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Re: Ask the [Dev]s a (?)

Posted: 2013-02-25 23:02
by sweedensniiperr
When did requiem rejoin the team?

Re: Ask the [Dev]s a (?)

Posted: 2013-02-25 23:11
by Spush
Requiem is the founder, and I believe he's always had founders tags though.

Re: Ask the [Dev]s a (?)

Posted: 2013-02-25 23:44
by rodrigoma
[R-DEV]Jafar Ironclad wrote:It is entirely possible.
I see what you did there :-D :-D :-D :-D

Re: Ask the [Dev]s a (?)

Posted: 2013-02-26 00:07
by Trooper909
[R-DEV]Spush wrote:Requiem is the founder, and I believe he's always had founders tags though.
He had retired tags for awhile then randomly posted something than got the red tags again as far as I remember.

Re: Ask the [Dev]s a (?)

Posted: 2013-02-26 03:23
by doop-de-doo
Karthus' all powerful Requiem. lol. Sux that db seems to be on shore leave.

Re: Ask the [Dev]s a (?)

Posted: 2013-02-26 06:00
by ShockUnitBlack
Jafar with Hind sig. Somethin's goin' on.

Re: Ask the [Dev]s a (?)

Posted: 2013-02-26 06:13
by Rhino
lol, and Leusch has a ground effect vehicle in his sig too! :p

Re: Ask the [Dev]s a (?)

Posted: 2013-02-26 08:01
by ShockUnitBlack
Well he dropped a pretty blatant hint in his latest dev post and Stigger made that pretty little Hip a while back, so... :)

Also -

Khamisiyah?

Re: Ask the [Dev]s a (?)

Posted: 2013-02-26 08:12
by Rhino
One flew in your theory is if we have a hind, why are the Polish ComFac making their own one and we are helping them out with it? :p
https://www.realitymod.com/forum/f128-p ... -hind.html

Posted: 2013-02-26 08:39
by Doc.Pock
*aliens guy*
Devs.

You want grober to model, maybe your hind isnt as good as his could be or something. ;-)

Sent from my magic contraption using Magic

Re: Ask the [Dev]s a (?)

Posted: 2013-02-26 21:00
by tankninja1
Will some DB mod changes be brought back in 1.0 some of them were very useful like the one cashe at a time on insurgency.

Re: Ask the [Dev]s a (?)

Posted: 2013-02-27 01:39
by WeeD-KilleR
tankninja1 wrote:Will some DB mod changes be brought back in 1.0 some of them were very useful like the one cashe at a time on insurgency.
Some (like the hats) yes. BUT NOT the cache thing. That just made the game more action focused, gave away the plan b for blufor. A compromise would be okay: 1 cache known on the beginning and a second one spawns known after the BluFor got enough IP.

I really, really hope that change doesn't make it into the game. It'll kill INS for me.

PS: Yes, I know I techniclly wasn't "allowed" to answer that, but I had to.

Re: Ask the [Dev]s a (?)

Posted: 2013-02-27 02:29
by tankninja1
WeeD-KilleR wrote:Some (like the hats) yes. BUT NOT the cache thing. That just made the game more action focused, gave away the plan b for blufor. A compromise would be okay: 1 cache known on the beginning and a second one spawns known after the BluFor got enough IP.

I really, really hope that change doesn't make it into the game. It'll kill INS for me.

PS: Yes, I know I techniclly wasn't "allowed" to answer that, but I had to.
Unknowns are just annoying though they always seem to get picked off in rapid succession supposedly without "ghosting". Maybe a delayed unknown spawn would be a good compromise, like after 10-15mins an unknown spawns after a known assuming the known is still up.

Re: Ask the [Dev]s a (?)

Posted: 2013-02-27 03:25
by Pvt.LHeureux
WeeD-KilleR wrote:Some (like the hats) yes. BUT NOT the cache thing. That just made the game more action focused, gave away the plan b for blufor. A compromise would be okay: 1 cache known on the beginning and a second one spawns known after the BluFor got enough IP.

I really, really hope that change doesn't make it into the game. It'll kill INS for me.

PS: Yes, I know I techniclly wasn't "allowed" to answer that, but I had to.
Only 1 cache =

No "DON'T SPAWN ON UNKNOWN FUCKING IDIOT"
No cache ghosting
No unknown cache hunter squads
More action focused on the actual cache, less boredrom for insurgents
"Common blufor, attack, what are you doing, having tea at the airport?"

Re: Ask the [Dev]s a (?)

Posted: 2013-02-27 03:31
by WeeD-KilleR
100 points for both. My compromise was that the second one SPAWNS KNOWN after Blufor got enough IP. Means that there is NO unknown. Just known caches. Same effect while providing blufor an plan b if they are not able to get the first cache.

Re: Ask the [Dev]s a (?)

Posted: 2013-02-27 03:41
by Pvt.LHeureux
WeeD-KilleR wrote:100 points for both. My compromise was that the second one SPAWNS KNOWN after Blufor got enough IP. Means that there is NO unknown. Just known caches. Same effect while providing blufor an plan b if they are not able to get the first cache.
Agreed, having unknowns gives the possibility to make "fake caches" aswell, that is cool. Just have to tweak the 1 cache system so the cache stays unknown for a longer period of time, etc.

Re: Ask the [Dev]s a (?)

Posted: 2013-02-27 04:16
by doop-de-doo
Whoa whoa...back on topic.

Does a "certain" desert battle replacement map fix the floating infantry issue?

Re: Ask the [Dev]s a (?)

Posted: 2013-02-27 04:39
by AFsoccer
doop-de-doo wrote:Whoa whoa...back on topic.

Does a "certain" desert battle replacement map fix the floating infantry issue?
Huh? What is a floating infantry issue?

Re: Ask the [Dev]s a (?)

Posted: 2013-02-27 04:46
by 40mmrain
On kashan, overly jagged peaks result in some kind of terrain warping at long distance, and you can see people that are actually behind the tops of hills. This has been discussed, the only fix is to make hills less steep.

also, I remember thoroughly discussing the unknowns in DBmod feedback threads. I think they are a good element, but they place too much responsibility, and faith in the player. Insurgents who dont understand the game squander their oppurtunity to make the unknown a useful force dividing tool, by spawning on them, and walking away in plain sight with PKMs and such. Ive had great success treating unknowns as full knowns, or having small, discrete forces on top of unknowns that intercept cache hunters, and let the team know if the enemy has found your cache. Bad players leads to reductionist tactics of simply NEVER being near an unknown which gives the opponents a free lunch if they have any brains, and are searching for unknowns. With a totally experienced and well led team, the unknown makes the game more dynamic, and interesting, but harms the game otherwise.