Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: JunkyII on November 11, 2016, 01:15:05 PM

Title: How to fix the zero fight country???
Post by: JunkyII on November 11, 2016, 01:15:05 PM
Seems these days we often have one country that literally has minimal enemy presence on their front. Other day I flew 5 sectors just to take on the bish who were upping to fight rooks.

Knights made a decent attempt at taking a field but got caught by M3 resupply again....which yes they could set the base up better for taking but the base in question had 2 spawns in so killing VHs would have had zero effect (takes longer to take field with dropping both adjacent V bases then it does for VH to pop and M3s to get to town) and killing troops for one person at a medium and small airfield alone is difficult and timely (anyone who disagrees with that is absolutely full of it when it comes to their skill in game)

-2 Country war is "not an option"
-And side switch back to one hour or instant is probably never going to happen

So I personally think the only way to force countries to fight on both sides is to give the attacker the advantage...currently defense is way too easy in Aces High unless you have overwhelming numbers or attack NOE which the stagnant country normal cant make because they don't have the numbers in the first place.

Things I think will make it so you have to up a LEGITIMATE DEFENSE of a field (Legitimate defense is tanks vs tanks, fighters vs bombers or jabbo, whirbs vs jabbos......NOT M3 vs 2 fighters, buff and goon....if you don't see something wrong with that you are part of the decline problem honestly)

-double the number of supps or more it takes to resupply town....make it have to be a MASSIVE number of supps instead of 2-3
-Disable Man guns unless VH or FH is down(Also make them invulnerable to be killed prior to that)

And in order to make it so it's not TOO easy for say a horde to NOE a massive numbers of bases and disappear

-Cut NOE flight down to 100 feet for fighters and only C47s and attack style bombers(B25s, A20s ect) can fly NOE for buffs

What you think? Remember this is my opinion and I'm willing to have a discussion and will admit when I am wrong but normally these turn into a "You just need to try harder to find fun Aces High is great in every way....you just dont want a challenge blah blah blah" Please actually post something of worth in the discussion.

Note....some of you probably to feel the effect of this during your time in peak hours but play in the morning on a weekday and you will see what i mean, I don't think the changes I've posted would have ANY adverse effect during peak time.
Title: Re: How to fix the zero fight country???
Post by: Lazerr on November 11, 2016, 01:23:35 PM
I witnessed it again last night.. 1 guy in a m3 undoing all the damage it took 5 guys to do.  With city strat across the map, and limited time, that wasnt an option.


Strat resup was adjusted for the same reason,  i hope towns are to follow.

Ive had this coversation with countless players in the MA, in agreeance.

Ive seen a handful of naysayers here on the board,  but their response is typical and posted in every thread, regardless of the issue.
Title: Re: How to fix the zero fight country???
Post by: ACE on November 11, 2016, 01:36:26 PM
I agree. Something needs to be changed. It's way to easy to defend now.
Title: Re: How to fix the zero fight country???
Post by: JimmyC on November 11, 2016, 03:07:05 PM
We just need more people, it must be almost time for the advertising to kick in..please..I play off hours generally and boy the numbers are still down.. lets get lots of folks in to populate this great game and a lot of these problems will go away I reckon..
<S> Jimmy
Title: Re: How to fix the zero fight country???
Post by: Dobs on November 11, 2016, 03:46:15 PM
Is there a thread for "how to get players to fly in an air combat sim?"....

Because with 150 people on last night it was a dwhirbel fest and GV parking lot in the area I flew for..

Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 11, 2016, 04:07:00 PM
Is there a thread for "how to get players to fly in an air combat sim?"....

Because with 150 people on last night it was a dwhirbel fest and GV parking lot in the area I flew for..
In my tenure here in Aces High I feel the game is split in 2 groups....anyone feel free to correct me if I'm way wrong here but I think this applies to the majority.

You got the strat players/ win the war land grab

You got the other guys Furballers, tankers and such...they are just there for the fight and really don't care about who wins the map.

I personally like both Fighters and Tanking and normally do both depending on what is needed in a fight. This is more then just an air combat sim so the ground game isn't going away. I just think if you tap into the win the war or nothing crowd so it pushes them to fight it would make everyone's experience better. Obviously if they are upping M3s to resupply they aren't afraid of getting killed...and I'm pretty sure 72Dodge is the only dedicated M3 driver in the game :aok it's not like implementing these changes would make them not like the game anymore....they would play the strat different in order to hold fields.
Title: Re: How to fix the zero fight country???
Post by: puller on November 11, 2016, 04:08:27 PM
Resup is kinda op .....but every time I've played lately been big furballs....no time to take bases...
Title: Re: How to fix the zero fight country???
Post by: horble on November 11, 2016, 04:13:19 PM
Is there a thread for "how to get players to fly in an air combat sim?"....

Because with 150 people on last night it was a dwhirbel fest and GV parking lot in the area I flew for..

The other day I flew in Heinkels over an enemy field at 12k.  I was sure somebody would up to shoot down my incredibly vulnerable deathtraps.
Nope, went straight for the 88mm at the field and started plinking away.
Title: Re: How to fix the zero fight country???
Post by: Pluto on November 11, 2016, 06:45:01 PM
I will always fight a guy or several whether it be in a plane or tank, but whenever I'm doing paper work at home I'll usually hop in a wirb, manned gun or m3. I don't really find it to be fun, but it's a way to play without having to focus too much while I work. 
Title: Re: How to fix the zero fight country???
Post by: Volron on November 11, 2016, 08:00:33 PM
The other day I flew in Heinkels over an enemy field at 12k.  I was sure somebody would up to shoot down my incredibly vulnerable deathtraps.
Nope, went straight for the 88mm at the field and started plinking away.

Wrong plane.  Should've upped G4M1's. :)  But the 111 is a solid option. :aok
Title: Re: How to fix the zero fight country???
Post by: Zimme83 on November 11, 2016, 08:19:17 PM
It's simple: increase the number of players.
Title: Re: How to fix the zero fight country???
Post by: JimmyD3 on November 11, 2016, 08:44:26 PM
I witnessed it again last night.. 1 guy in a m3 undoing all the damage it took 5 guys to do.  With city strat across the map, and limited time, that wasnt an option.


Strat resup was adjusted for the same reason,  i hope towns are to follow.

Ive had this coversation with countless players in the MA, in agreeance.

Ive seen a handful of naysayers here on the board,  but their response is typical and posted in every thread, regardless of the issue.

