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Everything posted by WestOz
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Hi Guys, just wanted to give BIG Props and thanks for the new Tanoa server. Like many others I gave up on the other server months ago, fed-up with the immaturity, deliberate friendly kills by air, road and bullet, deliberate task fail of side missions, didn't seem to matter how many got kicked/banned, another quickly filled their place, simply to P-Off, ruin it for others. Not to say the same wont eventually/unfortunately happen with this server, hopefully upgrade price will slow them down, but yesterday was a good 98% group of guys having fun working together for the objective, had a ball, had other things to do but couldn't resist till late in the night. No biggie, initial bugs are expected, wont bother reporting as I'm sure others already have, only issue I experienced was not being able to drag/carry the wounded/pow etc to the medivac. Not sure but "perhaps" if a medic revives first it bugs out the drag/carry options? Thanks again for the fun ;-)
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Unless you mean another requirement for this, it would still just show up as a blue hummy on the map, which is whats being looked at to see where it is when not found parked at side base.
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From what I experience, hear/read from others, this comes up often. During week days and late nights it doesn't seem to be a problem, not many on. Late arvo/evening and weekends the hummy being used for AO causes issues. Hey _____ your not supposed to use the hummy for AO. What a dick why would anyone use the hummy for AO? Why the F are you using the hummy instead of something bigger so all our group can get in? Where's the hummy? Is that the side hummy? If a hummy is being used for AO perhaps there's to many pilots on. etc etc etc... usually with lots of retort flair by many on side chat. Allow issues to continue or do something to better manage it? If I had a preference; <20 players (perhaps that # could change?) - Being WST I can be on with ~12 players late at night, to many for a hummy, usually too far to drive (can that be fixed/scripted? missions closer to base when <20?). With such low numbers, understandably most aren't to keen to be a dedicated chopper pilot, or don't last long at it, pretty boring if no one needs transporting, not re-spawning (cause I'm an awesome medic) can't blame them for wanting to join-in the action on the ground or cas. So how do we all get there, how do we all evac? (excluding re-spawn which we currently have to do) those who log-in or do re-spawn for reload are left bored shietless at base for ages wondering when the hummy will return to base, cause that's all we're allowed to fly without a dedicated chopper pilot prepared to sit around doing nothing until we need him. Assuming scripting AO closer to base isn't possible, minimal players on therefore few if any issues, how about all choppers are available to anyone, that way we can all fit in one, split up, don't have to wait for one to return etc, can also take a vehicle loaded with supplies in the blackfish. >20 players - Anyone can fly the hummy anytime they like as long as they don't fly it near AO, or be a dick buzzing base and other choppers. If possible in script, if it nears AO a warning comes up on screen "entering restricted zone, leave now or hummy explodes". Anyone taking up a Pilot slot for the hummy seems a waste of the slot when others may like that slot so they can fly a bigger chopper, jet, uav etc, so I'd block pilot slots accessing hummies. If someone really likes flying the hummy their welcome to run us too/from side missions, or fly it to AO when <20 players, don't need to take up a pilot slot for it. Sometimes, there is to many chopper pilots on vs what's required for ground troop numbers (ratio), e.g, say there's 25 players and 5 are chopper pilots, their choice but overkill. Sometimes there's three at the pads waiting, players confused wondering which one to get on, which will leave first. Some pilots are smart enough to hover back waiting while the other loads up & leaves. While at it, Pilots not on TS - not a big deal for us on the ground but from side chat can see its a VERY regular issue to deal with for admin. Not aware what prompted TS as a mandatory requirement for pilots, perhaps reduced server lag issues or something in the early days. To reduce issues, why not use a dedicated server group channel for pilots (locked)? This way anyone joining the server as pilot, whether experienced or new player (perhaps don't have TS or even know what it is, how to set it up) automatically joins that required channel, If for some reason their not in the channel they get an invite, if they don't accept they get a side message asking/telling them to accept (press U), if they don't they get kicked, problem solved?
