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Showing content with the highest reputation on 05/19/17 in Posts
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6 pointsHi lads, This topic has been created to address a few grey areas; Both the direction of our wasteland server and to give you lads a response to this topic. Note I'd like to apologize for the presentation of this information but it addresses key information that wasteland players need to know. Group/ team sizes Let’s say most of the veterans suddenly decided they were going to stop playing on our server. Most of the ‘balance’ related issues brought forward would significantly decrease. I say this because you fellas have invested more time on arma and therefore have a significant advantage over the other players. Take this example: having a group of 6+ veterans (that are mates, can coordinate, know the best practices, places and glitches etc…) regardless of what team they are on are going to bleed our player base and cause uproar. It doesn’t matter what way you try to spin this, it's the simple truth. You can argue that “oh, if players won’t bother to team up and use teamspeak to coordinate like us then that’s their fault, but how can they get the chance too if you're slaughtering them all? I'd like to think it's not just the responsibility of the staff but also the members (especially veterans) to help with these complaints about 'balancing'. We have been giving key players subtle hints to try and break this chain of mass hoarding vets in the one team/ group/ channel, but apparently these individuals aren’t getting the message. Even 3 vets teamed together may level the battlefield or at least prove a great threat to new players or people with less skill/ less money than you. The fact that you're all mates, teaming up together and causing mayhem on the server shows me that you're not interested in helping us improve the server, but only interested in being about to kill everyone. Shouldn't the veteran players be helping making the server a more competitive and enjoyable experience? All I continuously see is you murdering literally everyone and doing the exact opposite. So it doesn't matter what team or group you go to, it doesn't matter what limit we set the group size too, the fact that you constantly group up together means the server population is gonna bleed, so naturally it reduces the fun for other players. Most of the complaints and issues are coming from key players, so my answer to them is why not try and help us better the server by using your initiative. Help level team balance. Check the veterans on each team and choose the team with the least. If there are many vets in the one team, don't all group together. Try to limit the amount of vets per group/ channel. We have numerous channels available in our teamspeak, yet all we constantly see are you fellas all whoring in the one channel. Spread out, go for different objectives, and instead of grouping all up together, branch out, make new friends, create new veterans. Don't you want to have more challenges and face off against more skilled opponents? FBI, your argument for raising the indie group size limit from 5 to 6 does not change the fact that some of your mates will still get left out. I want you to know we do actually have an interest in making the server enjoyable for everyone, it's just these key veterans & individuals that instead of helping us figure out ways to improve the server for everyone, rape/kill/plunder and then cry when we have to make a change that limits their power to completely decimate any pitiful form of resistance. So when I say we're trying to make the server a fun environment, we are trying. It just happens that this (your) grouping problem is a major factor that is affecting our player base and we are purely trying to seek ways to manage it (while you may not agree with the methods done to achieve this, it is in the best interest of the majority of the community.). We see a game breaking issue/ problem we will try and manage it, simple. Going on with your internal protests (like stacking opfor) in an attempt to force us to change our mind will not work because if we see that happen, we can and will simply kick you to bluefor and back to indie. There have been many people before you try to come up with ways that will piss everyone off and force them leave resulting in us changing our mind back to the way it was. Its not gonna role So sounding one sided? Don't like what you're reading? Then I want you to consider if our server is really for you... But, If you generally want to see this server thrive better than it has & is, throw us ideas, and we will consider them. Make the effort to swap teams up, to group up with new/ players that aren't as coordinated than you. Use your initiative to help us make the server a great place of gathering and fun, not purely to benefit your group of mates or a select group of friends. Yes not all ideas can be implemented, in fact many may be rejected, but that doesn't mean you shouldn’t bother to keep throwing us ideas. Chances are you already have an idea that will help us with our vision of making the server a fun environment for all comers, but as you haven't stated it, nothing can happen. A few of you have stated you wish to see more skilled players appear on the server, as to make the gameplay more challenging for you, I couldn't agree more. The only issue with that is what i've repeated over and over here, change your grouping circles, help others see what fun it is to coordinate and achieve objectives; break into smaller groups and vs each other or go for different objectives. A general vibe for wastelands direction. Please keep in mind that information below here in regards to the development of wasteland may not be final, so naturally some of the information and features below may or may not make it into a future patch. Also note that we aren’t providing any eta for anything, as we will work on ideas when we have time. Sandstorm complaints: I am aware of current sandstorm issue that is plaguing all of our less experienced and financially broke playerbase. So as a temporary solution, we will be disabling the ability to store sandstorms in private