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JiMMY13

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  1. IMO, the game at gold level is not fun, so my rule is always to play in bronze or leave. Still works. In-game VOIP also added a lot to the game, IMO, which set it apart from many others.
  2. It's literally the game's best feature!
  3. Great point Hex and top post Oldfart. While that segregation was a notorious change, this game definitely needs to cater for two main types of players. The competitive players who prefer small teams with a huge emphasis on teamwork and winning and the casual players who enjoy larger, more chaotic, social teams. The competitive players rarely call backup, as it stands to compromise their teams' co-ordination and when these players are in the bronze district ( as silvers ), newer players don't stand a chance. Hence why they leave. It's also the case when silvers or "yellows" go up against a team of competitive gold players... They want to leave, but they have a second option to continually dethreat back to bronze. Newer players will benefit a lot more playing with better players, than playing against them and the current system sees the former happening a lot more and it's understandable that some don't have the desire or patience to help them out, which is fine. This is why at least one segregation would be beneficial over none at all, IMO. Old-school players have posted RTW scoreboards that have predominantly large teams with varied threat-leveled players and that is exactly what newer players will benefit from. They should have good players to learn from on their team as well as some newer players on their opposition that may give them a decent shoot-out or two. That's what I would hope the casual district to be like. Meanwhile, the competitive players will have their 2vs2, 2vs3, 3vs3 matches with little to no desire to use the backup system.
  4. Firstly, I would like to thank you for dedication in persisting with the engine upgrade. As a player and not a developer, I can only have faith that you truly believe it's worth the time and money to doing so. For the current version, which I feel is still a long way ahead of Version 2 as an overall better experience, I am hoping some of these changes could be "relatively" easy to implement to the live version, while we wait patiently for your hard work to come to fruition. In my humble opinion, these long overdue changes will make the game more fun and competitive and could bring more players back, which means potentially more income for development in the meantime. Without the need to add more bloat to the game, just to give the few whales and ever-decreasing long-term players more ARMAS items to spend their cash on. Gold Districts - Remove them entirely. Silver and Bronze Districts - Players can rank up all contacts in Financial and Waterfront, with only a small penalty if the contact is native to the other district. - Players cannot put a hold item in a 4x4 Vegas or 4x4 Coywolf. - The player with the lowest threat on the team becomes the VIP, with the intention to be defended by their higher threat teammates. ( this could possibly be a Bronze Server Only suggestion ) Bronze Districts Only - Players with gold threat cannot ready-up to participate in missions, witness criminals or be witnessed by enforcers. - Team leaders can always call backup if their team has less than 4 or 5 players. Current backup rules apply after that. ( players can still choose not to call backup if they want 2vs2, 2vs5, 3vs5, etc. ) - Players cannot car surf on a car that contains a hold item. (that would still leave the possibility to set up another car with a car surfer to defend an item-driver while the attackers could potentially have an extra car with a car surfer if the team has 4 or more players) General - Change the red and black Coywolf designs in the Joker Store to the ones on the splash screen. ( or hold a community competition to redesign them and maybe other cars as well to add to Speedball's stock. Sell entry tickets on ARMAS to cover your costs; Artists will pay for the chance to be "immortalized" in the Joker Store ) Thanks for your time.
  5. Unfortunately this is about the same as I feel after playing the beta. Forget consoles... Get the RTW build, start where G1 did and make it better. The kick patootie PC only game with mega-bloom, tracers and high responsiveness on a 3GHz CPU with a GTX 460 that it was destined to be.
  6. Please consider allowing either team to call backup in low player count matches like 1vs1 and 2vs2 so we have the choice.
  7. JiMMY13

    Casual Server

    No threat restrictions. Groups disabled. Solid system to minimize friends teaming up by readying at the same time. Matchmaking minimum 4 vs 4. Current backup system.
  8. Good suggestion Havana. IMO, the entire game is better without 195 mods and bronze district, even more so.
  9. Friendly fire. Seems to be a dying trend in shooters and it's one of the most game balancing and ultimately satisfying features in a team shooter in my opinion.
  10. The most fun I've had in this game is with large teams from both leaders being able to consecutively call backup until 10vs10 or higher. A competitive server that allows tighter, more organized teams and a casual server that allows large teams of mixed-skilled players would be my best suggestion, short term. Also, 1vs1 teams really need to go. Happens with trainees and also players abandoning missions and leaving one person on their own. Mostly can't call backup once it starts and hands-down the most boring way to waste precious time playing this game.
  11. JiMMY13

    Single Player Teams

    Sometimes matchmaking will make a single player team with one Trainee against any number of players grouped or teamed together. Any chance this could be addressed not to happen? If people /abandonmission and leave one player on the team, matchmaking will oppose them against another single player. Any chance this could also be addressed not to happen, giving the single player a chance to call backup or make backup mandatory or automatic if two single-player teams are opposed against each other? Thanks.
  12. Finally, some footage from new engine. Fake china engine.
  13. High FPS is about reducing input lag, which is why it can feel beneficial, even if your monitor can't display the extra frames in between. How many frames your eyes are seeing is not that relevant, it's how much of the delay you can see / feel from when you move your mouse to when the screen updates.
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