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Yea I know... just frustrated/disappointed that we're still seeing/discussing the same issues 12mths later, seems worse now than then, plenty of great dedicated players I've met, still know via steam, have thrown it due to being fed-up with the crap, better things to do with their limited free time from real life than putting up with frustration. Compared to how many play on the server, unfortunately bugger all come on the I&A forum to advise/vent their frustration, for some it's easier to just leave, shame. Thought I created a thread about this ages ago, couple of us had a TS chat with one of you. A group of us got fed-up awhile back, tried other servers, tried creating our own, eventually decided that what you guys provide in mission content was going to be too hard for us time poor noobs to replicate. Requested if we could pay straya to supply us a server (simple file copy/clone) that we could manage ourselves via white-listing who could access it, for some reason it never eventuated, I think you guys were in the middle of setting up new server equipment. Perhaps had it got up a lot of the guys would still be with us now, have two near full servers running, one obviously with less issues than the other. Is this something worth considering? One server only accessible via being white-listed (perhaps also registered on the forum), those we know who are seriously dedicated to following the rules, rarely if any friendly kills (if there was there's a justified reason, glitched out etc) haven't been kicked/banned recently, not a dick/salty etc, the other open to everyone else to muck around or prove/re-approve themselves worthy of the white-listed server. Might be low numbers splitting into each server to start with but who knows the potential growth once others become aware? Looking at server lists other operators seem to do ok with more than one (king of the hill etc) I wasn't aware of that, never seen a kicked from server due to robo message, wonder why the guy running over everyone didn't get kicked, how many robo clicks does it require? Now aware I'm wondering why that robo thing didn't sort it out? Other than that? 3 kills within a mission suggestion.
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Whilst many don't post issues in the forum advising admin and simply disappear, or can't be Fkd getting into a debate on the forum knowing nothing will change, perhaps like this, like others before him someone posts a thread advising what his experienced on the server and it's simply brushed off with; How much "salty individuals" do you feel those of us who aren't salty have to put up with? Would you prefer a server full of "salty individuals" rather than mature players who cause little if any issues for both players and admin? I'll give the benefit of doubt that "perhaps" your not aware of what's going on, why so many of the mature players (I don't mean old) who once enjoyed the casual get on and play I&A when time around real life have left or are seriously considering it, leaving it to all the tools who want to muck around, friendly kill, add workload for admin (when available), don't care if they cop a short ban, don't donate, ruin the experience that's supposed to be relaxed down time after a long day/week at work rather than frustration. Steve's is a small example of what's going on, the biggest issue as already mentioned is intentional or simply reckless friendly kills, but apparently that's not an issue either. E.g; The other day some tool decides to drive a vehicle around the helli pads running over anyone trying to get on a chopper, this went on for 5+min, no way to defend ourselves, most calling for admin with no response. Eventually Rogs came on & kicked him, I missed what someone must have typed but Rogs reply was something along the lines of "we have a life outside of this server" and fair enough to. BUT is there nothing that could be done to prevent this even if an admin isn't on? of-course there is, but.... Someone makes a suggestion on how "perhaps" things could be improved and you don't like it, nor share any thoughts on what can be done to perhaps give us some certainty that its worth hanging in, things will turn around. So, others are reading, what are your thoughts to reduce the immature crap that's going on in the server? Or would you rather we all just got fed-up with it and left you with all the "salty individuals"?
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I agree, however as per the OP, and mentioned by others, being space limited it can obviously leave guys for AO behind on the tarmac frustratingly wondering why, thus the abuse Steve received. "Perhaps" the 20 player server rules regarding the hummy should include pilots. We obviously don't run over there, then whilst travelling over hope the side hummy is there. Another hummy at side would be handy at times, sometimes we have more in the side group than will fit in one hummy, or someone else has grabbed it. Failing that its asking a pilot to run a lager helli for us, taking him away from AO duties.
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Hey Steve, you and I have rolled a couple of times on ground in the same group, feel I can vouch for your maturity and dedication for role play. Unfortunately like many things online there are always those who act tough, however in reality likely live a very sad real life with a very small penis, wouldn't have the guts to say what they do online to anyone's face. That's how I see them anyway, whilst sometimes it can be very tough not to retaliate, do your best to ignore them, or in your case land a couple of k's out from the AO and make them run the rest, they'll soon learn not to ride your chopper again, but plenty of others will. I don't have a go at anyone using the base hummy for AO, its allowed, even some admin use it, however personally, it can be frustrating when not there for a quick return to a "timed" side mission, rather than making our way back over to the side base one, only to find the base one is being used by a pilot who has every other chopper available to his role. Ideally the base one would only be used for AO when minimal players (<12) are online. Keep your chin & shoulders up man ;-)
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Should anyone be engaging any location with heavy artillery where civs/friendlies are potentially located? What would prevent them from doing it again, and again, if there's no consequences for their actions? Sure enough complaints/Robo's for friendlies they may get a 3 day ban etc, however perhaps nipping it in the butt earlier with 10min think about what your doing before firing might prompt those who seriously want to be apart of the community slow down a bit, force some strategic thinking rather than reckless action. Also, If it was possible to code/script this penalty it would also lessen the workload for admin dealing with complaints about friendly kills on TS etc, or players dealing with it late at night when no admin are on.