Leave it alone. Wait till the updates have settled down, then advertise. it will be become a non-issue with increased numbers.
Title: Re: How to fix the zero fight country???
Post by: Biggamer on November 11, 2016, 09:47:39 PM
Dobs you was at 65 last night we had no air base around for 3 sectors so we had no choice but to up GVs only and it was not fun for us either really we had 5 sets of lancs above us for 5 hours non stop. we the bish was getting hit from both sides knights had us back to our bases they could not cap. i got our squad together and we hit A12 3x trying to get something back so we could fly. 2 of them times we went we hit the Town and WF and deacked it in one pass bailed our bombers and upped M3s instantly to try and take it by the time we drove to town it was full up mind you this was about 4 mins after it was freshly droped. the ganging of one side happens more often then not now days yes bish are on the given end sometimes but we are also on the taking end sometimes and its not fun on either end your a steam roller or getting steam rolled.     And while we was getting ganged by both sides and beat back to nothing we had a freaking ENY to help out even more yeah that was the part that really is anoying sure we got 60 online but 35 rooks and 60 knights thats 95vs 60 and the one with 60 has the ENY
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 11, 2016, 11:10:49 PM
Resup is kinda op .....but every time I've played lately been big furballs....no time to take bases...
I agree the fights are there when you get to 150+ in the arena but when will those numbers get that high for the off hour guys?
Title: Re: How to fix the zero fight country???
Post by: waystin2 on November 12, 2016, 08:25:05 AM
M3's are like chicken fries, you can't eat just one!  :D
Title: Re: How to fix the zero fight country???
Post by: popeye on November 12, 2016, 08:34:13 AM
Maybe put fewer "Barracks" on airfields and Vbases would encourage the attacking team to kill them to prevent M3 resupplies.
Title: Re: How to fix the zero fight country???
Post by: RufusLeaking on November 12, 2016, 08:54:47 AM
The advantage of attack is to choose the target.

Defense has to have options other than sitting in the tower, waiting.

It is balanced as it is.  :bolt:

Use a little imagination and coordination. Make a feint. Time the attacks. Do a classic NOE.

Title: Re: How to fix the zero fight country???
Post by: The Fugitive on November 12, 2016, 09:11:04 AM
M3's are like chicken fries, you can't eat just one!  :D

Yup, and for a guy looking for a fight there is nothing better than chasing M3s in my plane of choice  :rolleyes:

I think the town resupply is a bit off. It should be an option, but not the easiest option. There has to be a balance. If your going to make it easy for a single player to to be able to drop enough supplies to tip the scale from white flag to NOT white flag, then why should it take 4 guys (2 per base) to drop 4 barracks at two bases that spawn into the one your attacking? What about the bases that have 3 bases spawning in? 4 to 6 guys to counteract the efforts of a single player. Its the same as the dropping of HQ all over again.

And this is during "prime time" when there are fights available, more and more people having to do things other than fighting. Add in the low numbers of early day/euro time and that makes it even worst. Half your force is busy fighting buildings (barracks) just so a single guy cant stop you from maybe getting a base. When during a low numbers time your first choice shouldn't be run supplies to change the flag, it should be to get in a plane or GV and fight/defend.

Making the barracks easier to drop at other bases is an easy fix (i think there is an arena adjustment for "hardness" of the barracks), Changing the way supply works for a town may be a bit tougher. Instead of the supplies pushing the percentage of town down back over what ever the magic number for a white flag is, make it so that a percentage of the downed building that ARE down need to be resupplied before the flag is changed.

If the town needs to be 80% down for a WF, and we get it to 85%. Supply runners need say 2 runs (resupply 4% each run) to get it to to 77% down and so change the flag. This how I think it works now. Instead, make it a flat rate. Resupplyers need to resupply 25% of the town (7 runs) to change the flag back .

With low numbers this isn't a good option any more, too many people, too much time for attackers to get troops in. However with good numbers it becomes an option again. 2 or 3 guys can run supplies and maybe get the town back up enough to force a longer attack. Both sides fighting for the base will have more numbers so M3 chasing is a sport for some as the defenders will have those that will try to make the runs.

Again, the best solution would be a massive increase in numbers, but until then another tweak may be in order.
Title: Re: How to fix the zero fight country???
Post by: waystin2 on November 12, 2016, 09:34:22 AM
Yup, and for a guy looking for a fight there is nothing better than chasing M3s in my plane of choice  :rolleyes:

I think the town resupply is a bit off. It should be an option, but not the easiest option. There has to be a balance. If your going to make it easy for a single player to to be able to drop enough supplies to tip the scale from white flag to NOT white flag, then why should it take 4 guys (2 per base) to drop 4 barracks at two bases that spawn into the one your attacking? What about the bases that have 3 bases spawning in? 4 to 6 guys to counteract the efforts of a single player. Its the same as the dropping of HQ all over again.

And this is during "prime time" when there are fights available, more and more people having to do things other than fighting. Add in the low numbers of early day/euro time and that makes it even worst. Half your force is busy fighting buildings (barracks) just so a single guy cant stop you from maybe getting a base. When during a low numbers time your first choice shouldn't be run supplies to change the flag, it should be to get in a plane or GV and fight/defend.

Making the barracks easier to drop at other bases is an easy fix (i think there is an arena adjustment for "hardness" of the barracks), Changing the way supply works for a town may be a bit tougher. Instead of the supplies pushing the percentage of town down back over what ever the magic number for a white flag is, make it so that a percentage of the downed building that ARE down need to be resupplied before the flag is changed.

If the town needs to be 80% down for a WF, and we get it to 85%. Supply runners need say 2 runs (resupply 4% each run) to get it to to 77% down and so change the flag. This how I think it works now. Instead, make it a flat rate. Resupplyers need to resupply 25% of the town (7 runs) to change the flag back .

With low numbers this isn't a good option any more, too many people, too much time for attackers to get troops in. However with good numbers it becomes an option again. 2 or 3 guys can run supplies and maybe get the town back up enough to force a longer attack. Both sides fighting for the base will have more numbers so M3 chasing is a sport for some as the defenders will have those that will try to make the runs.

Again, the best solution would be a massive increase in numbers, but until then another tweak may be in order.
Here I thought you were ignoring me.  Pompous much?  :rolleyes:
Title: Re: How to fix the zero fight country???
Post by: Zimme83 on November 12, 2016, 09:35:02 AM
People whining about its too easy to kill strats so now its a lot harder to take the strats down. (cause noone defending them) it means that towns etc is down for much shorter time and its easy to resup them. So now people are whining about that...
Why no go all the way and make the game like War Thunder with air spawns and a 5 minute furball since there should be no form of strategy or team work involved in the game...
Title: Re: How to fix the zero fight country???
Post by: Lusche on November 12, 2016, 09:46:14 AM
If the town needs to be 80% down for a WF, and we get it to 85%. Supply runners need say 2 runs (resupply 4% each run) to get it to to 77% down and so change the flag. This how I think it works now. Instead, make it a flat rate. Resuppliers need to resupply 25% of the town (7 runs) to change the flag back .


