FOnline: Ashes of Phoenix

Community section => Events & Politics => Topic started by: John Porno on July 13, 2015, 04:17:10 PM

Title: Time for Buggy event Tuesday 7/14/15
Post by: John Porno on July 13, 2015, 04:17:10 PM
(http://www.fonline-reloaded.net/wiki/images/6/62/Buggy.jpg)

Just kidding I mean the other kind of buggy.

Tomorrow, tuesday at 8pm eurotime I will host a small Deathmatch style event, partly as a test to see if the recent stability fix worked out, partly to test next season's Tier 6 mockup and partly because why not. Here's the gist of it:

- The arena will be a very big Airfield with a new feature, explained in this video (https://www.dropbox.com/s/awkbhy6nqr6n9ly/Finnish%20Forest%20Ghost.avi?dl=0) as well as the usual cover. The location will be in a blocked off area on WM, only enterable with GM teleport but can be left by dying on a non-event map. Event scripts probably need the char to be logged off for 3+ minutes to be disabled. Use main char at own risk.
- The script used will be the usual TDM with waverespawn and tickets.
- Each team has a separate respawn area with containers/vendors/npcs/whatever to allow players to choose their own weapons, on top of the random ones that come with the script. There are no grenades, spears, energy weapons, melee weapons or stealth boys, only stimpaks and bandages

- The only armor available will be a normal Leather Armor to go with the weapons
- There will be around 10 weapons of next season's Tier 6, some new, some already in the game but with different stats. The current weapons would be about tier 8-9 in strenght so the event weapons might seem weak.
- There is one weapon for each weapon class, all loaded with neutral 9mm ammo for simplicity's sake and, for the most part, no weapon perks.

1: Heavy Pistol / M29 44. Magnum Revolver
2: Automatic Pistol / M1911
3: Sub-machine Gun / PPs-43
4: Shotgun / Model 1912 Trench Gun
5: Assault Rifle / AK-47
6: Light Machine Gun / BAR
7: Battle Rifle / M1 Garand
8: Sniper Rifle / Kar98k Scoped
9: Big Gun Sniper / Mauser 1918 T-Gewehr
10: Medium Machine Gun / Maxim-Tokarev
11: Rocket Launcher / M20 Bazooka

(the supply of Big Guns might be limited, depending on how that works out)

As some weapons use new sounds and, obviously, new pictures so it's advised to run the updater a couple of hours before the event starts. (there is still one soundfile I have to polish and add)

Depending on the number of players, we might screw around with the number of teams, the randomness, the map or just go FFA.

Have fun and remember not to screw around in the teleporting stage and remember to check your squad status after respawning, depending on what method we use.

As usual, be there a couple minutes before and use ~help ASDAFASDASDFASD to show up in my window so I can port with ease.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: S.T.A.L.K.E.R on July 13, 2015, 05:41:24 PM
Aawwwwwww, I have college  :'(

Make it Friday :V Tuesday is an unusual day for an event.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: Caboose on July 13, 2015, 06:01:27 PM
Aawwwwwww, I have college  :'(

Make it Friday :V Tuesday is an unusual day for an event.

Tuesday is best day.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: Count Matthew on July 13, 2015, 06:51:58 PM
Sounds fun. :D
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: MARXMAN on July 13, 2015, 06:56:46 PM
Those weapons sound fucking fanatastic. Looking forward to it.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: John Porno on July 13, 2015, 07:09:48 PM
Aawwwwwww, I have college  :'(

Make it Friday :V Tuesday is an unusual day for an event.
If the event works well enough we will do it again this weekend
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: S.T.A.L.K.E.R on July 13, 2015, 09:47:26 PM
Aawwwwwww, I have college  :'(

Make it Friday :V Tuesday is an unusual day for an event.

Sounds fun. :D

Tuesday is best day.



You damn British. Monday and Tuesday the worst days for Americans :V
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: naossano on July 14, 2015, 03:11:48 AM
(https://s-media-cache-ak0.pinimg.com/236x/e5/41/71/e54171b57e0cda0dac2fb2d5947e2805.jpg)

I hope it happens at peak time.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: Stem Sunders on July 14, 2015, 04:28:35 PM
Good event, had a lot of fun. apart from mah lags.