parking. What this means for players that currently have them in storage is, when you withdraw them, you will no longer be able to park them again. Donation system overhaul: We have been looking into overhauling the current donation system for wasteland for quite some time now. Here is our current system as those who have donated will be familiar with: 1 time donation of $10 : unlimited usage of the ability to change both player and vehicle skins on the go. We aim to change this into a tiered system to offer more content to our player base to thank them for helping with our server upkeep costs and supporting the server. This is the new donator perk system we have envisioned for the future: Tier 1: Donator tag level in TS Access to tier 1 skins (this will include most of the default skins) Tier 2: Donator tag in teamspeak (dependant on amount, next level of donator tag) tier 2 level skins Tier 3: All of the above + tier 3 level skins Private teamspeak channel Custom kill messages Access to special map locations* *Locations to be decided We are also looking at implementing a donation goal which when met, applies a bonus to all players (if donation goal is met at end of month) Global discount in stores Better starting loadout New server events: If you haven't already guessed by the title, we wish to add more server events for our player base to give our them a challenge. The chance to fight for major objectives & rewards etc… Heres just a small list of ideas that we have been contemplating. steal event (steal a percentage of all online players banked money) admin/ player gone rogue hardcore day (locked to first person) explosive truck (Ever see a fireworks barge explode? Well this truck has the payload to make the show a lifetime) kings of the radius (capture and hold area for x time? [group/ team based?]) "staff grab" (staff protect item on map, players have to retrieve it and move to selected zone to win [free for all?]) Again, there is no eta or certainty on when you can expect such events to be implemented, so just keep an eyeball out for patch notes. Knuckling down on the trolls: If you haven’t taken a gander at the rules, I’d advise you do so. Wasteland staff will no longer be tolerating individuals that continuously spam in chat or teamspeak, or individuals that constantly seek ways to bypass/ get out of trouble. We will act upon what we consider to be a violation & threat to what we are trying to achieve here. The retaliation will vary depending on the staff member, the incident, and several other factors. Do you need to know these other factors? No, because you shouldn't have been breaking the rules. Trying to use what I have stated in this section to advance your personal interests may in fact land you in trouble yourself. Been banned or caught out lying/ breaking rules before? Well, lets just say there's levels of trust that have been compromised over the years, so this may also influence the outcome any incidents involving you. Will we see jets dlc in the game? the Jets DLC is arrived and your new vehicles are now purchasable in game Bringing this post to a close: I hope after reading through all of this content you are able to obtain a better idea of what’s going on with our wasteland server, the expectations and goals we hope to achieve. We appreciate your feedback & support in helping to make our server a better place and we humbly ask that you continue to do so. If it fits in with what we hope to achieve, and if it's possible for our team to implement, chances are your idea will appear in future patch notes. Just note there is a difference between what we consider “positive” feedback and not so positive… In answer to the question in getting the limit raised for indie groups, unfortunately i can’t see increasing the limit will in any way reflect what has been mentioned in here, so the limit will remain at five for now. Wasteland staff are gamers just like anyone else, we’d rather have fun and play the game, but as staff we are also tasked with protecting the servers interests (a task that may have fallen short of its meaning until now); and that will now be enforced by any means necessary. If we can see a group or team that is leveling the battlefield, we may intervene and give the receiving end a ‘leg up’ to help combat the issue that is you. Oh i'm sorry, is this statement not fair? Well, lifes not fair… Welcome to the real world; welcome to world of what it feels like for “noob” players trying to face off against the devils horde. There's no question that your skill or team work is anything but a wonder to witness, but you have to meet us halfway… Until you can give us alternative methods that we consider will help manage the overall servers direction; and until it becomes apparent that you guys start making changes, we will continue to change features of the game in an attempt to limit your ability to wreak havoc on the server. So, after reading all of this, have some reflection time, because If you can't agree with what has been stated in here, I’d like you to consider moving on from our server. You came, you definitely conquered, but it's time to find another server to utilize your “abilities” in. “We will intervene with what we consider to be the right approach per situation.” Have a nice week. Peace out @LuckyB33f @Ya Mum @ALI @Dak Commstar @James32 Don't bother to try and counter what I say here @Dymium & @BulletL. I'm aware of your discord group content and i'm not amused. You must also be aware that your so called private discord group is not that private. Trying to manipulate the server into your ideal environment and stuff like "oh i'm gonna get rid of this staff member" because you have it in for them isn't going to stand. Frankly actions and comments like this ingame message shows me your immaturity and again i ask myself, why are you here? We aren't going to change this server to better your cause, and if members of your discord team dislike that, same question, why are they here? In no way have I seen any of you support our server. Maybe it's time to move on to a server that better suits your personnel “standards?” because keeping this attitude and behaviour up is a sure fire way to getting removed from our server for good.