Resupply of objects substracts time (10 minutes in case of bases and towns), not a (fixed) percentage. A single drop of supplies could bring back anything between all objects or none at all - it depends strictly on their remaining downtime at that point.
Just wanted to make that clear for any newer friends that read this thread and don't know much about the resupply system, who  might have been confused by this passage above :)



(Such a misconception might also be the cause for the frequent shouts of "15 objects resupplied" or so in multi player town resupp runs, which never made much sense).
Title: Re: How to fix the zero fight country???
Post by: pembquist on November 12, 2016, 10:24:54 AM
(Such a misconception might also be the cause for the frequent shouts of "15 objects resupplied" or so in multi player town resupp runs, which never made much sense).
o

While your probably correct about people misunderstanding I always thought it was a way you could gauge how many buidings were down; look at the dt for the downtimes to get a sense if they are uniform or 3 minutes to 100 minutes use the the number of objects resupplied to get the number of buildings down as opposed to estimating from the length of the dt list.

As to the game dynamics, for base captures to be fun for both defenders and takers at the same time you either need bigger numbers or a different game. I'm pretty sure it would be amazing if there was a way to make the rules both dynamic and non-capricious while being universally understood and intuitive but I think that would require a huge amount of work and development. Tweaking might help here and there but it is fundamentally a very difficult problem.
Title: Re: How to fix the zero fight country???
Post by: Zoney on November 12, 2016, 11:06:17 AM
I got my brand new system up and running around Noon yesterday and had a blast.  Plenty of fights everywhere, lots of friends playing too!
Title: Re: How to fix the zero fight country???
Post by: Shuffler on November 12, 2016, 11:13:07 AM
I usually do not worry about towns much as I am a fighter. I do sometimes get involved in defending a base or taking one.... Usually as a fighter.
Title: Re: How to fix the zero fight country???
Post by: bustr on November 12, 2016, 01:48:40 PM
Most of our terrain designs are from another era which had hundreds of players on 24x7. They do not work well once converted to AH3 and it's trees for the GVers to either attack quickly and take over a field, or the defenders to defend quickly. Speed is one major key when you have low numbers to attack and defense. And how you use the terrain.

The buzzsaw map showed us how to bring small numbers together, at least during prime time, to fight. One great complaint from the GV community about AH3 is the trees. Unlike AH2, unless the terrain is like the buzzsaw terrain, open for miles to see, you don't get anywhere fast in a GV. On the buzzsaw terrain aircraft can find the GVs to stop their base assaults. Or the GVs can get to the base rapidly enough to over whelm a few defenders and take it. Terrain makes this speed possible for attack and defense.

What the AH2 converted terrains don't have is generic roads for cross country speed if GVers want to risk it. Or for defenders to run out to the spawns or town quickly. This means air defenders looking for GVs waste lots of time and feed themselves to wirbels getting too close to find GVs hiding in trees. Things get stuck in a stalemate because of the trees.

I'm trying a new airfield,town,spawn design that will probably be good for prime time. Probably bad for off prime allowing quick base sneaks by two or three players. But, it will make seeing GVs easier while giving them an option for speed getting at the town and airfield. AH3 needs generic roads to help speed up GV access to destinations. Airfields and towns expecting to come under assault in the real world would not allow forests next to the asset. So my design puts a 1\2 mile grass ring around the assets and lacking for a generic road function, I'm using the smallest brush size to put in grass roads.

The screen shot is a medium field with two spawn points into it. If you look closely I'm using villages as the spawn destination with grass roads as quick access lanes to the town and airfield. The villages with all the houses will make spawn camping interesting at least. I believe in AH3 we are facing a population driven design problem while nothing but a 4x4 sector two sided arena will fix the low numbers problems the OP is experiencing. And then no one will want to login for a guaranteed trip to the tower every time they up. The OP is a rather highly accomplished vet.


(https://s20.postimg.org/8oif7pxu5/feildlyt.jpg)
 
Title: Re: How to fix the zero fight country???
Post by: Lazerr on November 12, 2016, 01:48:57 PM
I got my brand new system up and running around Noon yesterday and had a blast.  Plenty of fights everywhere, lots of friends playing too!

Whats your point if i may ask?  Would changing the downtime of a town change your experience?

It does for off peak times when people are trying to kick up a fight with low numbers.
Title: Re: How to fix the zero fight country???
Post by: bustr on November 12, 2016, 02:24:17 PM
OP should have gotten to the specific point he is complaining about and titled this post differently at the same time. This is still his wish for Hitech to globally change things to force off peak low numbers to fit his wishes for combat. Peak time the arena has fights and people having fun. The AH2 era terrain designs are not about fast action so much as about slowing down 50-100 aircraft NOE hoards. Even they could use some adjustments for the smaller peak time numbers.

The low numbers the OP contends with would be better served by a three country terrain with up to 5 airfields and 2 GV feilds on each side, on say a 5 square sector terrain. He would still have the same problems getting people to fight him, but he wouldn't have to travel as far to get disappointed. At least two weenies couldn't flip the map in about an hour just to screw with him.

Way back when didn't a function save and close one terrain then brought out another terrain because of low numbers late night? If it is not being used now, chances are it caused cancellation of subscriptions back then. Or was it during the split MA arenas and one would just close for the night when numbers dropped. Low numbers on a giant terrain is guaranteed to generate posts like this.

I wonder if those same low numbers of players would bother to log back into a late night low numbers MA when the warning message popped up to countdown the arena shutdown? A terrain that tiny would have to be really entertaining to overcome not wanting to fight with no real place to hide. That is the real root of this problem.   
Title: Re: How to fix the zero fight country???
Post by: Lazerr on November 12, 2016, 05:50:52 PM
Just curious to ask everyone.. how would a reduced resupply time on a town effect your gameplay?
Title: Re: How to fix the zero fight country???
Post by: Zimme83 on November 12, 2016, 06:40:14 PM
All problems in the game can be boiled downed to one root problem: Number of players. It is simply not fun to play a multiplayer game with no players. Euro prime time game have already imploded months ago and U.S prime time isn't far away either. Compared to 3 years ago the number of kills over a tour has dropped by ~67%. Without a large input of new players soon there will be no game. I don't even bother to log on on weekdays because i know that there is no gameplay going on anyway.

This is an awesome game, problem is that no one knows about it. I still haven't met anyone that have Heard of this game....
Title: Re: How to fix the zero fight country???
Post by: serun on November 12, 2016, 06:48:26 PM

(Such a misconception might also be the cause for the frequent shouts of "15 objects resupplied" or so in multi player town resupp runs, which never made much sense).

I usually do this when several are re-supplying a town. I thought it made sense because those M-3's behind would then know whether their load was going to be needed at town to get it back up or they could divert to the base with their load as the base is often damaged as well in these situations especially radar.

Just my thoughts on it.




Title: Re: How to fix the zero fight country???
Post by: Lusche on November 12, 2016, 07:06:17 PM
(Such a misconception might also be the cause for the frequent shouts of "15 objects resupplied" or so in multi player town resupp runs, which never made much sense).

