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  • Clarification and notes

    I wanted to make some clarifications, there has been some consternation of late and if as a community we are going to move forward everyone needs to be on the same page.

    First off, there has been some confusion as to me and who I am. For that, I apologize if any of you were confused. When I stepped down from my previous leadership role here at TG, I took a passive role in the community and in doing so decided to change my screen name to allow for me to reflect such. With that, I have changed my screen name back from Mimir to allow some of you to have a better understanding and name association.

    Another point of order is for those that still don’t understand who I am or what I am about, it is best to not simply make baseless accusations about my leadership abilities or character. Someone recently had the audacity to claim I was unfit and did not know anything about ArmA and the community and demanded my tenure terminated. Besides the private sector and military accolades I have received, I have done virtually every leadership role here at TG since I joined. I was an admin, Executive Officer, Game Officer, Community Manager, Site Administrator and again now Game Officer. I was the Game Officer here for ArmA for several years. Under my leadership Tactical Gamer had the number #1 and #3 ranked servers in the WORLD. On top of all that, TG ArmA was featured for a cover story for PC Gamer with a 5 page article which included interviews and footage from events we ran. So the next person who decides to come forward and challenge me, understand I am old so my balls hang to my knees and I pop Viagra like candy so you won’t measure up…


    Now to get a better understanding of why the direction is moving the way it is, I will take this opportunity to clarify.

    I am using the crawl, walk, run methodology of taking the community and bringing it to a point where everyone will be on the same page skill wise. Currently, the community is all over the map when it comes to the basic skills everyone has. We have some phenomenal tacticians but we also have some that are not so great, which we will work on this together. As a collective we will all get to a common baseline where we can all easily be the leader of every mission, should they choose. Once that is achieved, more advanced missions and skills will be introduced which continue to enhance the experience.

    ArmA is a simulation game. The game itself is not perfect, but with each iteration beginning with OFP, it has improved leaps and bounds. The game can be as in-depth or as simple as the mission makers decide it to be. ArmA III is the pinnacle of a title that has been around for over 12 years. Anyone who has expectations that this is a First Person Shooter, MMO, Armor or air SIM, you are wrong. This game is centered around a team based simulation that is as real as technology will allow for. Infantry wise, it is pretty good. Unless someone can somehow create electrons that transfer pain, blood and death ArmA is probably capped out where it can go for now. If you want something more realistic while in your home, it probably won’t happen. I agree that when it comes to vehicles (air and ground) it is not the best in capturing the essence of an ultimate experience, but it enhances the infantry and tactical aspects needed to complement.

    A lot of people question the reasoning for MODs and add-ons for ArmA. There are actually several reasons why I am currently averse to adding them to the server:
    1. MODs create a barrier for entry for new and old players. Anytime you add something to the game here, it becomes more difficult for someone to join the server. We have people that are not technically savvy and when you have to go through a 10 step process, you scare them away. We also have a harder time attracting newer players to TG if we have required MODs.
    2. There is currently no MODs that drastically improves ArmA III that we need it at the moment. The only deficiency area I see and that is ever improving, is AI behavior and accuracy. Beyond that, superficial models, sounds and enhancements are cool, but they are not required to achieve a simulation environment. This title is about tactical simulation, not aesthetic values. They are more beneficial to keep content fresh as the title moves forward, adding them at the launch of ArmA III will make the content stale quicker.


    Persistent play creates counterproductive team work and selfish players, there I said it. I know some of you like Domination but historically that genre of gameplay inherently creates individuals and not teams. Domination is not the future of TG ArmA, at best it is simply side fun which does not and will not see it in the rotation. I am not against persistent play, I am against “ronin” style players who tend to gravitate around Domination. Another highlight with this is that contrary to popular belief, Domination style play does not draw the numbers people think they do to the server, it draws a small reoccurring crowd only. If a persistent style mission is ever found that reinforces team work and tactical play, it will be explored and vetted before it hits the server at TG.