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2 pointsI prefer the patented soviet womble take a shot every time you die in CSGO workout
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2 pointsNice video man! looking good! This game is so so much fun. Played a few hours last night and had some nice squad wipes by @Snowwie
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2 pointsSince old straya is coming back can we get rid of the cancerous animation when we get out of vehicles [gun goes on your back]
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2 points@Pydrex You could probably do any circuit or exercise thats High intensity. Just time it. For my group classes and PT sessions. I usually do like 1 min work, 30 seconds rest and repeat. Or 30 seconds work, 10 second rest and so on. It also depends on your goals. Hit me up with a PM or come see me on teamspeak. ( I am a qualified PT and group fitness instructor btw) Usually for my Clients i do full body programs, But i also try isolate muscles. Regardless of what exercises, as long as you are getting your heart rate up, its HIGH Intensity. Trying to get out as many reps as possible in an amount of time and having short rest. E.g Squat Press Burpees Push ups Star Jumps Fast feet Sit ups Double Leg raises Dumbbell Deadlifts Shoulder press
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1 pointAfter much planning (and distractions) i have finally come up with a a few solid plans for a Fire Support Team rework. In its current form the FSG and artillery is both completely inferior to CAS in both effectiveness and the amount of time it takes to pack up and preposition after each AO. Overall Aim of rework: Making the Scorcher and Mortars a relevant fire support option for when CAS is not available or not right for the job by making the artillery more accurate and with a faster response time Adding a new way of playing for people who prefer more active support roles while helping people who play fight in the AOs The Removal of the immobile and ineffective Artillery at the main base opening up more space in the Sling load/Rewards area for VTOL s That said, the aim is to make the Fire Support Team an ALTERNATIVE, not a replacement for CAS Option 1: Artillery battery at Base: Removed to free up space Option 2: Downgrade to Man portable Fire Support: Removed to free up Space Option 3: FOB based Fire Support: This option will kill 3 birds with one stone, More space in the Sling area, Faster and more effective Fire support and giving FOBs more usefulness. When a Ammo and Box HEMMT are sent to the FOB in addition to respawning vehicles, either a immobilized Howitzer, or mortar (or both) will become available for use at the FOB. Because of the nature of FOBs and the occasional enemy attack on them, this will also give some risk to FSG outside of the "oh damn, Enemy CAS bombed the truck", but unfortunately this requires additional coding that could potentially break. FOB based Fire Support will allow for faster and more effective fire support and giving FOBs more usefulness. Rather then just having the artillery spawn with the FOB, the FOB needs to be Activated and Supplied before you can use the Artillery. The idea is that when both an Ammo and Box HEMMT are sent to the FOB in addition to respawning vehicles, an immobilized Howitzer will become available for use at the FOB. Because of the nature of FOBs and the occasional enemy attack on them, this will also give some risk to FSG outside of enemy CAS but also makes logistics necessary to an extent rather then purely optional. Ideally the Scorcher will have access to these shells: HE for Standard Anti Personal and Anti Structure Smoke to help players in trouble Guided for less selective or intricate Anti armor work Laser Guided for Precise Anti Personnel and Anti Armor work I would like Cluster HE to be available, as it allows for Anti Personnel Area Denial, but there will be some debate needed as to the inclusion of these shells but i do recognize the potential problems that could arise with this ammo type, but i also believe they can also be useful Cluster AT mines and Cluster AP Mines on the other hand are completely off the table, too much can go wrong with these and i personally don't see them working on I&A anyway. In addition i would like the howitzer to be able to be resupplied, but not in the conventional way due to sheer power it would get, Rather by utilizing the FOB Supplying script or a similar script that when a Ammo HEMMT is brought to the FOB in addition to supplying ammo to the FOB supply box it gives the Artillery ammo as well. There are several reasons for this, the main one being that the amount of ammo used can vary depending on the Terrain in the AO eg: I know from personal experience that providing CAS in places like the Nidasos woodlands and heavy urban