I usually do this when several are re-supplying a town. I thought it made sense because those M-3's behind would then know whether their load was going to be needed at town to get it back up or they could divert to the base with their load as the base is often damaged as well in these situations especially radar.


That doesn't really tell them anything. It just tells them that you reduced some downtime on 15 objects, but not if any (and how many) objects are left nor the remaining downtime on them.
The town could now be fully up, just a few minutes from popping or down for another two hours and requiring much more resupply.
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 12, 2016, 07:18:25 PM
Just curious to ask everyone.. how would a reduced resupply time on a town effect your gameplay?
Waiting on this answer as well because I can't think of anything...
Title: Re: How to fix the zero fight country???
Post by: JimmyD3 on November 12, 2016, 08:28:29 PM
Waiting on this answer as well because I can't think of anything...
Reduced resupply time would have the same impact, the reduced resupply time had on the Strats in AH2. No one would bother, except a few die hards like me.

You guys are kicking a dead horse, just deal with it. :neener:
Title: Re: How to fix the zero fight country???
Post by: Lazerr on November 13, 2016, 03:53:23 AM
Reduced resupply time would have the same impact, the reduced resupply time had on the Strats in AH2. No one would bother, except a few die hards like me.

You guys are kicking a dead horse, just deal with it. :neener:

My horse can kick your horses ass
Title: Re: How to fix the zero fight country???
Post by: Lazerr on November 13, 2016, 03:57:17 AM
Waiting on this answer as well because I can't think of anything...

Nobody can jabroni... trick question.  :banana:
Title: Re: How to fix the zero fight country???
Post by: BuckShot on November 13, 2016, 08:40:39 AM
Make resonable down times and get rid of object resupply altogther?

Just a suggestion. I only resupply players so I dont really care.
Title: Re: How to fix the zero fight country???
Post by: icepac on November 13, 2016, 09:16:24 AM
I thought biggamer was too busy watching films and finding enemy GV to be posting in a thread.
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 13, 2016, 10:14:51 AM
OP should have gotten to the specific point he is complaining about and titled this post differently at the same time. This is still his wish for Hitech to globally change things to force off peak low numbers to fit his wishes for combat. Peak time the arena has fights and people having fun. The AH2 era terrain designs are not about fast action so much as about slowing down 50-100 aircraft NOE hoards. Even they could use some adjustments for the smaller peak time numbers.

The low numbers the OP contends with would be better served by a three country terrain with up to 5 airfields and 2 GV feilds on each side, on say a 5 square sector terrain. He would still have the same problems getting people to fight him, but he wouldn't have to travel as far to get disappointed. At least two weenies couldn't flip the map in about an hour just to screw with him.

Way back when didn't a function save and close one terrain then brought out another terrain because of low numbers late night? If it is not being used now, chances are it caused cancellation of subscriptions back then. Or was it during the split MA arenas and one would just close for the night when numbers dropped. Low numbers on a giant terrain is guaranteed to generate posts like this.

I wonder if those same low numbers of players would bother to log back into a late night low numbers MA when the warning message popped up to countdown the arena shutdown? A terrain that tiny would have to be really entertaining to overcome not wanting to fight with no real place to hide. That is the real root of this problem.
I'm open to any suggestions to produce more combat which is lacking....I was on Buzzsaw last night for the first time....NOT A FAN...what it turned into was on one front Knights sitting in CV puffy ack while bish came in and the other side rooks sitting in puffy while Knights came in...made me have to fly 5 sectors around to engage the enemy fighters coming from the further back airfields. Your map suggestion doesn't work because HTC would approve it for MA use...changing the times on resupply is an arena flag option which HTC can change without too much trouble.....Title of thread and my OP are more then specific enough for anyone to understand that it's a discussion about getting combat out of the MA which struggles even during primetime....but a lot of the time in off hours.
Title: Re: How to fix the zero fight country???
Post by: The Fugitive on November 13, 2016, 10:47:20 AM
I spent about 6 hours flying yesterday/last night. My experience was about the same, very few fights. Even when the Rooks started hitting and taking Bish bases across the NE of the map there was very little resistance. Most of which was in wirbles and 88s. Got to play chase the the M3s a bit woo-hoo!

Something has got to be found to cause fighting to be the priority in the game as appose to a last resort. Whats to point of playing an on line game if your going to spend all your time avoiding other players?
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 13, 2016, 11:36:47 AM
1. Lower mountains. It's a pain in the prettythang$ to have to climb up a mountain with 4 minutes of gas left after a fight on the deck. Makes getting picked very easy.

2. It's all about base distance. Being able to take off from a close back field is very good for defending against the hoard. This may stop or reduce a lot of hoard type game play.

3. Perk the P51, La7, 190D,  and Yak3. These planes really make the game play stale because they are planes that can escape any from of danger too easily. They make the fights boring. A small perk cost would make people consider upping higher eny planes, which would create much more fun and engaging fights. A small perk cost is really no big deal for the people who only fly them.

4. I don't know enough about strats and reupping since I don't normally have the time for all that. What I can tell you is that I don't think there should be a resupply option. Unless you just took a base and need to fix it. Or resupplying the HQ. Resupply is pretty much pointless and takes away the fight and point of the game.

5. Create a FFA arena on a very small map with a max of 16 players. Air spawns at 3K and have a rule board. This will create a fast action arena for people who don't have a lot of time.

6. Continue to create new maps. See which maps really work the best for the MA. Everyone loves new maps.

7. Try to create zone areas during off hours. It would really concentrate the action. This game is freaking hella fun with low #s if the action has to be concentrated. It would also help new players understand the game and get involved in fights.


These simple adjustments would make the fights more fun. There really needs to be a monitor in the MA to check the tempo of the action in certain time periods.
Title: Re: How to fix the zero fight country???
Post by: Scca on November 13, 2016, 02:54:19 PM
1. Lower mountains. It's a pain in the prettythang$ to have to climb up a mountain with 4 minutes of gas left after a fight on the deck. Makes getting picked very easy.

2. It's all about base distance. Being able to take off from a close back field is very good for defending against the hoard. This may stop or reduce a lot of hoard type game play.

3. Perk the P51, La7, 190D,  and Yak3. These planes really make the game play stale because they are planes that can escape any from of danger too easily. They make the fights boring. A small perk cost would make people consider upping higher eny planes, which would create much more fun and engaging fights. A small perk cost is really no big deal for the people who only fly them.

4. I don't know enough about strats and reupping since I don't normally have the time for all that. What I can tell you is that I don't think there should be a resupply option. Unless you just took a base and need to fix it. Or resupplying the HQ. Resupply is pretty much pointless and takes away the fight and point of the game.

5. Create a FFA arena on a very small map with a max of 16 players. Air spawns at 3K and have a rule board. This will create a fast action arena for people who don't have a lot of time.