    The gravitating away from the FPS style gaming back to simulation is not going to be easy. People are scratching their heads as to why are the missions a certain target time and why are there long respawn times. To be honest, this is not the BF series and should never be compared to it. The intention on shooting for times is actually pretty simple, we all have real lives and families and is it not easy to dedicate hours on end to being in game. With that, if you can give someone a 45 minute block that they know they will be committed for a mission, they can plan accordingly and make the most out of their time on the server. As for the respawns, I agree it blows waiting a few minutes to come back into game. However, there must be consequences for reckless leadership and tactics. If you are running or standing up, yes the AI will smoke you quickly. If you are using cover and moving slowly, the AI will not see you. So with that, this reinforces the need to be slow and methodical in everyone’s approach to a mission.

    In line with the above paragraphs is the execution of missions. A pet peeve a countless people here at TG is the way we begin our missions. It really turns me off when once the mission starts, we waste 20 minutes organizing and then grabbing gear out of ammo boxes. Again, not all of us have all night to play so let’s get going. I have asked the mission makers to limit the use of ammo boxes and simplify the team layouts to allow for a better use of time. When there is only one element (team/squad) to lead and not 10 different ones, it makes it easier to get organized on voice coms (in-game) and more attention can be paid to the actual planning. As a mission maker myself, one thing I love to do is lock roles and gear in with no options. Basically, if you are a medic you don’t need a machine gun and if an engineer you don’t need a sniper rifle. Use the weapons the mission maker gives you, they have usually have thought though all of that to make sure you have what is needed to finish the mission. I am hoping to progress to more complex team constructs as we advance in grasping the easier ones first.

    Some have also questioned the size of the mission that are being produced at TG at the moment. Again, I asked the development team to keep mission smaller. The reasoning behind all of this is multifold. First off, once the server is packed and there is standing room only then we will increase the slots available for each mission, or even create a second server. The numbers are not showing that we are maxing out the missions ever, so it is a moot point arguing about that currently. Another aspect is the management piece. When you have smaller elements around a dozen, it affords more opportunities for leaders to step up. It can be pretty daunting when someone wants to lead and there are 40 players they are in charge of. Let us get the basics down and the server full then we can progress in how many slots the mission makers are allocating.

    There are plenty of community members here who all have a voice and unless you are the Community Manager or the Owner, every other voice is equal. With that, I receive inquiries from various demographics claiming they are the voice of the community and they know what is best for ArmA. I will enlighten some of you and tell you that I will usually stop reading any correspondence if you start that way. I am a numbers person. I see every data point and historical trend that is available. I can see who is and who isn’t populating the servers and then determine why. I also am very aggressive in shaking things up if I see a trend that is not working. If anyone wants some of that raw data, I will be more then glad to discuss. We also have a demographic here at TG that is not as vocal as others. There is a player base which chooses to not publicly debate in the forums their ideas or concerns. The numbers for them are probably way higher than the numbers for the active forum posters at any given time. Please don’t confuse their passion for ArmA by their reservation or silence in posting, some of them may shock you with their skills.

    The crew we have designing the missions at TG is stellar. This group has some technically sound designers whos only interest is providing the rest of the gaming community with a fun and challenging experience while in game. They are not machines and I can attest that it does take time to create some of the complex missions. Another amazing things about this group is they are one of the only ones I have ever seen that want to share their skills and give back. I highly encourage some of you that are thinking about creating missions to join the group and get started. A playable mission can be crafted in short time, you will progress in the intricacies and more detailed aspects as you build confidence. If anyone is interested we can even setup workshops if that will make you feel more comfortable.

    Communication is a must with this community. As many of you have realized, I am extremely approachable. If anyone wants to talk to me, I will make the time and effort and give you the courtesy of answering all of your questions. Unfortunately I can’t make everyone happy with my answers, but most times I can make you understand why.

