Author Topic: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?  (Read 1713 times)

Offline kvuo75

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #30 on: August 29, 2008, 11:39:56 PM »
I do what I need to so that I can fly with squadies. Whatever arena they happen to be in.


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Offline Traveler

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #31 on: August 29, 2008, 11:40:31 PM »

I never do it, squadies always hook up in what ever arena is open. I havn't found one that didn't jump out of the "populated" arena to fly with the rest of the squad.... I always thought thats what flying with a squad meant. :rolleyes:

oh... and the arenas where not split because of people flying with weak computers, they were split because of poor game play... much like what goes on on Tuesdays.

What goes on on Tuesdays that you consider poor game play?  Are the early and mid war arenas not open?  
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Offline Warspawn

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #32 on: August 29, 2008, 11:45:16 PM »
What goes on on Tuesdays that you consider poor game play?  Are the early and mid war arenas not open?  

That's what I was asking...

I thought perhaps poor gameplay might be lots of warping or lag spikes.  Thought that may be symptomatic of a connection or pc prob in high-traffic areas.
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Offline Motherland

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #33 on: August 29, 2008, 11:48:09 PM »
Generally poor game play is not meant to describe technical problems, rather, dweebery and what not.
Semantics.

Offline Warspawn

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #34 on: August 29, 2008, 11:55:18 PM »
Generally poor game play is not meant to describe technical problem...

So "poor" gameplay is more like...people working together to take a base and whatnot, rather than 1 vs. 1 type of fights?  Sorry, just unsure about how a higher arena population results in poor gameplay.  I need that explained. 
Purple haze all in my brain
Lately things just don't seem the same
Actin' funny, but I don't know why

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Offline texasmom

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #35 on: August 30, 2008, 12:18:35 AM »
I do if my squaddies are in one particular arena.
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Offline Soulyss

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #36 on: August 30, 2008, 03:06:37 AM »
I'll do it for a spell if squaddies are in the full arena, but after a spell I remember that they're really not worth it and join the other arena.

:)
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Offline The Fugitive

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #37 on: August 30, 2008, 08:44:57 AM »
What goes on on Tuesdays that you consider poor game play?  Are the early and mid war arenas not open?  

Its not what "I" consider poor game play, its what HTC has deemed poor game play. Hordes of players attack a base while the horde that should defend is off milking another part of the map. Those that want to fight are forced to defend against 4-1 odds. How can that really be fun? As the attacker you have 4 guys chasing one con all over fighting to steal the kill from your countrymen. As the defender you really don't have a chance to defend. Wheres the fun? hence it was deemed poor game play....this is a game, and all about fun right?

I don't have a problem with arena caps, like I said, my squadies jump arenas to fly together whether its in a MW arena, or the other LW. We make our own fun. One night a few weeks ago we were in the lower populated LW arena with the small island map. Nothing was going on, so 3 of us took our 38s up flew from 27 to 8 and bombed the town and defenders came up. In about 15-20 minutes we had a furball out over the water that lasted for more than 4 hours! No that was fun !

I have nothing against a big squad wanting to fly together, thats what squads are for, but when that squad is 40+ players strong they are a horde. Its up to their leadership to make it fun....at least that is what I always thought as the CO of the mafia both here and in AW. These big squads instead of promoting the horde should spread the fight out, use your numbers to take 2-3 bases at once. It makes it more fun because of the challange for your squad, you cut the "horde" down, and defenders will more than likely "try" to defend instead of looking at a huge dar bar and saying on the radio "there goes another base". Unfortunately the player base has proven time and time again that the "easy capture" is better than one you have to work for so the hordes rule, and the split arenas.

I rarely fly on Tuesdays because of the hordes. I don't want to fly in them because my aim stinks and it takes me a long time to down a guy....more than enough time for the horde to shoot over my shoulder and steal my kill. And defending against the horde....well one can only last so long against numbers like that and it gets a bit tiresome after awhile. I fly to have fun, and hordes just ain't fun. 

Offline Masherbrum

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #38 on: August 30, 2008, 08:50:52 AM »
I do what I need to so that I can fly with squadies. Whatever arena they happen to be in.

Ditto.
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Offline Xargos

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #39 on: August 30, 2008, 08:54:59 AM »
I do what I need to so that I can fly with squadies. Whatever arena they happen to be in.

Yep.
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Offline thndregg

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #40 on: August 30, 2008, 09:02:25 AM »
I fly with my BOP bro's.
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Offline Masherbrum

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #41 on: August 30, 2008, 09:09:30 AM »
I fly with my BOP bro's.

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Offline Anaxogoras

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #42 on: August 30, 2008, 09:19:57 AM »
Its not what "I" consider poor game play, its what HTC has deemed poor game play. Hordes of players attack a base while the horde that should defend is off milking another part of the map. Those that want to fight are forced to defend against 4-1 odds. How can that really be fun? As the attacker you have 4 guys chasing one con all over fighting to steal the kill from your countrymen. As the defender you really don't have a chance to defend. Wheres the fun? hence it was deemed poor game play....this is a game, and all about fun right?

I don't have a problem with arena caps, like I said, my squadies jump arenas to fly together whether its in a MW arena, or the other LW. We make our own fun. One night a few weeks ago we were in the lower populated LW arena with the small island map. Nothing was going on, so 3 of us took our 38s up flew from 27 to 8 and bombed the town and defenders came up. In about 15-20 minutes we had a furball out over the water that lasted for more than 4 hours! No that was fun !

I have nothing against a big squad wanting to fly together, thats what squads are for, but when that squad is 40+ players strong they are a horde. Its up to their leadership to make it fun....at least that is what I always thought as the CO of the mafia both here and in AW. These big squads instead of promoting the horde should spread the fight out, use your numbers to take 2-3 bases at once. It makes it more fun because of the challange for your squad, you cut the "horde" down, and defenders will more than likely "try" to defend instead of looking at a huge dar bar and saying on the radio "there goes another base". Unfortunately the player base has proven time and time again that the "easy capture" is better than one you have to work for so the hordes rule, and the split arenas.

I rarely fly on Tuesdays because of the hordes. I don't want to fly in them because my aim stinks and it takes me a long time to down a guy....more than enough time for the horde to shoot over my shoulder and steal my kill. And defending against the horde....well one can only last so long against numbers like that and it gets a bit tiresome after awhile. I fly to have fun, and hordes just ain't fun. 

The biggest problem with the main arena is the short duration of good fights between two bases.  When it's between a cv and a base, someone always bombs the cv with Lancs.  When the fight is between landbases, one side or the other becomes determined to capture the airfield or start a vultch fest.  What do I call a "good fight?"  A good fight is when there's a significantly sized multi-aircraft engagement right about dead center between two bases.  These tend to last about a half an hour, and then you have to look around on the map to find more fun.
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Offline Donzo

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #43 on: August 30, 2008, 11:43:59 AM »
If I can't get in I just launch my dynamic shade creator and create a hundred or so clones of me and have them log into the other arena.
This makes the cap go up and I can get in...quite simple, really.






No, not really.

Offline waystin2

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Re: How Many Admit to Quitting and Re-Entering Lobby to get in Highest Pop?
« Reply #44 on: August 30, 2008, 11:45:59 AM »
If my squad is in the higher population arena I will keep trying for as long as it takes to get hooked up with my Pig brethren.  303/300  Almost.  302/300  Come on somebody disco!  301/300 I almost got it!  300/300  Come on let me in, what is one more player gonna hurt?  299/300  YES!!!!!! :D
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