6. Continue to create new maps. See which maps really work the best for the MA. Everyone loves new maps.

7. Try to create zone areas during off hours. It would really concentrate the action. This game is freaking hella fun with low #s if the action has to be concentrated. It would also help new players understand the game and get involved in fights.


These simple adjustments would make the fights more fun. There really needs to be a monitor in the MA to check the tempo of the action in certain time periods.
Is this for real or tongue in cheek?
Title: Re: How to fix the zero fight country???
Post by: bustr on November 13, 2016, 02:56:48 PM
Getting combat out of the MA which struggles even during primetime....but a lot of the time in off hours.

Now we have a title to work with.

1. - Does anyone want to fight anymore or are our numbers low enough we are seeing the stark reality of life. 20% have things or do things to get things, while 80% watch.
2. - Do our airfield and base locations\setups reflect the play patterns and habits of our lower numbers?
3. - Unless Hitech makes a fundamental change on the back end to the MA that changes the current paradigm play process, how do terrain builders leverage the existing to appeal to the current players?

I gave one possibility for late night low numbers. Reflect the low player numbers and challenges created by the vast size of current arenas. Switch late night to a 5x5 or 6x6 sector arena with three countries and a very small number of airfields and GV bases until numbers pick up again. Just in case this becomes, three guys can flip tiny arenas in say 1-2 hours, start out with three of these terrains in the queue on opening day. It may become a late night arena flipping contest which won't be boring.

--------------------------------------------------------

By the way, my new terrain and those grass roads. While testing them I quickly discovered they were visually confusing and useless. I turned them into sand roads which made them very useful and easy to follow. Granted they are about the width of a 4 lane highway, but, they are there to get to the spawn or to the town and airfield quickly instead of wasting the evening lost in the trees. I'm at a point I will put a test spawn into the center of one of those villages to see what happens in terms of getting stuck inside of a building or trees that are part of that village tile. It takes time to create the terrain around the base and town after you lay them down to look somewhat realistic in it's rational. Hmmmm, looks like I should always put an intersection at one corner of the village tile to help players not get lost. When you are in a GV sitting on the sand road next to the village tile, it looks like the rest of the farm land tiles. In testing I would drive right past that 1x1 tile.

I'm finding what looks great and logical in the terrain editor is useless and confusing once you are testing it logged into the terrain. Those spawn in villages are just past 1.7miles from the town because trying to drive from farther out through the trees and farmland takes all night with you getting lost half the time. That puts a crimp on assault momentum and changes the attitude of the attacking GVer from attack to defense while hiding and not moving. And I have not forgotten the air combat players. The center half of the terrain I try to place as many airfields as possible 19 miles apart instead of 25 or a bit longer which will always happen on terrains this size. And inside of that area many of those feilds do not have GV spawns to them to interrupt their furballs. If you want to capture it out from under them, you have to face them with aircraft.   


(https://s20.postimg.org/k7db6c51p/feildlyt_Snd.jpg) 


Because I think tankers need a place to play, the three mini GV bases in this caldera will be un-capturable with a single spawn in from each country. The highest points on the outside caldera ring are 3000ft with the highest on the inside 2000ft. I will place a 3000ft cloud cover over this whole area. Your gonna needs skillz with your bomber or fighter to operate in there while trying to greif the tankers. While the highest point inside of the caldera is 900ft so the wirbels will have fun. Yes and I've been warned just because I've insulted bomber pilots with this cloud layer, blind carpet bombing to grief the tanks. OK, there are three airfields 19 miles away from the center of that caldera at 120 degree rays, and I just decided to make them medium or large while writing this to make it easy for 262. Each of the islands gets it's own CV and port. I'm more worried about 8inch greifing of the tank caldera than bombers. But, then there will be those medium or large bases I just decided to put on the tip of the three largest islands which will spawn bombers, hmmmm....... :O


(https://s20.postimg.org/dgxc3tbbh/caldera3k.jpg)


(https://s20.postimg.org/x01xd6a31/map.jpg)


You can learn a lot about what players think is a good play time on different terrains by listening to range for 15 years instead of basing your decisions only on the minority who dominate the conversations in these forums.
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 13, 2016, 03:55:13 PM
Is this for real or tongue in cheek?

Nope, it would work. It would just take a little bit of time tinkering. The Zone mapping would be the hardest part. Maybe wouldn't even need it if the map was designed for fast game play.

The FFA is a side wish, but I really really think it would help new players who are just trying to find quick combat.

Perking these planes 5-10 perks would do no harm. It's just tiring and slow when these are the only planes people fly, so they can easily run away. It adds more of a variety to spend perks on.

 I'm not prone on strats. I'm sure Lazer and Louche have a good idea.

Getting combat out of the MA which struggles even during primetime....but a lot of the time in off hours.

Now we have a title to work with.

1. - Does anyone want to fight anymore or are our numbers low enough we are seeing the stark reality of life. 20% have things or do things to get things, while 80% watch.
2. - Do our airfield and base locations\setups reflect the play patterns and habits of our lower numbers?
3. - Unless Hitech makes a fundamental change on the back end to the MA that changes the current paradigm play process, how do terrain builders leverage the existing to appeal to the current players?

I gave one possibility for late night low numbers. Reflect the low player numbers and challenges created by the vast size of current arenas. Switch late night to a 5x5 or 6x6 sector arena with three countries and a very small number of airfields and GV bases until numbers pick up again. Just in case this becomes, three guys can flip tiny arenas in say 1-2 hours, start out with three of these terrains in the queue on opening day. It may become a late night arena flipping contest which won't be boring.

--------------------------------------------------------

By the way, my new terrain and those grass roads. While testing them I quickly discovered they were visually confusing and useless. I turned them into sand roads which made them very useful and easy to follow. Granted they are about the width of a 4 lane highway, but, they are there to get to the spawn or to the town and airfield quickly instead of wasting the evening lost in the trees. I'm at a point I will put a test spawn into the center of one of those villages to see what happens in terms of getting stuck inside of a building or trees that are part of that village tile. It takes time to create the terrain around the base and town after you lay them down to look somewhat realistic in it's rational. Hmmmm, looks like I should always put an intersection at one corner of the village tile to help players not get lost. When you are in a GV sitting on the sand road next to the village tile, it looks like the rest of the farm land tiles. In testing I would drive right past that 1x1 tile.

I'm finding what looks great and logical in the terrain editor is useless and confusing once you are testing it logged into the terrain. Those spawn in villages are just past 1.7miles from the town because trying to drive from farther out through the trees and farmland takes all night with you getting lost half the time. That puts a crimp on assault momentum and changes the attitude of the attacking GVer from attack to defense while hiding and not moving. And I have not forgotten the air combat players. The center half of the terrain I try to place as many airfields as possible 19 miles apart instead of 25 or a bit longer which will always happen on terrains this size. And inside of that area many of those feilds do not have GV spawns to them to interrupt their furballs. If you want to capture it out from under them, you have to face them with aircraft.   


