]CIA[ Kokan & Hookers (North America)
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FatalWaffles
- Posts: 305
- Joined: 2012-08-27 07:12
Re: ]CIA[ Kokan & Hookers (North America)
Kokan & Hookers is offline again. We apologize for the recent downtime. We are working to get the servers back online as soon as we can.
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carmikaze
- Posts: 1038
- Joined: 2013-01-25 15:36
Re: ]CIA[ Kokan & Hookers (North America)
Had some serious rubberbanding yesterday... Maybe it's just me, but it didn't affect me before. Some other players had it too (they said it in chat).
Other servers are fine also (European and US servers(hog)).
Other servers are fine also (European and US servers(hog)).
Last edited by carmikaze on 2013-12-31 00:11, edited 2 times in total.
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FatalWaffles
- Posts: 305
- Joined: 2012-08-27 07:12
Re: ]CIA[ Kokan & Hookers (North America)
Kokan & Hookers is back online. If you experience any problems with the server please private message me with the issues so I can look into them. You can private message me here or on our forums at ]CIA[ Gaming
We've posted an update on our server situation on our forums: http://ciagaming.org/forum/showthread.p ... ver-Sitrep
We've posted an update on our server situation on our forums: http://ciagaming.org/forum/showthread.p ... ver-Sitrep
Last edited by FatalWaffles on 2014-01-03 00:28, edited 1 time in total.
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MuffinMunchies
- Posts: 41
- Joined: 2013-08-06 21:06
Re: ]CIA[ Kokan & Hookers (North America)
We just had an admin (or admins) (on the Taliban team) telling us that it was okay for the Taliban to baserape on Kozelsk (where US can be shot from mountains as they spawn) using snipers and techies.
I sincerely hope CIA hasn't decided to make baseraping on Kozelsk permissible..?
EDIT: Korengal, yeah, my bad.
I sincerely hope CIA hasn't decided to make baseraping on Kozelsk permissible..?
EDIT: Korengal, yeah, my bad.
Last edited by MuffinMunchies on 2014-01-05 17:55, edited 1 time in total.
Arcturus_Shielder: What PR needs are players willing to learn rather than players not willing to teach.
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FatalWaffles
- Posts: 305
- Joined: 2012-08-27 07:12
Re: ]CIA[ Kokan & Hookers (North America)
The map was on Korengal and our rules state that you can't attack mainbases unless that is the flow of the map on AAS. The issue was posted to our forums and we'll look into the situation. The admin never stated that it was okay. If you wish to discuss this further please head over to our forums here: ]CIA[ GamingMuffinMunchies wrote:We just had an admin (or admins) (on the Taliban team) telling us that it was okay for the Taliban to baserape on Kozelsk (where US can be shot from mountains as they spawn) using snipers and techies.
I sincerely hope CIA hasn't decided to make baseraping on Kozelsk permissible..?
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SIDEKILL3R
- Posts: 394
- Joined: 2013-02-28 06:45
Re: ]CIA[ Kokan & Hookers (North America)
Hey to all you guys at CIA!!! here's two links of threads on the PR site that many players have a concern over check them out give a little thought
1. https://www.realitymod.com/forum/f10-pr ... -maps.html
2.https://www.realitymod.com/forum/f10-pr ... oting.html
1. https://www.realitymod.com/forum/f10-pr ... -maps.html
2.https://www.realitymod.com/forum/f10-pr ... oting.html
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FatalWaffles
- Posts: 305
- Joined: 2012-08-27 07:12
Re: ]CIA[ Kokan & Hookers (North America)
Thanks for the heads-up, SIDEKILL3R. I've been following the threads for some time now.
Most of the next maps on our server are decided through map votes, but it left up to the admins if they want to run a map vote or if they just set the next one. If they do run a vote they'll usually field the suggestions the other members in TeamSpeak as well as the players in the servers. We try to give the players what they want but as with everything, you can't please everyone.
I'll be sure to further discuss this with our admins.
Most of the next maps on our server are decided through map votes, but it left up to the admins if they want to run a map vote or if they just set the next one. If they do run a vote they'll usually field the suggestions the other members in TeamSpeak as well as the players in the servers. We try to give the players what they want but as with everything, you can't please everyone.
I'll be sure to further discuss this with our admins.
Last edited by FatalWaffles on 2014-01-10 01:56, edited 1 time in total.
Reason: fixed a typo
Reason: fixed a typo
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Cancer_Clique
- Posts: 8
- Joined: 2014-01-10 01:36
Re: ]CIA[ Kokan & Hookers (North America)
Love the Server, have loads of fun! Keep up the Good work!
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Mongolian_dude
- Retired PR Developer
- Posts: 6088
- Joined: 2006-10-22 22:24
Re: ]CIA[ Kokan & Hookers (North America)
Hi CIA bros,
I'd like to get some clarification on the rules about reserving assets.