areas like Kavala can take a large amount of time to set up a run and that sometimes the infantry need the fire support faster then you can respond to and set up that run But at the same time, flat open places like the research facility are usually all CAS, and you might barely use any offensive ammo but lots of smoke shells Option 4: My Personal Favorite, Self Propelled Fire Support: By far my preferred option, but also the problem causing child, Doing a rework similar to Ironside, giving FSG its own spawn and Asset area, Adding more slots, and with a respawning Ammo HEMMT and Scorcher (Cheeta SPAAG or MLRS are possible but debatable) that can be operated and moved like usual, this can AND WILL cause issues when people don't want to follow the rules, but will also provide the MOST EFFECTIVE fire support when done right, possibly better then CAS in most situations, the details with the Scorcher will need to be looked into, but preferably it will have access to HE, Smoke and Laser Guided. Cluster and Self Guided will need to be discussed but would greatly boost the effectiveness, but Cluster AT and AP mines are MOST DEFINITELY up to the discretion of Admins as these WILL BE PROBLEMATIC IF CAUTION IS NOT TAKEN. Option 5: Command, Firesupport and Logistics Group or just C-FSG The idea for this is to Expand the FSG role to help assist other support roles via the use of the Data link as well as providing Direct and Indirect Fire Support with emplaced weapons, in addition to the Logistics that are already intimately tied to FSG. The idea comes from the fact that a few of the potential Data link capable vehicles fall under the FSG umbrella E.G UAVs and SPAAGs and the intimate relationship between FSG and Logistics. This can put FSG into a more complimentary role to Air support, rather then an alternative, so C-FSG still has an influential role even if its not providing indirect fire support. Noticeable differences in the role would be integrating UAV with FSG rather then as a go between for CAS and FSG, and giving FSG the chance to do something when there is very little calls for support. And it also allows for Flexibility to the FSG roll itself by making certain changes: Allowing for FSG to use Self Propelled Assets like a Cheetah can create an AA defense for Units in Transit Via ground transport or by providing RWR information to Air Assets. Or By putting more of an emphasis on Command and Emplaced Support, C-FSG can effectively set up in a good location near the AO and assist ground troops by creating safe zones that can be used as LZs and keep them relatively safe while also directing and assisting Air and Ground Assets Did some playing around in the editor, the only vehicles that can utilize the Data link effectively that are available at base constantly are the Ghosthawks, Huron, Mohawk, Hellcat, Orca, Black fish, Darters, Falcons, Greyhawk's and Sentinels and the Jets. Some of the reward vehicles are capable of it, even exceeding the easily available ones in terms of usefulness and Sensory range: The Cheetah has long range Air Radar,while the Kajiman and Blackfoot have IR, RWR and Active Radar available to them. That said, while it does say in the Editor that any vehicle can send, receive and show there locations on the data-link, only the above listed can actually access the MFD window that shows the Data Link information. Additionally: The Transport Helos are limited to visual and RWR sensors The Cheeta radar is a full 360 degree radius that detects up to 9km. The Black-fish (all types) radar is about forward facing with 270 degree view that detects up to 7km , with an additional 45 degree directional IR sensor controlled by the copilot that detects up to 4km. The Blackfoot radar is in a 180 degree frontal cone that detects up to 5km, and a directional IR sensor that detects up to 3km. The Kajiman has a radar that detects up to 5km in a 110 degree frontal cone and a directional IR sensor that detects up to 4km
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1 pointGday all member of Altis Life I will be focusing on getting some events out to you people and we can all have some fun with some nice rewards. I will be looking to do some races for cash in hand. I will also be looking on some RP events. Might even sort out a couple of events where you will be able to unleash and last man standing gets some equipment, etc... I will also look into maybe some events with cops transporting Rare items across the map from one side to the other and if you get the truck,etc you get all the gear. So just to sum this all up I'll be giving back to the members of Altis life. We haven't done many events in a while and I'll be try a push a couple ++ every week. Feedback is always appreciated aswell everyone. Any ideas chuck them in this area and we can try sort some stuff for everyone to enjoy.