(https://s20.postimg.org/k7db6c51p/feildlyt_Snd.jpg) 


Because I think tankers need a place to play, the three mini GV bases in this caldera will be un-capturable with a single spawn in from each country. The highest points on the outside caldera ring are 3000ft with the highest on the inside 2000ft. I will place a 3000ft cloud cover over this whole area. Your gonna needs skillz with your bomber or fighter to operate in there while trying to greif the tankers. While the highest point inside of the caldera is 900ft so the wirbels will have fun. Yes and I've been warned just because I've insulted bomber pilots with this cloud layer, blind carpet bombing to grief the tanks. OK, there are three airfields 19 miles away from the center of that caldera at 120 degree rays, and I just decided to make them medium or large while writing this to make it easy for 262. Each of the islands gets it's own CV and port. I'm more worried about 8inch greifing of the tank caldera than bombers. But, then there will be those medium or large bases I just decided to put on the tip of the three largest islands which will spawn bombers, hmmmm....... :O


(https://s20.postimg.org/dgxc3tbbh/caldera3k.jpg)


(https://s20.postimg.org/x01xd6a31/map.jpg)


You can learn a lot about what players think is a good play time on different terrains by listening to range for 15 years instead of basing your decisions only on the minority who dominate the conversations in these forums.


I like a lot of your suggestions. Especially with the base distance and spawn distance. Personally, instead of making a TT, put one base in the middle ( the highest point), with surrounding 2 tank bases on each side for all 3 teams. This will create an objective. Put a fighter base behind the tank bases. This will create an arena area. Then when players log on, the grand possibility for the most action would be right there. Then just scale back from there. The overall layout is there. I really think CVs and water pathways are great for action. Keep it up though, it's good that you can build the terrain.


Edit: After looking at your island layout, I think the points should be a tiny bit closer to the center. This would make the fights bigger. Just a suggestion.




Title: Re: How to fix the zero fight country???
Post by: Rich46yo on November 13, 2016, 04:22:45 PM
Is there a thread for "how to get players to fly in an air combat sim?"....

Because with 150 people on last night it was a dwhirbel fest and GV parking lot in the area I flew for..

Yeah gotta agree. We have this wonderful new air combat sim and more then 1/2 dont fly. I Logged last night and played BF. I have no idea what the answer is cause its a free country and if people want to GV who am I to tell them not to?
Title: Re: How to fix the zero fight country???
Post by: bustr on November 13, 2016, 05:27:12 PM
Nope, the center crater stays as it is and I may even make the cloud layer 2000ft just because.

You obviously have never built a terrain like 98% of the loudest experts in this forum on how Hitech must change the game to make it a 21st century gaming utopia. The terrain editor is in the Aces High III directory when you install the game and it's a freebee on top of that. I've taken 15 years of listening to players while they play the game into more consideration than the small number of experts in these forums who have never created a terrain. There are a whole lot more of them than the forum experts and they don't come to the forum even to complain or give feed back.

This is exactly like the problem when you are in the editor and make something that looks really neat. Then you log into the arena and it's really a confusing crap looking thing that will drive players out of the arena. It looked real good on paper and failed in real application when it was tested. Yes I have to test all of my ideas and start over with about 20% of them after I log in to test them.

It's amazing some of the insightful random comments all of those skilless deplorable bubbas in the arena make about play ability of each terrain. All while they are suffering it's design mistakes to have a few hours of fun. Still, I suspect many of this audience squelches them for being what they are as S.O.P. from what I've read over the years in these forums.

There is no place to hide on that terrain for very long. No advantage in field alt where most of the fighter action will be. And the bowl design, 23,000ft barrier range, will make finding 99% of them a no brainer. Especially everyone who will try to grief that center island one way or another. I get the cloud layer coverage right, 30k bomber guys will have practiced offline for a long time to hit anything through the clouds. I designed it so the very skilled can thread the needle of those peaks and not decorate either of the two caldera walls. But, while giving everyone with a machine gun that can point up a chance to bag a few planes for their trouble. It will probably become the most blind aimed through clouds bombed spot on the map....and a lone wolf fighter dinner bell to pick easy targets. That's why the tiny GV bases are only un-capturable instead of my original plan to put three AAA bases on the island and six GV bases. And when someone gets a CV into the center, it will be a short period of random pandemonium until it gets sunk. Hiding CVs in your country's back channel ring segment only makes it a long range bomber mission to sink it.

The only thing I cannot do is make people want to up and fight, and I don't think Hitech can do that either, and he's had 20 years to come up with a way. At least during prime time bases are close enough on this terrain that fights will happen organically. And reducing the AAA field coverage for the HQ and city to one base each with the 163 field near by should attract the bomber guys and HQ defender type players. Resupply will be easy, so no Fester map kinds of all night lights out scenario. I think resupply of those two will be by C47 but, I'll put in sand roads for any intrepid M3 who want race that distance. And you can get an M3 up to a good pace on a sand road in this game. 
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 13, 2016, 06:04:53 PM

Nope, the center crater stays as it is and I may even make the cloud layer 2000ft just because.

You obviously have never built a terrain like 98% of the loudest experts in this forum on how Hitech must change the game to make it a 21st century gaming utopia. The terrain editor is in the Aces High III directory when you install the game and it's a freebee on top of that. I've taken 15 years of listening to players while they play the game into more consideration than the small number of experts in these forums who have never created a terrain. There are a whole lot more of them than the forum experts and they don't come to the forum even to complain or give feed back.

This is exactly like the problem when you are in the editor and make something that looks really neat. Then you log into the arena and it's really a confusing crap looking thing that will drive players out of the arena. It looked real good on paper and failed in real application when it was tested. Yes I have to test all of my ideas and start over with about 20% of them after I log in to test them.

It's amazing some of the insightful random comments all of those skilless deplorable bubbas in the arena make about play ability of each terrain. All while they are suffering it's design mistakes to have a few hours of fun. Still, I suspect many of this audience squelches them for being what they are as S.O.P. from what I've read over the years in these forums.

There is no place to hide on that terrain for very long. No advantage in field alt where most of the fighter action will be. And the bowl design, 23,000ft barrier range, will make finding 99% of them a no brainer. Especially everyone who will try to grief that center island one way or another. I get the cloud layer coverage right, 30k bomber guys will have practiced offline for a long time to hit anything through the clouds. I designed it so the very skilled can thread the needle of those peaks and not decorate either of the two caldera walls. But, while giving everyone with a machine gun that can point up a chance to bag a few planes for their trouble. It will probably become the most blind aimed through clouds bombed spot on the map....and a lone wolf fighter dinner bell to pick easy targets. That's why the tiny GV bases are only un-capturable instead of my original plan to put three AAA bases on the island and six GV bases. And when someone gets a CV into the center, it will be a short period of random pandemonium until it gets sunk. Hiding CVs in your country's back channel ring segment only makes it a long range bomber mission to sink it.