There is currently a discussion happening in the PR forums, centred on the topic of MECH INF squads.
I would like to know what CIA's stance is on MECH INF squads reserving IFVs, or even APCs? Are squads named such as this allowed to reserve an APC or IFV?
Thanks,
...mongol...
I'd like to get some clarification on the rules about reserving assets.
There is currently a discussion happening in the PR forums, centred on the topic of MECH INF squads.
I would like to know what CIA's stance is on MECH INF squads reserving IFVs, or even APCs? Are squads named such as this allowed to reserve an APC or IFV?
Thanks,
...mongol...
Military lawyers engaged in fierce legal action.
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FatalWaffles
- Posts: 305
- Joined: 2012-08-27 07:12
Re: ]CIA[ Kokan & Hookers (North America)
As long as the squad name clearly communicates the asset which they wish to reserve I would believe the squad would be allowed.
If there is already an existing squad which is using the APC/IFV that they wish to claim then they can communicate with that squad's leader to gain permission to use the asset. If the squad leader grants them permission to use the asset, they can use it. If he denies them permission, they can't use it.
If it is clearly communicated between the two squads and they don't simply steal the asset, it shouldn't present an issue.
If there is already an existing squad which is using the APC/IFV that they wish to claim then they can communicate with that squad's leader to gain permission to use the asset. If the squad leader grants them permission to use the asset, they can use it. If he denies them permission, they can't use it.
If it is clearly communicated between the two squads and they don't simply steal the asset, it shouldn't present an issue.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: ]CIA[ Kokan & Hookers (North America)
What is CIA's stance on 2-4 man infantry locked squads? I checked the rules on your forum but can't see anything pertaining to it besides 'no one man locked squads'.
Your admins were kind enough to deal with the below situation very diplomatically, but I'm really never sure if my team-chat bitching is justified or if I should shut up about it when no one else seems to mind 5-10 unassigned players who can't get into a squad while there are several locked inf squads.

Your admins were kind enough to deal with the below situation very diplomatically, but I'm really never sure if my team-chat bitching is justified or if I should shut up about it when no one else seems to mind 5-10 unassigned players who can't get into a squad while there are several locked inf squads.

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FatalWaffles
- Posts: 305
- Joined: 2012-08-27 07:12
Re: ]CIA[ Kokan & Hookers (North America)
Currently we don't have any rules against locking squads below a certain number of players. If I notice a fair bit of players who can't get into a squad because a lot of them are locked I will ask the SLs to unlock to let people in.
This is something I'm going to be bringing up in our upcoming meeting as its been becoming an issue recently.
This is something I'm going to be bringing up in our upcoming meeting as its been becoming an issue recently.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: ]CIA[ Kokan & Hookers (North America)
It's nice to hear that it's being looked into. If only we could've had the 9-squads-limit broken, it wouldn't be an issue... but we as a community need to find an amicable solution to giving everyone a chance in a squad.FatalWaffles wrote:Currently we don't have any rules against locking squads below a certain number of players. If I notice a fair bit of players who can't get into a squad because a lot of them are locked I will ask the SLs to unlock to let people in.
This is something I'm going to be bringing up in our upcoming meeting as its been becoming an issue recently.
If I can make a suggestion, it doesn't have to be considered, but I thought I'd give my 2c:
I don't think there need to be multiple CAS squads. I can't think of a single map that has over 8-crewable positions for jets+attack choppers at once, and just combining CAS squads can already make a big difference on 4km maps.
Also recon squads are basically a bunch of wank in my opinion, there's no reason there shouldn't be trans/recon squads, as the trans is generally already locked and recon are usually locked, so why not have them combine!
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This is only if I had my perfect world: Every server would implement BigD's no-locked-squads rule, and no asset-claiming rule, and squad leaders could kick players who they didn't want in the squad. It's more work for the SLs but less for the admins. It also removes that stupid '3-cas-squads created exactly at 2:01' at the start of the round, just so they can get "their" precious asset.. then everyone is bitching over mumble "HURR DUUR EARLY SQUAD DISBAND SQUAD ONE THAT'S NOT VALID HURR DUURRRRR MY CASSSS"
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Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: ]CIA[ Kokan & Hookers (North America)
You end up with those "hurr durr 2:01 cas squad" people all standing around the vehicle spawns talking shit to eachother, and it often ends in TKs in main over said assets. When TG tried to revive their server with the same rules, but no active admins the server was by far, bar none, the worst teamwork server I have ever seen in PR. It was literally the wild west with morons putting C4 on tanks when they couldn't get them, mining main, and even trying to destroy jets trying to taxi with logi trucks. This wasn't just one round, this was the freaking norm and to be expected if you ever saw TG populated with more then 11 people trying to seed it. Ultimately I feel this ruleset was the final nail in the coffin as any of us old TG fanboys that tried to find the fun we once had were treated with a cesspool of selfishness boiling over to almost every aspect of assets thanks to the horribly inactive admins. (If you're a TG admin and are offended, good you deserve to be ashamed of your "attempt" to rebuild your brand so maybe if there is a next time you guys will actually do something).