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1 pointI know there is already a similar thread, but i want this to go in a different direction So as the Jets DLC gets closer, we have seen whats being added a lot clearer, a F/A 181 Black Wasp II, To - 201, and A-149 Gryphon, which look like they are based of the F/A 18 Black Wasp Prototype , SU-35 and SAAB Gryphon respectively, and while they are marketed as Air Superiority, if their anything like the Jets they are based on, they will have Multi role Capabilities which is also what BI are saying, if this was a normal addition, would not change much, but since Dynamic load outs where announced As you can see in the quote, this could also extend past jets to UCAVs and Helicopters, while this can expand each of these assets roles, they all have access to ATGMs, the main problem child for I&A, which means, this DLC comes as a double edged sword to the server, it can greatly expand the roles of JTAC, UAV, and Jet and Gunship CAS but also grow to be a problem. My main Concern is with the respawning AA Jet and the UAVs, depending on how the load outs are changed, troublemakers are going to no doubt going to exploit this, especially if the ATGMs stay as IR Seeking
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1 pointhavnt had to no, haha. But im sure i could do some research, i assume itll be strength training and fitness
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1 pointI mean, you could be like me and do 10 pushups every time you die in CS deathmatch ;/
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1 point18/05/17 Changes: Fixed script error associated with enemy jet spawn. Fixed parachute script not working as intended (oops). Added Gryphon to jets that spawn during defend. Added Shikra to jets that fly by at start of defend. Removed laser designator from all jets. Fixed UCAV not rearming GBUs when serviced. Fixed AA jet spawning too quickly.
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1 pointCan we get rid of the pissing animation? It was funny for the first 10 seconds of it being in.
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1 pointCongratulation to the following Officers on their promotions @MATT Eggbert to Sergeant @Anarchy (eXile) to Senior Constable @Seal to Senior Constable @surey to Senior Constable @SebastianB to Senior Constable @Rory Val to Constable @MAY to Constable @Snoww (Spark) to Constable @Zomboid to Constable Check back here regularly to see the latest promotions! Complete as of 18/5/17
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1 point17/05/17 Changes: Updated to 1.70! Added new Jets! The Gryphon, Black Wasp, Shikra and Buzzard can spawn as the friendly AA jet. The Gryphon, Shikra, Neophron and Buzzard can spawn as the enemy CAS/AA jet. Added UCAV Sentinel Players with the DLC will have the UCAV spawn instead of the Greyhawks. Added parachute script by @InfamousNova. If above 40 metres, an option to deploy parachute will appear in your scroll wheel. A parachute does not need to be equipped to use this. Added Camo texture for Black Wasp to Donator menu. Replaced ATGMs on Wipeout and Neophron with GBUs (subject to change). Removed laser designator from CAS jets. Changed some enemy and friendly jet skins. Adjusted enemy CAS/AA loadouts Friendly AA jet now spawns every 8 minutes and chooses randomly between the jets mentioned above. Fixed custom Wipeout skin not applying on spawn. Modified Staff spectator menu. Updated ingame rules pages to be the same as the ones on the forums. Updated staff list. Highly recommended that you read this if you intend on flying anything: https://dev.arma3.com/post/oprep-sensor-overhaul If you notice any bugs or issues with the new update or have any suggestions, feel free to send me a message or make a forum post Known issues/to-do: Radar is enabled regardless of whether the FOB is activated or not. Notes: Range finding is now bound to the '\' key. This is also the salute key (thanks bohemia). Make sure to change either the salute binding or the Lase Range binding under Weapons. Currently the QS Mag Repack binding blocks the radar on/off binding.
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1 pointSeems like 10 years ago. I met a hooligan Pirate King through this and along the way a lot of fun was had I think. I remember seeing [SP], the originals, surrendering on the side of the road and thought, here comes some good times ahead. Who would give away a million in gold back then? Well, they did. Back then it's was The 25, and Sammy, Lannibal Hectors mine as well :-). I appreciatte the fact that people may still enjoy these, and for those going in fresh to them they can be a lot of fun. $100 million... @Tiggati would of spat Mountain Dew on his keyboard... I was on a tight budget back then!!
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