;49647040]I would like to begin with a legitimate enquiry, I have become curious as to who decided it would be a good idea for Mike to lead or in fact be in charge of anything more than microwaving a hot pocket. I have had problems hearing correctly in the past, my grandmother was a very loud person and I like "rock music", I had no issues hearing Mike during the op however as he is much louder than Grand Mama. It's rare to meet someone kind enough to yell so I can hear them over the voices in my head, understanding anything he said is irrelevant as the things I did hear were retarded anyway. He should not be allowed to squad lead, it was a terrible display of incompetence and zero radio discipline. I would like to also thank zeus for killing the medic. Most of all my thanks go to the mission maker, never have I seen anything like this mission. Medics carrying only 3 bandages is a fantastic idea not to mention my entire squad dying instantly due to one poor enemy combatant shooting in our general direction. The brilliant design coupled with lightning in the middle of a sunny day and the greatest commander ever means we had a successful operation. Remove Mike[/QUOTE] If you don't like how he leads, step up and lead yourself or don't join his squads.
I think you shouldn't be allowed to slot up as a SQL, PLT, Company, or any other leadership roles if you haven't gone through some type of training. Also here's some proof on the insta-death thing [T]http://i.imgur.com/LGd1Gia.png[/T] [editline]31st January 2016[/editline] [QUOTE=IrishBandit;49647237]If you don't like how he leads, step up and lead yourself or don't join his squads.[/QUOTE] He was PLT leader though. I think Roogles didn't realize this in his fury.
[QUOTE=Cpt.Funkymonk;49647137]While I understand, and like, the purpose for having perma-death. I'd rather it not be part of the missions. for several reasons: 1. This is FP-Arma, we are not a super serious group, I don't feel the need for punishing players should be as severe as having them sit out for what could be half an hour. 2. The AI are made up of fucking navy seals. Even if you do everything right, a random AI will shoot you from a distance that can only be described in the form of expletives. 3. When the squad lead goes down, you risk the rest of the squad having no clue how long range radios work, and now you have a tiny cluster of people sitting there completely lost and possibly without being able to communicate. Today's mission was less than stellar, and while I agree the amount of medical supplies given to the medics was less than ideal, I don't think it is proper to put most of the blame on the mission maker for a lot of the other problems. EDIT: On a second note I'd like to talk about /a3g/. I very much like a lot of the members, and am always happy to see more people in FP Arma, but here is the issue, they aren't /a3g/. If they want to play with FP-Arma, they are FP-Arma, I heard during one of the CDs today a lot of negative and rude talk coming from ex-/a3g/ players. I feel bad clumping people together and saying /a3g/ guys, because I met some of you, Nerves and QuiZno, who I do really enjoy. If people want to play with FP-Arma, they are part of FP-Arma, and will treat the group of players who are willing to allow them to join our community and use our servers with respect. I don't think what I'm asking is too extreme.[/QUOTE] I said this during the first week we came over, some people will fit in great and there will be some issues with others. Most guys are okay and some people are having some trouble getting used to the way things are run here. There are one or two guys that I wont name that I think should have been removed ages ago. A lot of what is happening is sort of a gimmick, it's fresh and new so the shitters are back. In due time they will leave and things will get better, I've already had several serious talks with people about behaviour and will continue to do so. As far as "negative and rude talk" that's something I wont comment on, that's the kind of group A3G were, no holds barred. If you feel something or think something you say it and you don't beat around the bush, I always liked it but just know to take everything with a grain of salt.
[QUOTE=Destroyox;49647250]I think you shouldn't be allowed to slot up as a SQL, PLT, Company, or any other leadership roles if you haven't gone through some type of training. [/QUOTE] I agree full heartily with this. Communication, teamwork, leadership, radio, and behavior training could us a lot of good. The only issue I can see is the same people running the same leadership positions every OP. So we'd have to encourage training very heavily to make sure that doesn't become an issue and with a community this large now I honestly don't think it will be. Besides if there's someone that really good at leading, and they sign up in time every week, well fuck it let them lead.
[QUOTE=Destroyox;49647250] Also here's some proof on the insta-death thing [url]http://i.imgur.com/LGd1Gia.png[/url] [/QUOTE] I think you're supposed to use the ACE revive ? Just remember to set the timer really high or put it as -1 or something so people don't die while stabilized. The insta-death option itself never worked, iirc.
[QUOTE=honestfam;49647313]I think you're supposed to use the ACE revive ? Just remember to set the timer really high or put it as -1 or something so people don't die while stabilized. The insta-death option itself never worked, iirc.[/QUOTE] Mmm, that's where it went wrong. Had an option in ACE revive disabled on accident. It's not that I didn't think about it though, I had revive time set to 600 seconds. Thank you.