It's a horrible way to run a server, and it only worked on TG because the admins were very active and would kick for mucking about with TKs in main, no questions asked. Everyone knew the admins wouldn't tolerate any slip ups, including all chat, so the policy of first come first serve worked some times. CIA admins have no where near the respect TG ones did, and the players on the servers now a days are quite often not there for anyone but themselves (typical of PR players who haven't been around since .
.
No locked squads now creates another fantastic issue of a guy who joins to steal a kit (say something like AR or Breacher, a guy stealing a sniper kit usually leaves as soon as he has it). Now you kicked the guy, but he knows ur not allowed to lock so he rejoins and taunts endlessly, which effectively ruins the game for the SL and any of his squad members that stick around after the retard fight begins.
The BigD community is obviously mature enough to handle these situations without the need for admins to step it, no other community is anywhere near that stage of cooperation in these, the dark ages of PR. You would effectively drive what little team cohesion currently exists away with endless squabbling over assets.
(Nothing personal against you at all Psyrus, I just really see a shit storm brewing if that line of thought is applied to the rules)
It's a horrible way to run a server, and it only worked on TG because the admins were very active and would kick for mucking about with TKs in main, no questions asked. Everyone knew the admins wouldn't tolerate any slip ups, including all chat, so the policy of first come first serve worked some times. CIA admins have no where near the respect TG ones did, and the players on the servers now a days are quite often not there for anyone but themselves (typical of PR players who haven't been around since .
No locked squads now creates another fantastic issue of a guy who joins to steal a kit (say something like AR or Breacher, a guy stealing a sniper kit usually leaves as soon as he has it). Now you kicked the guy, but he knows ur not allowed to lock so he rejoins and taunts endlessly, which effectively ruins the game for the SL and any of his squad members that stick around after the retard fight begins.
The BigD community is obviously mature enough to handle these situations without the need for admins to step it, no other community is anywhere near that stage of cooperation in these, the dark ages of PR. You would effectively drive what little team cohesion currently exists away with endless squabbling over assets.
(Nothing personal against you at all Psyrus, I just really see a shit storm brewing if that line of thought is applied to the rules)

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Squirrel[STF]
- Posts: 121
- Joined: 2012-11-26 16:49
Re: ]CIA[ Kokan & Hookers (North America)
As of late the only problems I've noticed, involve the admin warning system - and giving troublesome players multiple warnings. Granted, those who are making minor mistakes - the warnings really help them. But for those who are causing big problems (asset theft/wasting, & multiple TK's) - should be met differently, with single warnings, and kicks/bans right away. Other that that no complaints. ]CIA['s playerbase are very kind and helpful ingame. It's nice joining any squad, and feeling welcome.
I would mention server crashing - but that's effecting everyone, so I really can't complain.
Overall - 9.3 out 10.
I would mention server crashing - but that's effecting everyone, so I really can't complain.
Overall - 9.3 out 10.
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Anti
- Posts: 14
- Joined: 2011-03-15 17:16
Re: ]CIA[ Kokan & Hookers (North America)
10/10 awesome and is good
Last edited by Anti on 2014-01-20 22:21, edited 1 time in total.
Reason: peer pressure
Reason: peer pressure
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FatalWaffles
- Posts: 305
- Joined: 2012-08-27 07:12
Re: ]CIA[ Kokan & Hookers (North America)
[quote=""'Squirrel[STF"];1977716']As of late the only problems I've noticed, involve the admin warning system - and giving troublesome players multiple warnings. Granted, those who are making minor mistakes - the warnings really help them. But for those who are causing big problems (asset theft/wasting, & multiple TK's) - should be met differently, with single warnings, and kicks/bans right away. Other that that no complaints. ]CIA['s playerbase are very kind and helpful ingame. It's nice joining any squad, and feeling welcome.
I would mention server crashing - but that's effecting everyone, so I really can't complain.
Overall - 9.3 out 10.[/quote]
Thanks for the feedback, Squirrel.
[quote="Anti""]10/10 awesome and is good[/quote]
Damnit, Anti. Read this: https://www.realitymod.com/forum/f29-pr ... -read.html
I would mention server crashing - but that's effecting everyone, so I really can't complain.
Overall - 9.3 out 10.[/quote]
Thanks for the feedback, Squirrel.
[quote="Anti""]10/10 awesome and is good[/quote]
Damnit, Anti. Read this: https://www.realitymod.com/forum/f29-pr ... -read.html

