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Old 04-10-2010, 06:10 PM   #21
Colonelcool125

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Default Re: FB edge of maps change.

Quote:
Originally Posted by dtacs View Post
More minds are better than less tbh.
More voices all yelling at the same time, however, is not.
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Old 04-10-2010, 06:27 PM   #22
[R-MOD]Jigsaw
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Default Re: FB edge of maps change.

Quote:
Originally Posted by dtacs View Post
Word.

Out of interest beta testers, did you build firebases at all?
Quote:
Originally Posted by Truism View Post
It really amazes me that beta testers are posting gripes like this in general discussion. This strikes me as exactly the sort of thing that playtesting should catch. Perhaps the beta testing schedule needs to be looked at a bit.


Dtacs, i've called you on this before and you still don't seem to understand what the test team's role is. We test the fixes and look for bugs, for example regarding this specific change we were told that it was implemented and that it should be checked to make sure it is working. We tested this change on Silent Eagle, it was working, so we moved on to the next thing on the list. We don't play test, because playtesting is a massive task that 24 people cannot do effectively when this is a 64 player game.

Note the name of the team Truism, Beta Testing, not Play Testing.

Quote:
Originally Posted by dtacs View Post
I think that list should be released to the public so they can suggest things, y'know just so things as obvious as this get checked over.
Ya, thus removing the careful secrecy the development team have adopted in creating the mod that is key to how they work and any sense of surprise created by a new release

Quote:
Originally Posted by ChizNizzle View Post
Then there should be another separate testing team for playing only...
There was. It was called the Stress Test Team and was made up from trusted clans when a release was close. It has been discontinued because nowhere near enough people showed up to make it worthwhile.

With that in mind, any release is basically for playtesting and issues get fixed later.


"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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Old 04-10-2010, 09:01 PM   #23
Rissien
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Default Re: FB edge of maps change.

Fallujah used to be one of our servers favored maps but now with the new fob/hideout change several members are actually asking to have the map removed from our server because hideouts cannot be placed anywhere near caches around the edges of the map. Smaller maps are also even further shrunk as all the fobs have to be placed somewhere in the center of the map.


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Old 04-11-2010, 12:20 AM   #24
wood702
Default Re: FB edge of maps change.

Sorry I made a new thread. My input is,1oom on all maps would accomplish what your trying to do here. I belive you were making it that a FOB could be hit from all sides. The 200m thing is idiotic and not very well thought out.
Who plays CNC anyways? PLZ PLZ put a hot fix out for this asap! Game play has been destroyed on over half the maps in PR.
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Old 04-11-2010, 12:29 AM   #25
snooggums
Default Re: FB edge of maps change.

Quote:
Originally Posted by [R-DEV]fuzzhead View Post
On 4km maps I think its fine.

On 2km maps, maybe 100 meters would be better.

On 1km maps (Asad Khal, Fallujah, Korengal) maybe should just be zero, although especially korengal there is other issues than that...
This would be good, because right now you can't build a FOB in Dylym Village.

I think 200m on 4k, 75m on a 2km and 25m on a 1km would be good.

My
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Old 04-11-2010, 02:24 AM   #26
mangeface
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Default Re: FB edge of maps change.

Quote:
Originally Posted by snooggums View Post
This would be good, because right now you can't build a FOB in Dylym Village.

I think 200m on 4k, 75m on a 2km and 25m on a 1km would be good.
So, I'm guessing you where getting your ass kick on tacticalgamers server also.


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Old 04-11-2010, 05:17 AM   #27
Oddsodz

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Default Re: FB edge of maps change.

I Still fail (and I know I do) to understand why it is needed in the 1st place. I Can understand why you would want this on CnC mode. But for the rest, Well I think it's just silly.

What may I ask was the reasoning behind doing this I ask. What was the main benefit for doing such a change?


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Old 04-11-2010, 05:40 AM   #28
dtacs
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Default Re: FB edge of maps change.

Quote:
Originally Posted by Jigsaw View Post
Dtacs, i've called you on this before and you still don't seem to understand what the test team's role is. We test the fixes and look for bugs, for example regarding this specific change we were told that it was implemented and that it should be checked to make sure it is working. We tested this change on Silent Eagle, it was working, so we moved on to the next thing on the list. We don't play test, because playtesting is a massive task that 24 people cannot do effectively when this is a 64 player game.
I never said that you tested it to see if it had practical purpose. I do understand what the team does.

Quote:
Ya, thus removing the careful secrecy the development team have adopted in creating the mod that is key to how they work and any sense of surprise created by a new release
What would you rather, the mystery box which could have something good or bad, or the alternative that you know is going to be good?

If they want 'OMG SURPRISE LOOK AT WHAT WE DID' why release a changelist?

Quote:
There was. It was called the Stress Test Team and was made up from trusted clans when a release was close. It has been discontinued because nowhere near enough people showed up to make it worthwhile.

With that in mind, any release is basically for playtesting and issues get fixed later.
Its funny, cause people like myself and Truism seem interested. Especially if things like this are going to be reoccurring.

Quote:
Originally Posted by Colonelcool125 View Post
More voices all yelling at the same time, however, is not.
Separate threads attaining to different problems, serious ones can be looked over. This team, should it ever materialize, wouldn't be a ton of voices yelling, obviously maturity would be a prerequisite and not 'OMG WHY DID YOU MAKE THIS CHANGE????' thread titles wouldn't fly.
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Old 04-11-2010, 05:52 AM   #29
Celestial1
Default Re: FB edge of maps change.

Quote:
Originally Posted by dtacs View Post
Its funny, cause people like myself and Truism seem interested. Especially if things like this are going to be reoccurring.
dtacs, really?

1) Please cut the accusing tone, these people aren't being paid to do a thing for you. It's volunteer work, not a job. Frankly, they owe you nothing, and this is still 0.9, not 1.0; you're basically still playing a BETA, not a full, finished game.

2) You may think you're interested now, but you'd soon fall out of wanting to do that when you realize you'd have to download the new release each time, and then no one else shows up, and so the test is canceled or rescheduled.
It would just be like playing PR except a lot more work and disappointment.

3) No one wants to work with someone who complains.



I think that the change, beside the >4km maps issue, is a good one. CNC benefits, regular AAS 4kms benefit; it makes it so that you must place the FOB in an area where it can be attacked.
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Old 04-11-2010, 06:03 AM   #30
Oddsodz

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Default Re: FB edge of maps change.

Quote:
Originally Posted by Celestial1 View Post
I think that the change, beside the >4km maps issue, is a good one. CNC benefits, regular AAS 4kms benefit; it makes it so that you must place the FOB in an area where it can be attacked.

But it takes away the art of making a safe FB for long flanking moves. Seems very silly to me. With no real benefit for anybody. I Have yet to see a good real reason for doing this change.

I Have also failed to see why a FB close to the edge of the map is a bad thing. I Don't really know of any places on a any map that can not be attacked if a FB is placed there.


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