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I think you and I did one a few weeks back where surprisingly (for me) there were no trucks at all, first time I'd seen it that way, thought it may have been a program glitch or something. It was definitely more challenging/fun having no idea which side of town to insert, having to search every building until we got lucky. Some extra time would be handy, especially when jets or hero wannabe's without silencers trigger it early. Also, better without the mine giving away the location on the map. Another idea, like what's been happening OS currently and history (Iraq, Germany etc), or even something like what happened in Sydney with the Lindt cafe. Enemy have taken over the town, residents (civs) are either hiding in their homes or being held captive in a heavily defended compound. We have to insert the town taking out patrols working our way through town searching buildings etc eventually releasing all captured civs, freeing the town. This could be quite challenging for only a few players so "perhaps..." it could replace the occasional AO mission so all are involved. As for civ kills... what would happen to a real life soldier if he/she killed civs? Whilst I'm sure it wouldn't be intentional for "most" players, unfortunately some are immature and don't give a Fk, yes accidents happen but what if anyone who kills 3 civs in the same mission gets immediately kicked from the server for 10 minutes? (time out) might make them slow down a bit, force some strategic thinking.
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POW missions are a huge fav for many of us but pretty much always the same expectation, one POW in a building somewhere near the 3 trucks. Mixing-up/Varying the missions to include more POW's randomly located in different structures/vehicles etc, maybe some form of harsh penalties for anyone who kills a civ.
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Hope I've done this correctly and Sorry if this has been brought up before, just a thought, may not be possible to script. There's prob a better way to explain this but will do my best... Unfortunately there's ALWAYS been a lot of side chat rant/flaming etc re friendly kills via being shot (also L-Plate pilots but can't do much about that), with others non-related to the incident getting involved telling someone to grow-up etc, must be a PITA for admins to monitor etc. Hex's are part of the game, "IF" all players were in the same group we'd all have hex's on us, see each other as friendly, however some of us like to form/play our own squad, therefor others not in the group can't see the hex, some friendly kill, some react like their whole gaming life has been destroyed by some fkr who didn't pause long enough for their name to pop-up (if it works) etc etc etc. Is there some way to script that all players see the hex on all other players, but those in a squad also see each other either with a different colour, shape or something? Also, rather than seeing the hex on players regardless of where they are on the map, i.e. AFK at the base when I'm in Kavala, is there a way to script that they can only be visual for say 2000 meters, therefore know their within the fighting zone? Uniforms, imo there's to much choice, noobs new to our community not understanding uniform choice, choose a uniform that makes them look like the enemy, get friendly killed, get upset, may think stuff this server I'm outta here etc etc. If the uniform colour was restricted so we ALL looked the same, i.e. NATO (Aussie uniform would be cool) this may also assist in preventing friendly kills. Maybe could also get rid of all the non-relevant clothing like civilian etc, make the whole thing a lot easier to view/select. Just my thoughts from what I've experienced in the past and the last few days after having a summer break away from it. Cheers!
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lol, tired, when I initially read that I thought cool idea, I'll play on the opposition side for a change, mix it up, be fun, then realised I'd get kicked for friendlies...
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Yep, considered that cluster fk, wasn't sure what else might be available to script, even a small green dot, which would still be messy. You guys that script know whats possible & not, seems to be too much lag or something with names popping up for some, or they don't bother to check and just fire. Dunno, just thought I'd throw the idea out there, see if there was a way to reduce the frustration many show on side chat etc. Like Rog said, not avail in RL, but neither are nor should be non-trained noobs who shoot their own side.
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Yes I realise that, we ain't anal like that/them. Not sure how that's relevant? I can't imagine how removing CSAT and AAF uniforms would do that?