Please fill this out ASAP: [url]http://goo.gl/forms/I7W0PCa0Uz[/url]
[QUOTE=Whitefox08;49647459]Please fill this out ASAP: [url]http://goo.gl/forms/I7W0PCa0Uz[/url][/QUOTE] Why is this thing asking for my credit card?
[QUOTE=pundra;49647516]Why is this thing asking for my credit card?[/QUOTE] I need you to donate to my Patreon to continue this inquiry.
A few others and myself will be hosting a training mission Saturday (06FEB16) around our usual OP time. It shouldn't last more then half an hour and we will be going over the following - Map / Navigational skills - Formations - General Radio Usage - Basic Teamwork There will be no sign ups and will remain completely optional. However if you feel as if you could use some work on the subjects above you are more than welcome to attend. If you have any questions / concerns or if you wish to volunteer to help with this shoot me a pm.
So perma-death isn't the norm for these types of missions, right? My play-time consisted of getting in, crashing, getting back in, then moving to regroup with my squad I walk up to the outer wall of a compound and a huge explosion (mortar??) instantly killed me eight minutes into the mission :(
[QUOTE=Whitefox08;49647459]Please fill this out ASAP: [url]http://goo.gl/forms/I7W0PCa0Uz[/url][/QUOTE] I honestly think that Saturday would be the best time for trainings because then everyone, European and US, can join in and play. If you were to do it on any other day you'd have to have two to account for the timezone differences. [editline]31st January 2016[/editline] [QUOTE=Milkdairy;49647668]So perma-death isn't the norm for these types of missions, right? My play-time consisted of getting in, crashing, getting back in, then moving to regroup with my squad I walk up to the outer wall of a compound and a huge explosion (mortar??) instantly killed me eight minutes into the mission :([/QUOTE] Yeah, that was just a particularly shit mission.
[QUOTE=Michael haxz;49647589]A few others and myself will be hosting a training mission Saturday (06FEB16) around our usual OP time. It shouldn't last more then half an hour and we will be going over the following - Map / Navigational skills - Formations - General Radio Usage - Basic Teamwork There will be no sign ups and will remain completely optional. However if you feel as if you could use some work on the subjects above you are more than welcome to attend. If you have any questions / concerns or if you wish to volunteer to help with this shoot me a pm.[/QUOTE] I highly recommend all new members, those inexperienced with Arma, and anyone curious enough to attend.
Suggestion for modpack: Remove Rahmadi and replace it with something else. It's very redundant and tiny. If you want to play on Rahmadi only you can just use any of the Sahrani maps.
I'd argue that we also do a training on Sunday either before or after the OP. I just know a couple of us that would be interested have work on Saturday.
[QUOTE=Destroyox;49647986]Suggestion for modpack: Remove Rahmadi and replace it with something else. It's very redundant and tiny. If you want to play on Rahmadi only you can just use any of the Sahrani maps.[/QUOTE] [URL="http://www.armaholic.com/page.php?id=29018"]Angel Island[/URL] is pretty cool. Also Cuel add the[URL="http://www.armaholic.com/page.php?id=29162"] Lobby Fix Mod [/URL]already geez.
[QUOTE=Whitefox08;49647459]Please fill this out ASAP: [url]http://goo.gl/forms/I7W0PCa0Uz[/url][/QUOTE] Why are all these options a month apart, Whitefox? [editline]1st February 2016[/editline] [QUOTE=IrishBandit;49648058][URL="http://www.armaholic.com/page.php?id=29018"]Angel Island[/URL] is pretty cool. Also Cuel add the[URL="http://www.armaholic.com/page.php?id=29162"] Lobby Fix Mod [/URL]already geez.[/QUOTE] This lobby fix will obsolete next update when they actually change the font. Unless they actually wait until anther one. [editline]1st February 2016[/editline] [QUOTE=Destroyox;49647986]Suggestion for modpack: Remove Rahmadi and replace it with something else. It's very redundant and tiny. If you want to play on Rahmadi only you can just use any of the Sahrani maps.[/QUOTE] Rahmadi is too small to warrant being replaced. As for why it's there in the first place, it's either been overlooked or it is a dependency for something else.
Why not just get rid of Rahmadi if it isn't needed for anything to save some filesize for more uniforms? [editline]31st January 2016[/editline] How do I use Ares' Save/Load with the template?