The only thing I cannot do is make people want to up and fight, and I don't think Hitech can do that either, and he's had 20 years to come up with a way. At least during prime time bases are close enough on this terrain that fights will happen organically. And reducing the AAA field coverage for the HQ and city to one base each with the 163 field near by should attract the bomber guys and HQ defender type players. Resupply will be easy, so no Fester map kinds of all night lights out scenario. I think resupply of those two will be by C47 but, I'll put in sand roads for any intrepid M3 who want race that distance. And you can get an M3 up to a good pace on a sand road in this game. 



I was trying to give you some props, but apparently you can't handle a few suggestions. For some reason you can't fathom why the #s have dropped, and can't realize that the reason for it is pretty much the layout of the map. You can't tell me it doesn't make a difference. Ive been a top AH fighter for a long time and know exactly why people are having trouble finding excitement. I'm trying to give you my knowledge on how to actually create good fights on your maps, but instead you look at vets as a voice of unreason, when we are the ones who understand game play the best. We appreciate your ability to make the map, but why is accepting community input so unreasonable? When you realize that long time players are simply trying to make adjustments that would increase fights and make the game more actionable, you should utilize those suggestions because those are the examples of how to create better fights on your maps.
Title: Re: How to fix the zero fight country???
Post by: Shuffler on November 13, 2016, 06:35:04 PM
Odd..... But I believe there are not that many fights because y'all are on the boards instead of in the game. LOL
Title: Re: How to fix the zero fight country???
Post by: The Fugitive on November 13, 2016, 06:38:29 PM


I was trying to give you some props, but apparently you can't handle a few suggestions. For some reason you can't fathom why the #s have dropped, and can't realize that the reason for it is pretty much the layout of the map. You can't tell me it doesn't make a difference. Ive been a top AH fighter for a long time and know exactly why people are having trouble finding excitement. I'm trying to give you my knowledge on how to actually create good fights on your maps, but instead you look at vets as a voice of unreason, when we are the ones who understand game play the best. We appreciate your ability to make the map, but why is accepting community input so unreasonable? When you realize that long time players are simply trying to make adjustments that would increase fights and make the game more actionable, you should utilize those suggestions because those are the examples of how to create better fights on your maps.


You may be a " top AH fighter for a long time and know exactly why people are having trouble finding excitement"  :rolleyes: but you only "know" your type of play. The fighter jocks is a small percentage of players playing today. There are GVers, base takers, strat runners and so on and they make up the majority of the population. If you push the game to a more purely fighter game it will die far fast than you could believe.

The changes don't have to be drastic. At this point in the life of this game the players are happy to cut corners and run supplies or jump from gun to gun until and the guns are down on the field, then they get to complain about the vulchers  :rolleyes: They just have to make it so that players want to fight instead of cut corners. Be it point wise, perk wise or ease of getting what ever aspect they are after done a "carrot" has to be found to turn the type of play from avoidance to interaction.
Title: Re: How to fix the zero fight country???
Post by: Shuffler on November 13, 2016, 06:44:49 PM

You may be a " top AH fighter for a long time and know exactly why people are having trouble finding excitement"  :rolleyes: but you only "know" your type of play. The fighter jocks is a small percentage of players playing today. There are GVers, base takers, strat runners and so on and they make up the majority of the population. If you push the game to a more purely fighter game it will die far fast than you could believe.

The changes don't have to be drastic. At this point in the life of this game the players are happy to cut corners and run supplies or jump from gun to gun until and the guns are down on the field, then they get to complain about the vulchers  :rolleyes: They just have to make it so that players want to fight instead of cut corners. Be it point wise, perk wise or ease of getting what ever aspect they are after done a "carrot" has to be found to turn the type of play from avoidance to interaction.

This is true. That is why you have to wait for a WWII fighter game to come out that suits you better. Just like you did when you came here from the game you left.

It's bound to happen some time.
Title: Re: How to fix the zero fight country???
Post by: guncrasher on November 13, 2016, 07:10:47 PM
Odd..... But I believe there are not that many fights because y'all are on the boards instead of in the game. LOL

damn, you found me out, i just spent 5 hours here.  hadnt even think of logging in.


semp
Title: Re: How to fix the zero fight country???
Post by: JimmyC on November 13, 2016, 07:15:41 PM
I actually like the subtle change of captureable  Fighter bases with no town instead of Vbases on the center island of ndsile..(i think its the map)
for off peak times.. it was the only action on the map with lots of action, up to furbal.. no one around.. try to take the base.defense came, uppers upped  fight & deacking, vh..surpress. no easy task with low numbers but doable here..real short reup flight..danger close, esp with a 3rd country so near by ..landing a goon on a hot enemy airfeild.. good fun..lessx than 10 on each team.. but all in action almost ..was a lot of fun rather than a long drawn out ineffective low number drips and drabs to a field..
So .. for off peak, a little tweak and a lot of boxes ticked.. maybe all maps can have a little tweak here and there for close action, which will help the off time players have more fun..and be fun for all
2c deposited...
 :salute Jimmy
Title: Re: How to fix the zero fight country???
Post by: Scca on November 13, 2016, 07:24:31 PM
Have you ever gone to a sector with no darbar then suddenly there were cons 5k above you?  Has happened to me...  Consider this, is possible there is a fight between two enemy bases and you aren't seeing the darbar (so you think there's no fight)?
Title: Re: How to fix the zero fight country???
Post by: bustr on November 13, 2016, 07:33:48 PM
Good news for AH3 terrain building and GVers.

There are tile sets in the terrain editor that are 4milex4mile with a different village in the center of each of the spare miles. I'm using one of the four villages as the center point for GV spawns to other bases. The reason is the diameter of the random spawn ring is the diameter of the village. The houses and other buildings cut down on the insta-death by spawn camp. I will venture trying to spawn camp in the village will now be rolling the dice for the spawn campers as much as the spawners. Part of why I build a sand road network between the village and the town\field\base. So here is one of the villages I use for spawn entry points hot out of the terrain editor. I just finished testing the spawn with a panther for random placement and any bugs with being placed in trees or buildings. As of yet I am not placed on any of the roads but always beside buildings in the grass.

I'm voting Hitech and Waffle once again listened to us and gave us the tools to fix issues like getting whacked repeatedly at a camped spawn. The best way to camp this village is with bombs, just like in WW2.


(https://s20.postimg.org/b5z9zn0jx/gventrpnt.jpg)
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 13, 2016, 08:11:23 PM

You may be a " top AH fighter for a long time and know exactly why people are having trouble finding excitement"  :rolleyes: but you only "know" your type of play. The fighter jocks is a small percentage of players playing today. There are GVers, base takers, strat runners and so on and they make up the majority of the population. If you push the game to a more purely fighter game it will die far fast than you could believe.