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Of-course there will be, whether intentional or not, but there'd be far less which equals far less frustration/negativity most currently experience. I just shrug it off, is what it is, got taken out a few times yesterday as medic while rev'n others that had been taken out by the same friendly, always gunna have clueless noobs on the server, but when you hear others going off, see all the flaming on side chat, I just thought there must be a way to "reduce" it. Not that it matters but I disagree, would be like saying those in the Australian Air force, Navy, Army, even the cops and firefighters all look boring because they all look the same, its a representative uniform which should be worn proudly. However we wouldn't all look the same, like the ADF, there are variances of the uniform depending role, Air, Sea, various ground etc. Saying NATO was just an example, could have more available, just not the ones the enemy wear. Perhaps for some its not a choice but no idea, you try & explain to them after their friendly'd but its like they don't get it, too much else going on for their brain while trying to learn all the keyboard requirmentsa, something else not in RL, most of us don't wear them so who does, newbies? so perhaps there the uniforms that shouldn't be available to select. I agree, far from RL though, in RL you would know where Davo, Gazza and the rest of your squad are by sight, if near you, face, tattoos, personal tag or wear on their gear, otherwise you use comm's, in this "game" we all pretty much look the same, put a few guys in the same uniform and try tell the apart without using the tech features. It is handy for squads when working together as a team in the same mission, yet for some reason the hex is still visible regardless whether their on the other side of the country from you.
- 16 replies
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Unfortunately I wasn't aware it was on Where/how was it promoted? I'm subscribed to receive I&A emails (digest, just received an email re this thread), never received an email re this event, can't see a thread post about it?
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I was looking forward to the change, different map etc, but TBH Tanoa doesn't seem as popular as I thought it would be, gotta admit its bloody hard with all the thick trees etc (especially via a monitor vs RL). From what I've seen on I&A server lists Altis has continued to have more players than Tanoa.
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Hi, Started playing your server a couple weeks back, after a long break, having a ball with good numbers, not too many idiots which is great to see... (unlike life) I always prefer to rp as medic, however its kinda/very frustrating not knowing where the other medics are located, running ~400mtrs through trees, open spaces, up/over hills etc, all at risk of being taken out (incl friendlies) to rev someone only to get 5mtrs from wounded to discover another medic has just beaten me, already reving them, then having to run all the way back to my squad.... (this wouldn't happen in rl because radios & orders would be used properly) So, wondering if there might be anyway to code the medics with a red hex (or cross, something) so we stand out to each other from a distance, day or night, whether in same squad/group or not, know someone else is nearer that location, rather than the frustration as mentioned above? If not, perhaps you're aware of an alternate solution... Cheers!
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Thanks for posting this heads up Dave, wasn't aware, maybe why I've been having probs latley
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Unable to find any noob info (pref youtube) of what this does, how it would benefit etc, all the description says is "Repack primary weapon and handgun magazines with simple UI", no idea what that actually means? Guessing that's referring to "ArmaA3Sync"? Not had allot of experience with it, is it considered a better option than the standard A3 launcher?
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3rd & 9th threads down - https://strayagaming.com.au/forums/forum/31-discussions/ Was a "maybe" for last Friday night, guys prob have a bit of work to do yet on the map (no rush).
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I replied to this not "fully" understanding/never experiencing what "Halo jump" is in "Arma" My only knowledge/belief of "Halo" is the (imo) immature kiddies game my son used to play on his console, with lots of annoying voice chat (etc) from boys whose left one hadn't yet dropped. The other night, Once again not being able to get into Straya I&A server (maxed with freeloaders) I jumped in another server running Tanoa, it had what was described as Halo, a flag pole at spawn which I had to scroll on and select where I wanna go, rolleyes, however persisted as I hadn't yet played/checked out a Tanoa Map, all of a sudden I'm free-falling, realism? I think not. However I've since discovered apparently it can also spawn (= not realism) me into a high alt plane to para out of, if that interests anyone, why not jump in a chopper, ask the pilot to take ya 60000ft, and para out. However like RL, due to chute you'll have limited kit/equipment when landing, will have to pick it from corpses.
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Only the 3rd thread down - "Can you guys please add a HALO jump to the server?"
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Yep, added them, was more wondering if there was anything else out there in webland I'm not aware for better experience etc.