[QUOTE=opec;49646395]Was today's op pretty representative of how non-comfy ops usually go? I'm guessing the greater number of people skewed things a little. The side/global chatting bantz was kind of ridiculous. Dealing with mission/acre/loadout bugs that way is fine, but reading a constant, steady stream of sick memes when you're trying to operate is annoying. Zeus did alright today. Just a couple of small complaints: teleporting people that were already running into Bagango, into Bagango, with enemies all around. This kills the immersion. The liberal use of respawning turned me off too. If death is meaningless, why should I be careful or gauge risks at all? Thanks to Cuel for fixing ACRE. Just in case you weren't aware, the spectator script's markers on friendlies (not map) don't turn off when you're respawned. I got home just in time for the official ops starting time. I saw the steam event a half hour earlier for a pre-briefing. Just curious, how many attended that? Today's event seemed to go straight from slot selection right into the mission -- no briefing from leadership at the briefing screen. I had no clue what my squad was supposed to do, what other squads were doing, our assets, enemy intel, nothing. The mission quality thereafter had much to do with that, imo. While having fun is always a priority when it comes to video games, we all know Arma is a special kind of game, for very special autists. I mean, why go through all the effort of making difficult missions with carefully selected loadouts, setting server difficulty to expert, etc when, during ops time, few people actually try to operate expertly? Check corners, battle buddies, fire teams, formations.. I saw little of that today. We can do better and have a more rewarding experience for it.[/QUOTE] Usually it's not this bad. There were a lot of factors contributing to the general awfulness of the mission, most of which I would like to blame on the shitty SKS or the cheating AI (seriously how was that technical still standing after ~5-6 clips of SKS rounds put into the gunner). Pre-brief is not a briefing-before-the-actual-briefing, it's a roughly 30 minute timespan where all element leaders and the mission maker are expected to be there, and fireteam leaders or second-in-commands are welcome as well. A quick plan is formed here to avoid long startup times, and the mission maker answers any questions that the leaders might have. The quality of the actual plan depends on the problem presented, and what we are given to work with. Once everyone is loaded in-game, the leaders usually brief their subordinates in 5 or less minutes. This is usually enough. Mallow did give us a quick brief at the start, taking it upon himself to lead both volunteer squads because one leader was missing. Did you somehow miss this? I and Vosk were elected to lead Alpha and Bravo respectively. Mallow gave us all the info we needed, or rather, all the info he was given. Defend the town, expect anything and everything. The setup time for our defence was way too short, we barely managed to scout the northern part for a strongpoint before we got fucked up hard, and that's where it all fell apart. It was pretty obvious at this point that the volunteers were a mere afterthought with the VDV having no intention to even come our way (except when we managed to contact a chopper pilot through radios we weren't supposed to have, really). While still talking about briefings, I think fireteam leaders should really step up and actually attend briefings. They exist to help the squad leaders' work, and not to just call in over the radio if SL goes down. I personally always give something to do for my TLs because I can't be fucked doing everything by myself. I agree with you on respawning, hell, back when we used AGM, I used to argue that we should drop respawns and just set up AGM so you can't die when unconcious. I wouldn't mind actually dying if Arma wasn't so goddamn cheap with deaths most of the time, so staying unconcious felt like a good middleground between feeling invincible, but at the same time being punished for bad decisions. Sadly I don't think this is possible with ACE, afaik there's no way to prevent death for unconcious people. We can do better, and we have done better in the past (and you don't even have to look too far back). However, don't expect everyone to be all tactical, and don't expect them to know what a fireteam wedge is. We are an open group, people come and go. It's impossible to teach people who think less of milsim groups. We have done training before and it didn't go well.
Yea, as an open group I feel like you shouldn't be allowed to take SQL or any command element unless you have the qualifications (like attending some training) or if it's mentioned by the mission description on the site that inexperienced command is welcome. TL should still be open though.
Well, it's possible to have training for things like like fast air, helos, artillery and armour, but basic infantry stuff is a no We're working on getting quality control into missions now
There should be a training session on fire team tactics at the least. Chain of command and platoon level radio network should also be properly standardized so we don't have to endure miscommunication and authority abuse.
I don't understand how it's a "no". There needs to be a SQL training session and then someone else records it for future use. Seems feasible.
[QUOTE=croguy;49648275]There should be a training session on fire team tactics at the least. Chain of command and platoon level radio network should also be properly standardized so we don't have to endure miscommunication and authority abuse.[/QUOTE] I agree. I just wanted to point out the fact that we tried it before (granted, this was some years ago). But I don't wanna be known as "that 7Cav faggot who brought autism to muh casual arma".