    As a procedural note, there is a very clear and distinct line of communication we have here with ArmA and TG. I encourage each and every one of you to use it, it actually works.
    1. Admins - They are your springboard for ideas and concerns. They are also the disciplinarians on the server. They have the most thankless job in the community, by far. Go to them first with any issues and they can normally solve it instantly. If you want to take you issue to a more broader set of admins, by all means post up in the ArmA Contact a Admin Forum. There the team will respond to you pretty quickly. Each and every admin is fully qualified to deal with pretty much anything you can throw at them so fire away.
    2. Game Officer - If you have a complaint about the overall ArmA community or personal issue that cannot be resolved by the admins, come see me. Another time to come to me is if you have an issue with one of my admins, immediately come talk to me and I will have some resolution for you quickly. You will find that any decision I make is fair and regardless of the person involved very balanced. I do not play favorites, even with/against the admin team. If anyone, I am very critical of them so remember that when you come talk to me.
    3. Community Manager - If you have a grievance with me, I encourage any of you to contact Wicks. He is my boss and the person that gives me direction. Be advised though, that he is pretty much the end of the road for issues. His final decision or recommendation means that you either have to accept it or move on.



    Now I have afforded a little insight in to my thinking and methodology as we move forward. I hope this clarifies some lingering issues and concerns that any of you may have had. I want everyone to remember that we are all here to have some fun and ArmA is a game. I look forward to seeing each of you on the server….

    C -sends
    Last edited by TheBigC; 08-17-2013, 11:11 AM. Reason: Spelling
    "The chief foundations of all states, new as well as old or composite, are good laws and good arms; and as there cannot be good laws where the state is not well armed, it follows that where they are well armed they have good laws." -Machiavelli

  • #2
    Re: Clarification and notes

    Thanks for this. You answered a few questions I've had since I first joined TG.

    Oh, and although rather off topic: Link

    I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones. -Albert Einstein

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    • #3
      Re: Clarification and notes

      Originally posted by Toptonic - Butler View Post
      Thanks for this. You answered a few questions I've had since I first joined TG.

      Oh, and although rather off topic: Link
      Thanks for the link to the article. The events we used to run were epic for those of you who used to play. I can't promise we will ever be back to those numbers, but I will through sheer will power make it that fun again...
      "The chief foundations of all states, new as well as old or composite, are good laws and good arms; and as there cannot be good laws where the state is not well armed, it follows that where they are well armed they have good laws." -Machiavelli

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      • #4
        Re: Clarification and notes

        Yay!!! . . another "old dude" . . . . . well said, and thank you. New to the fold, but excited about the future.

        I always say, it's always smarter to start small and build . . . just think of how pissed you'd all be if it was a "free for all" from day one and nothing worked . . . THEN you'd all be pissed. . . . :-)

        Thanks C, looking forward to it.

        MadSoloSniper (Joe) . . . AKA - Solo

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        • #5
          Re: Clarification and notes

          This is how it should be. Can't fathom anyone thinking otherwise.

          Comment


          • #6
            Re: Clarification and notes

            offtopic: wow.. if im correct i count over 20 arma admins/GO and usually c on server about 4-5 players + 1-2 arma admins.. why u write walls of theory on forums but not show practice? join us, we need more players in game! :)
            sry my engl and dont wanna hit anybody, just wanna c u all in game coz really we need players...

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            • #7
              Re: Clarification and notes

              Originally posted by Chichco View Post
              offtopic: wow.. if im correct i count over 20 arma admins/GO and usually c on server about 4-5 players + 1-2 arma admins.. why u write walls of theory on forums but not show practice? join us, we need more players in game! :)
              sry my engl and dont wanna hit anybody, just wanna c u all in game coz really we need players...
              Chichco,

              The admin team is not quite that large. The team consists of TheBigC, Unkl, Grunt, Woesterudolf, Bolagnaise, D3VIANT, Dredge, & Dimitrius. The team may grow in time along with the size of the player base, but it will be proportional.

              As for the new players we are trying to bring in ArmA 3, that is one of the primary goals we are trying to achieve. We will look for several avenue to expose internally and externally what we have to offer.

              Your English is fine, it is better then some native speakers I see around here!
              "The chief foundations of all states, new as well as old or composite, are good laws and good arms; and as there cannot be good laws where the state is not well armed, it follows that where they are well armed they have good laws." -Machiavelli

              Comment


              • #8
                Re: Clarification and notes

                The part where you talk about mods, I understand what you are saying about the mods and how few there are for ARMA 3 at this current moment in time that would really benefit the server for gameplay/immersion, ACE especially. But what about ACRE? There is surely no argument that in game VOIP is not better than ACRE, pure and simple. So why not use it?

