Mudokon wrote:Can't trust players to balance on their own. This issue was addressed multiple times in the past, but nothing changed, which is why this server needs to force players to join a certain team if we want to have fair matches consistently.
TheMasterofBlubb wrote:Its a pretty simple reason why the servers run synchronous, it when 1 of the servers crashes or is fucked up by a script kiddie(happens rarely) people can switch to the second servers, we as admins are normal people too, we have jobs and families, and sometimes it happens that we simply cant help right in the moment it is needed, so a backup solution is the easies way.
TheMasterofBlubb wrote:About Blufor not knowing how to play:
We have a How to play in game, we have a whole wiki about the gamemode with insights and deeper explenations. We cant force people to read those.
TheMasterofBlubb wrote:Detecting mines its as rewarding as it is fun with the mine detectors and doesnt defeat the gamemechanic of mines beeing a deadly way blocker.
The suggestion of mine automatic mine marking was for "friendly mines"... not for enemy mines...TheMasterofBlubb wrote:Launchers were limited in amount per team as well as Vehicle getting a small discount according to their battle value (armor and weaponary).
Played recently, The prices and rewards are far away to be economically consistent. Buying MIPCs, Transport Hellicopters wrong decitions for the players and not worth to be used.TheMasterofBlubb wrote:Vote map/vote layout see what i wrote as a reply in the same thread (https://forums.eutw.net/viewtopic.php?f=6&t=7920)
TheMasterofBlubb wrote:Regarding the HUD/GUI, do you have any ideas or specific feedback we could try to implement. (I did that for my fuel script, via having the option to begin with and Gippo made a nice UI for it).
Elvis_FIN wrote:Opfor has clearly an advantage of infantry combat. I have said changing current opfor uniform to officer uniform might make big difference. Change EOD vest to 25000cr price. Infantry stuff is very much what matters in the end.
TheMasterofBlubb wrote:you could try a sketch first to simply show what you mean
Mudokon wrote:Elvis_FIN wrote:Opfor has clearly an advantage of infantry combat. I have said changing current opfor uniform to officer uniform might make big difference. Change EOD vest to 25000cr price. Infantry stuff is very much what matters in the end.
Opfor's officer uniform has only protection around the legs and changing it to that would destroy Opfor in the beginning. You would pretty much always one tap them until they get to buy the EOD vest.
I think the best answer would be to remove the EOD vest completely. I don't know what kind of purpose it has in that team anyway. People already complained about Opfor's strong protection before that vest was introduced. Yes, it has the disadvantage of having almost no room for items, but by getting a backpack you can easily avoid it. Keep in mind, that EOD vest actually has lighter weight than Blufor's light carrier rig also. Opfor without EOD vest is fair to fight against. Having little disadvantages and advantages in certain teams compared to others is fine, but that is too much. More stamina overall, 5x better armor and better guns (less recoil, more damage, higher firerate).. no way to counter that in a 1v1.
If Opfor buys the tier 1 tactical vest, which they can currently get for 9k, they have about the same protection around the torso area as Blufor with tier 4 Carrier Rig, but just a little weaker. That is completely fair. Opfor shouldn't get a better vest than that.
esfumato wrote:
But I need to know if
is it possible to change the "Composition of the Main Bases"?
Can I change The information of the Map?
[ The Sectors,
the conection lines between sectors,
the number of points of each sector (100/100),
the number of points that the defenders increase while inside the sector,
the number of points that the attackers decrease while inside the sector.]
Can I change the Menus of the Gear Shop and Vehicle Shop?
Nyles wrote:For next update, EOD vest will be removed again from CSAT arsenal. Let's see how that goes.
TheMasterofBlubb wrote:
I dont understand what you mean, could yoou clarify
Most of the questions that people do and most of the mistakes that people make are:
Questions:
Why can't I buy some piece of gear?
Meanin that they don't know that there are several roles with specific gear Riflemen, Medic, Engineer, Sniper.
This should be explained with mission start up. That's why I placed this image at the begining.
How can I buy equipment and vehicles?
Again people most of the times needs to be explained that they have to scroll their mouse wheel to access the game menu. They don't know that they can also buy at the friendly sectors flags.
Also there should be some image explaining that they can do that at Base HQ and at friendly sectors.
How can I fast travel?
These is the most important thing, because no matter if you have equipment or vehicles you must be on the right place at the right time.
The Warning message about firendly sectors under attaack have done a good explaination in this regard and have been really helpfull for newbies.
How does the attacking / defense sectors works?
People must know how the capture of sectors works. The HUD or GUI must so that the dropping speed depends on the number of both teams inside the sectors.
Also it have to be evident that sectors must be linked. On this matter, should be helpful to have some animations at the map circles. Making the attackable, defendeable sectors circles to have some animation and a different shape on map. to make the information more visual.
Sudden Death.
And one last thing.
To make the mission more user friendly... allow 3rd person camera for driving...
Nyles wrote:For next update, EOD vest will be removed again from CSAT arsenal. Let's see how that goes.
TheMasterofBlubb wrote:@esfumato so how do you force the players to read that?
Because we have that in the Wiki for the exact purpose.
The How to Play has the info too.
TheMasterofBlubb wrote:PS: we dont show the playercounts inside points so people dont feel to safe when capping points.
TheMasterofBlubb wrote:PPS: when someone tries to cap a non connected Zone they get a popup stating that the sector needs to be connected.
TheMasterofBlubb wrote:Animating the point markers could make more trouble than good, due to it beeing simple map markers, there is no animation function for that.
TheMasterofBlubb wrote:PPS: when someone tries to cap a non connected Zone they get a popup stating that the sector needs to be connected.
esfumato wrote:I have played EUTW since several years... never knew the wiki existed even less I read it. This Wiki provides almost zero knowledge to new players. And is not a usefull tool to solve the main problem of EUTW, few players, poor quality matches.
...TheMasterofBlubb wrote:PPS: when someone tries to cap a non connected Zone they get a popup stating that the sector needs to be connected.
Yes right, But newbies just stay there and wait and wait... what is the option of the newbie to figure out that their only option available is to.... "RESPAWN" by their selfs. To Kill themselfs something that is the most counter intuitive option in a video game.
esfumato wrote:Player counts don't have to be shown, but players must understand that they must be inside the sector to both defend or attack, not knowing this basic element of the game flow of the mission goes in detriment of the health of this community I said this 3 years ago and I repeat it again.
esfumato wrote:BIS introduced animated markers in the recent years. I suppose you can update those markers to highlight the "Battlefield Situation". https://community.bistudio.com/wiki/Fil ... Screen.jpg
https://youtu.be/aSYxrhX-WaA
This sector is being attacked
Your team is attacking this Sector.
Fast Travel is available to this Sectors, and this sectors can't be fast traveled.
esfumato wrote:This can be solved with some fake artyllery that kills the players that are in a none connected sector. I remeber the game Red Orchestra did that, while one Area was conquered by the attackers, it removed that way the remaining defenders and spawn them in the next objective automatically.
esfumato wrote:Fast traveling should move the players inside the friendly sectors.
Users browsing this forum: No registered users and 14 guests