[QUOTE=SFArial;49648285]I agree. I just wanted to point out the fact that we tried it before (granted, this was some years ago). But I don't wanna be known as "that 7Cav faggot who brought autism to muh casual arma".[/QUOTE] If you want casual arma then don't sign up for a Squad Leader role? I don't know why anyone would yell at you for this.
Alright, now that I'm fully awake, let me try to address some of the issues we faced yesterday. [B]ACRE.[/B] I have no idea what the hell went wrong there. But the devs should really cut out spamming both the Chat and the Hint system when something goes wrong. [B]Instadeath.[/B] From what I saw, it really wasn't meant to be enabled from what I've seen by destroyox. Most likely happened due to the absence/misconfiguration of the ACE_Revive module. [B]ACE Wind-deflection.[/B] Most likely something that only the sniper team noticed, but jesus that wind changes directions multiple times every second. [QUOTE=Destroyox;49645917]Sounds a lot like us, did you read the OP? [T]http://i.imgur.com/tx8i52e.png[/T] I'm as confused as you.[/QUOTE] Just FYI. Thats the wrong module for this issue. This is the ACE Weather module, while wind deflection is in the ACE Wind Deflection module. [B]Zeus Lightning Bolting people[/B] I have addressed this issue before, but I'll do a quick summary. Basically never ever use the Lightning bolt as Zeus. If someone's being a shitter, don't take Judgment into your own hands and ruin the immersion for other people, but rather message the currently logged in admin and he can kick/ban the person in question. Every time the lightning bolt has been used in FP within a Sunday OP, it has caused unnecessary drama. [B]Aimbot AI[/B] While the Arma series is notorious for having needlessly diffucult and "cheaty" AI, that we experienced in the OP on Sunday was ridiculous. AI Sniping the Sniper team with an AK from 1km away. [QUOTE=opec;49646395]Was today's op pretty representative of how non-comfy ops usually go? I'm guessing the greater number of people skewed things a little. [/QUOTE] Not at all. There have been a few things that contributed to this outside of the issues I mentioned above. One thing being is the fact that we essentially doubled in playercount overnight and that the mission that destroyox made was essentially made for ~36 people. Mallow then turned it into a 61 player OP. it was bound to end badly in some way. [QUOTE=opec;49646395] The side/global chatting bantz was kind of ridiculous. Dealing with mission/acre/loadout bugs that way is fine, but reading a constant, steady stream of sick memes when you're trying to operate is annoying. [/QUOTE] Not really that unusual here. But the fact that we doubled in size may be a driving factor for the increasing amount of traffic that goes into the sidechat. There are thigns however that are difficult to handle outside of Sidechat, such are requests to zeus. [QUOTE=Whitefox08;49646787]Guys if you have something to say about what happened, please post so we can improve.[/QUOTE] We kind of talked about it a bit. Personally I'd like to see the following: Better quality control on the missions that get put up as Sunday OP's. Basically have one or more experienced mission makers take a look at the mission and see if everything's alright. This may include the following checks: * Check loadouts for inconsistencies / missing gear. * Check mission for errors in custom scripts and codes. (Mainly Run it and see if it gives an error or similiar). * Check if the mission has balanced content * Check if the mission uses broken content (CUP PSO-1's being broken with ACE Scopes for example) * Check if the mission actually runs as intended. Are loadouts actually getting applied correctly? (Some missions had issues with this in the past) I'd also like to see some guides and guidelines for Developers new and old, so they can see what works and what doesent. Also a resource to see which ACE Modules Defaults are good. ACE Settings differ from mission to mission, and a well defined standard of settings would be a good idea.
[QUOTE=Destroyox;49648294]If you want casual arma then don't sign up for a Squad Leader role? I don't know why anyone would yell at you for this.[/QUOTE] All I'm saying is, some people would pick on me for conducting a training session. Plus I'm not sure if I would even be taken seriously.
I think it's safe to say we're more than just "casual arma" when it comes to Sunday OPs. The planning and hard work that is put into those missions deserve a lot more respect and effort from those playing them. I don't think that's too much to ask for.
The only thing I can think of atm that could've caused the super AI was me disabling everything advanced ballistics. I don't know if that had any effect on the AI though because everything else was left default. I remember the AI being like this in the Takistan BMP Comfy Downtime too, but not in the ones after that. Was it because I was using a slightly older version of the template before Cuel updated it recently? And I had someone look over my mission (Tomoe maybe, I think?) but you can't find everything wrong, things fall through the cracks.
Sorry, you need to Log In to post a reply to this thread.