Hope you got the info needed. BAR was best all rounder imo.

Thanks!
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: REDRUM on July 14, 2015, 04:29:29 PM
It is good day for death!
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: VVish on July 14, 2015, 04:45:31 PM
Just awesome event, thanks very much for it. Hope for someone to record it.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: John Porno on July 14, 2015, 05:05:21 PM
We will try to fix up the event by adding a more comfortable weapon selection screen and most importantly a proper way of joining and leaving an event
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: naossano on July 14, 2015, 05:28:46 PM
It would be great to be able to choose not only weapon, but other gear like drugs, healing etc...
Other than than, so much fun in fighting agains't allies and siding with enemies.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: Count Matthew on July 14, 2015, 07:05:06 PM
Attended the last fight, sad I missed the start.

Wonderful map.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: naossano on July 15, 2015, 11:00:53 AM
You should have been there earlier indeed. I don't think i had the chance to kill you.
I almost got Wind once, but courrier friendly fired me...
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: John Porno on July 15, 2015, 11:30:32 AM
The first session was accidentally held with wrong armors, giving about 3/30 too much. It was really interesting though as you could easily expose yourself to enemy fire and run to the next point of cover without immediately dying, and the fights were actually pretty dynamic because everyone understood that trading shots at long range is just a waste of ammo.

There was one particular moment on the right side of the compound where 2 people of one team split from the group to attack from around the building, surprising and distracting 3-4 enemies which turned around and forgot about the main force advancing. They were then focusfired and were too far away from the next cover to survive.

I think it was really fun and what I just described is the kind of feel we want to get going for next seasons outpost battles, keeping weapons lethal at close ranges for core fighting but preventing people from being deleted at 80hex range so you can move more freely.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: naossano on July 15, 2015, 11:40:28 AM
I won't elaborate much, but it seems to me that long-range weapons aren't used that much in AOP. Some battle involve both short and long range, and others only involve short range. If long range damage get too much nerfed, it might become much less used than it already is.

Also, too much lethal short range could be an issue, if it leads to much shorter fight. Longer fight is, IMO, one of the high points of AOP.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: paragon on July 15, 2015, 11:47:39 AM
Denying long-range death possibility is pretty sad.

It decreases the elements like need of scouts and scouts-warfare, need of knowing enemy position and proper self-positioning, planning and etc.
Especially when you can insta throw smoke to become hidden from all directions after just 1st hit.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: John Porno on July 15, 2015, 12:01:14 PM
I didnt say it would be impossible to do that, it's just that, especially last year with the russian DSR squad, you would go out into the street and be dead before playing the first hit animation.

Next season will have the current core with all the building fighting and small streets, the outter core with more open areas and less buildings, the world map locatoons which might vary a bit but will generally be more open as well and then the outposts which are practically just flat deserts, up to 4times bigger than a core map.

If every sniper char can deal the usual 200dmg in one 100ap bar, all open battles would be sniper only. The damage has to decrease with range and focusfiring and positioning are more important in getting a kill than single player performance.

Even with the first test and the low dmg, people kept dying when they overextended or showed themselves to too many enemies which then naturally focused their fire. There were a couple of instances as well where it didn't need a kill to have an effect on the battlefield, I remember one time when me and courier were on the south side of the last hanger near the fence at the top right but there were 3 enemies behind the corner. Courier first went there, noticed he had no chance and went back without dying to find another position.

From what Ive seen over the past year in different setups is that a lower TTK (time to kill) can result in a situation similar to chess when it's down to the king. You can not 1on1 it, you need multiple people to seal the exits to get the kill and I think it would be a great addition to the overall game if we managed to keep a fast paced, kurwarambo style in the inner core while having a different, more strategic gameplay for the larger battles on WM, all with the same items, without artifically having to nerf all weapons with a map script while on an event map or something.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: paragon on July 15, 2015, 12:53:08 PM
Not being able to kill people 1vs1 is pretty sad as well.