                I know that ACRE being a mod will put people off having to install it and what not, as you previously stated in your post, but hey, there is loads of text tutorials, youtube tutorials and people on TS who are willing to help.
                sigpic

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                • #9
                  Re: Clarification and notes

                  Thank you for your post TheBigC or Mimir, it's good to see you and get to know you. I fully support all that you are trying to communicate to this community and hope everyone will first read and reflect on what you posted before they post. And yes the Admin Team you have at your disposal is outstanding, the Mission Makers also need a huge Whoorahh for their timeless dedication of bringing challenging missions to the Arma player base.

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                  • #10
                    Re: Clarification and notes

                    The manifestos posted by the Gaming Officer comes from on high (not unlike the tablets of stone) and clearly states the direction of Arma at TG. There is no reading between the lines, no wiggle room, no ifs nor buts, no shades of grey. A sigh of relief or gnashing of teeth depending on your outlook, either way it is going to be a rebuilding project. You can see by now that there will be no battlefield about this in the forums, TG owns the field and the ball so make up your mind to get on board or grab the next outbound bus.

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                    • #11
                      Re: Clarification and notes

                      Jak, no one is making an argument for or against ACRE. But right now the GO and admins are of the mindset that we need to keep it simple. There should be absolutely nothing players need to do to play on the server except click the join button in the server browser. The fact that we had to have a entire thread dedicated to just getting the game to work with all the bells and whistles in A2 should speak volumes. How many players (some of whom could have made great TG'ers) have said "I'm not going through all this to play a game for an hour. The only thing that should keep anyone off the server is their own choice. We have in game VoIP, which is more than can be said for most other PC titles sadly, and team speak. Between both of those resources there should be no issues communicating with players. Lastly, ACRE adds a level of complexity that we would like to avoid. As Big C mentioned we are focusing on the crawl, walk, run methodology. Keep the missions small and controllable to help players learn the game, and become better soldiers/leaders. If we start throwing too many things at them at once we will run into the same problem we still suffer from right now. 5 minutes of "ok who wants to CO this mission". Then it usually ends up being the same players over and over again. Keep it simple, make it more user friendly, and more and more players will start stepping up to lead. Eventually we will get back to the event days of old where the admins had 5-6 players requesting the CO spot. Trust me, we will get there. Especially with C at the helm. Lets just focus on the core aspects of the game and squad based play ;)

                      @Chief, couldn't have said it any better myself. Glad you are sticking around to keep us younguns in line!

                      [unit][squadl][command2]

                      KnyghtMare ~You could always tell the person holding the gun to your head you would like to play on a different server...

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                      • #12
                        Re: Clarification and notes

                        nice try but i am a machine when it comes to mission making
                        Yink | Vanilla Pilot | Killer of Stirling | CS GOD | Projects Team

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                        • #13
                          Re: Clarification and notes

                          Originally posted by Dredge View Post
                          Trust me, we will get there. Especially with C at the helm.
                          How long are we talking then? Before we are able to use mods on the server?
                          sigpic

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                          • #14
                            Re: Clarification and notes

                            That shouldn't be a question at this point. You shouldn't be "counting down the days" till we have mods. Why can't we just focus on the game? The core game. Why should we already be concerned with mods when the game isn't even out yet? We don't know what it will be like at full release. Have faith in the admins, and the mission makers. Even without any mods we will have a unique TG experience on the server. But if you insist on a calendar of when we will have mods mark this date down "not any time soon or even after".

                            [unit][squadl][command2]

                            KnyghtMare ~You could always tell the person holding the gun to your head you would like to play on a different server...

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                            • #15
                              Re: Clarification and notes

                              Originally posted by Dredge View Post
                              But if you insist on a calendar of when we will have mods mark this date down "not any time soon or even after".
                              Good to know.
                              sigpic

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