I don't like direct damage distance-nerf solution for introducing open-map game mechanics.
Positioned and bunkered DSR squad which kills everything stupid to get out of the cover is very funny to play AGAINST for me, at least. Have to repeat about need of scout, idea of how to approach and strategy game of attacking enemy without getting into range fight with their DSR. For new casual players it's certainly something close to impossible and reason to cry. For experienced players it's great challenge and fun. The only thing which was absent in the beginning of the season is the reason to move at all. You stay on the same place, shoot and get score. Almost same now. Dynamic objectives would solve this. But high-range low-mobility weapon nerf just takes the whole setup out of the game.
For me "random balancing" when weapons became extremely deadly was the most enjoyable. But tastes are tastes.

I'd go for different solution. There's still cheap smoke which makes single shot weapon useless. With scout you can deny any DSR with it, which is great. You could possibly introduce soft smoke, which doesn't block sight, but let's say nerf the hit chance depending on the distance with something like e^x dependence. So at 10 hexes it's still 95%, at 20 hexes it's 90%, at 30 hexes it's 80%, at 40 hexes it's 50%. This way long ranges builds and weapons are deadly, but only if you get out of manageable cover.

I would take nerfing ability to move with deployed weapons (like 1 hex-moving would actually take action points to make, which I have no idea why not like right now), or increasing deploy cost. But nerfing deadly 94 hexes it's like taking out one of the brilliants of AoP, none of other servers have such things.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: FrankenStone on July 15, 2015, 01:09:45 PM
Not being able to kill people 1vs1 is pretty sad as well.

I don't like direct damage distance-nerf solution for introducing open-map game mechanics.
Positioned and bunkered DSR squad which kills everything stupid to get out of the cover is very funny to play AGAINST for me, at least. Have to repeat about need of scout, idea of how to approach and strategy game of attacking enemy without getting into range fight with their DSR. For new casual players it's certainly something close to impossible and reason to cry. For experienced players it's great challenge and fun. The only thing which was absent in the beginning of the season is the reason to move at all. You stay on the same place, shoot and get score. Almost same now. Dynamic objectives would solve this. But high-range low-mobility weapon nerf just takes the whole setup out of the game.
For me "random balancing" when weapons became extremely deadly was the most enjoyable. But tastes are tastes.

I'd go for different solution. There's still cheap smoke which makes single shot weapon useless. With scout you can deny any DSR with it, which is great. You could possibly introduce soft smoke, which doesn't block sight, but let's say nerf the hit chance depending on the distance with something like e^x dependence. So at 10 hexes it's still 95%, at 20 hexes it's 90%, at 30 hexes it's 80%, at 40 hexes it's 50%. This way long ranges builds and weapons are deadly, but only if you get out of manageable cover.

I would take nerfing ability to move with deployed weapons (like 1 hex-moving would actually take action points to make, which I have no idea why not like right now), or increasing deploy cost. But nerfing deadly 94 hexes it's like taking out one of the brilliants of AoP, none of other servers have such things.

yeah i absolutely agree with paragon here , the event was fun to test out the map but to be honest i wasnt a fan of the weapons . i mean i get the idea but on the other hand i think that if this would be the meta for the the first weeks after the wipe then numbers matter more than anything else before , because u cant kill shit while being outnumbered due to non deadly weapons and less people mean even more less dps ... i encountered that in last battles from the event were my team was getting rushed all the time and it was impossible to do something against it which was pretty annoying . Paragon pointed most stuff pretty good out , long range weapons arent a problem in my book anymore since crit dmg multiplyer nerf happened , so we wouldnt see something similar like in beginning of this season with DSRs im sure ... plus like paragon said , single shot weapons easy counterable with smoke grenades , people that cry just havent discovered the utility slot and smoke grenades . Im not sure if this meta is a great idea , but i guess we have to wait and see ......
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: naossano on July 15, 2015, 02:28:26 PM
I woud still like to keep smoke role as blocking view, but it could have some counter effects :
- Unreliable time of duration, unreliable size of the smoke.
- Some nasty effect, non lethal effects on those who walk directly on the smoke. (unability to run, loss of perception etc...)
- Some weapon or utility to counter the smoke. Let's say a water rifle that can make the smoke disapear in less time when hex shooting on it, but make no damage on target.
- The smoke disapear in as much time as currently, but progressivly, so some target get some chances to be seen
etc...

But simply removing the blind effect would render the smoke grenade totally useless.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: FrankenStone on July 15, 2015, 03:11:34 PM
I woud still like to keep smoke role as blocking view, but it could have some counter effects :
- Unreliable time of duration, unreliable size of the smoke.
- Some nasty effect, non lethal effects on those who walk directly on the smoke. (unability to run, loss of perception etc...)
- Some weapon or utility to counter the smoke. Let's say a water rifle that can make the smoke disapear in less time when hex shooting on it, but make no damage on target.
- The smoke disapear in as much time as currently, but progressivly, so some target get some chances to be seen
etc...

But simply removing the blind effect would render the smoke grenade totally useless.

why need smoke when u can make life of noobs easier with introducing non lethal weapons hahaha , welcome to 2238 gameplay
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: cirn0 on July 15, 2015, 04:41:00 PM
We wanted to appeal to the swarm crowd, it make sense as swarms are majority of player population so of course we want to appease the majority of our players. I hope these design decisions will reflect in an influx of player populations and swarms.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: twat on July 15, 2015, 04:44:33 PM
thank you =D
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: FrankenStone on July 15, 2015, 04:46:31 PM
We wanted to appeal to the swarm crowd, it make sense as swarms are majority of player population so of course we want to appease the majority of our players. I hope these design decisions will reflect in an influx of player populations and swarms.

If u want to attract some sort of UV playerbase than its right decision
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: S.T.A.L.K.E.R on July 15, 2015, 05:33:15 PM
Ctrl shoot with single weapons pl0x :V

shoot at a hex...if anything is in its path then it gets hit  :-X
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: twat on July 15, 2015, 05:35:49 PM
fu dude
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: S.T.A.L.K.E.R on July 15, 2015, 05:59:33 PM
fu dude
aaaaaaaaaaaaayyy££££££££££yyyyyyyyyyyyyyyy????????????????????
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: FrankenStone on July 15, 2015, 06:01:01 PM
Ctrl shoot with single weapons pl0x :V

shoot at a hex...if anything is in its path then it gets hit  :-X

lol stalger u havent seen the lethal ww2 weapons yet
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: S.T.A.L.K.E.R on July 15, 2015, 06:35:43 PM
Well, I'll see them Saturday :V
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: Niamak on July 16, 2015, 02:28:42 AM
nerf snipers and sneakers nao  >:(
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: naossano on July 16, 2015, 04:02:34 AM
Don't want to nerf snipers. There is not enough people using them.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: S.T.A.L.K.E.R on July 16, 2015, 09:30:43 PM
Don't want to nerf snipers. There is not enough people using them.
well, the only 2 snipers really worth using are the M1C and DKS-501.

The DMR's are just too weak, most of them can use a buff

nerf snipers and sneakers nao  >:(
Best idea this guy suggested
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: VVish on July 30, 2015, 09:50:03 PM
BG sniper rifles were good when there was no tunnel vision. Atm they're useless because of couple factors combined:

- tunnel vision.
- night fov reduction.
- requires precious positioning and is exposed to sneaker, stationary gun.
- naturally good only in large fights, because low amount participants in fight requires mobility.
- supereasy to counter with smoke with few participants in fight (7vs7 extremely easy to rush DSRs, smoke + tunnel vision + deadly short range weapon).
 - requires 2-3 professional players to score a kill, since you can do it only with a proper stun-lock.
- supereasy to counter with smoke + your own .50 snipers.

If there would be 15x15, it'd become much harder to rush DSRs (when 10+ rushing through smoke, DSRs will eject at least someone between smokes, no doubt, while having enough people preventing enemy from getting too close) but on the other hand you can form up sneaker team and approach with tactics and strategy, which is great.
I liked this weapon - only thing I can play comfortably with great ping, cuz enemy is rushing in my fov, not me rushing in their. Sadly can't see a way to use it now, night + smoke+ tunnel vision brought it on knees.
Title: Re: Time for Buggy event Tuesday 7/14/15
Post by: FrankenStone on July 31, 2015, 06:46:20 AM
better play other game till atleast nightitme pe immersssun malus is deleted thats the only thing which annoys me the most because if u play as sniper u totally fucked up in night while other playerclasses are all fine in night ...