The changes don't have to be drastic. At this point in the life of this game the players are happy to cut corners and run supplies or jump from gun to gun until and the guns are down on the field, then they get to complain about the vulchers  :rolleyes: They just have to make it so that players want to fight instead of cut corners. Be it point wise, perk wise or ease of getting what ever aspect they are after done a "carrot" has to be found to turn the type of play from avoidance to interaction.

Your evidence is false based on the % of players. You can't lose 50% of the player base who were mostly fighters  because of game play direction, then say GVers and Bombers make up the majority of players. When you bring back the air combat aspect to the game you will gain a lot more players. There's no reason to scare that majority away.
Title: Re: How to fix the zero fight country???
Post by: pembquist on November 13, 2016, 08:50:17 PM
I think you guys are in danger of falling into a crab bucket. I don't think the low numbers are a function of terrain or gvs or bomb and bail or resupply or whatever. I think the low numbers are because a game population is like water in a pail with a hole in it, if you don't keep filling the pail eventually it runs dry. If you have a critical mass of players of the right age they probably draw in players on their own and maybe even help the water level rise but still the pail is always emptying and eventually that critical mass gets exhausted or exhausts its contacts and you need another source of water, much as I hate to say it you need marketing to keep the pail full.

And I want to add a big THANKYOU to Bustr for his work with terrains.
Title: Re: How to fix the zero fight country???
Post by: The Fugitive on November 13, 2016, 09:48:20 PM
Your evidence is false based on the % of players. You can't lose 50% of the player base who were mostly fighters  because of game play direction, then say GVers and Bombers make up the majority of players. When you bring back the air combat aspect to the game you will gain a lot more players. There's no reason to scare that majority away.

OK, back up your boast. If half the players have left that means there are over 1000 "fighter" guys that have left. Prove it, you couldn't even bring up 50 names let alone 1000. No, you are blind to game play in the MA. You said your self, "4. I don't know enough about strats and reupping since I don't normally have the time for all that. What I can tell you is that I don't think there should be a resupply option. Unless you just took a base and need to fix it. Or resupplying the HQ. Resupply is pretty much pointless and takes away the fight and point of the game." admitting you dont know about the strat side of the game. How many people do you think of the present population play for the starts? You dont know.

In the last 6 months you have 1 minute and 9 seconds of time in a GV. What is the percentage of players that play the GV side of the game? You don't know. How many base captures have you been in on? Im not talking about picking and vulching over a field that others are attacking and trying to capture, but those that you bring bombs to drop hanger, ord, deack wasting your ammo, or even clear GVs. Very few if any if I miss my guess.

You are a pure fighter guy. all you want to do is engage and kill. You don't care about the war, you dont care about defending, you dont care about attacking, only fighting and getting that kill count. If you dont play the other aspects of the game how can you possibly know enough to comment on it? You want a large group of guys who do nothing but fly strait to a point 5 miles from your field.....enough room to get your speed up, and then engage. As I have said before, build your own custom arena and if your right and there are SOOO many guys looking to do nothing but fight like you they will be waiting in line to get into your arena.

On the other hand HTC is here to make money on this deal. They have to cater to as wide a range of players as possible. Your suggestions would drive away far more players than it could possibly bring in. That is the balancing act HTC has to do. Sure they may lose 25 guys who want to do nothing but fight, but if they bring in 50 guys who want to bomb stuff, drive tanks into trees, resupply in jeeps and M3s, and shoot stuff from the safety of a field gun, then its a win for them. More options means more people, period.

The trick is to get them interested in the fight for these things, bases wins, defense or attack. It has to bemore productive to fight than the other options they use now.
 
Title: Re: How to fix the zero fight country???
Post by: ACE on November 14, 2016, 07:43:03 AM
1. Lower mountains. It's a pain in the prettythang$ to have to climb up a mountain with 4 minutes of gas left after a fight on the deck. Makes getting picked very easy.

2. It's all about base distance. Being able to take off from a close back field is very good for defending against the hoard. This may stop or reduce a lot of hoard type game play.

3. Perk the P51, La7, 190D,  and Yak3. These planes really make the game play stale because they are planes that can escape any from of danger too easily. They make the fights boring. A small perk cost would make people consider upping higher eny planes, which would create much more fun and engaging fights. A small perk cost is really no big deal for the people who only fly them.

4. I don't know enough about strats and reupping since I don't normally have the time for all that. What I can tell you is that I don't think there should be a resupply option. Unless you just took a base and need to fix it. Or resupplying the HQ. Resupply is pretty much pointless and takes away the fight and point of the game.

5. Create a FFA arena on a very small map with a max of 16 players. Air spawns at 3K and have a rule board. This will create a fast action arena for people who don't have a lot of time.

6. Continue to create new maps. See which maps really work the best for the MA. Everyone loves new maps.

7. Try to create zone areas during off hours. It would really concentrate the action. This game is freaking hella fun with low #s if the action has to be concentrated. It would also help new players understand the game and get involved in fights.


These simple adjustments would make the fights more fun. There really needs to be a monitor in the MA to check the tempo of the action in certain time periods.


I see the same thing for people flying the 109K4. Perk it too. Not fair
Title: Re: How to fix the zero fight country???
Post by: Someguy63 on November 14, 2016, 07:58:49 AM
I see the same thing for people flying the 109K4. Perk it too. Not fair

Never. :)
Title: Re: How to fix the zero fight country???
Post by: ACE on November 14, 2016, 08:20:08 AM
Never. :)
Double edge sword ;). Try the G14 it's great :)
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 14, 2016, 09:51:16 AM
I see the same thing for people flying the 109K4. Perk it too. Not fair

I actually meant to include the K4, luckily though, the majority of people who do use it don't know how to aim properly hehehe.

OK, back up your boast. If half the players have left that means there are over 1000 "fighter" guys that have left. Prove it, you couldn't even bring up 50 names let alone 1000. No, you are blind to game play in the MA. You said your self, "4. I don't know enough about strats and reupping since I don't normally have the time for all that. What I can tell you is that I don't think there should be a resupply option. Unless you just took a base and need to fix it. Or resupplying the HQ. Resupply is pretty much pointless and takes away the fight and point of the game." admitting you dont know about the strat side of the game. How many people do you think of the present population play for the starts? You dont know.

In the last 6 months you have 1 minute and 9 seconds of time in a GV. What is the percentage of players that play the GV side of the game? You don't know. How many base captures have you been in on? Im not talking about picking and vulching over a field that others are attacking and trying to capture, but those that you bring bombs to drop hanger, ord, deack wasting your ammo, or even clear GVs. Very few if any if I miss my guess.

You are a pure fighter guy. all you want to do is engage and kill. You don't care about the war, you dont care about defending, you dont care about attacking, only fighting and getting that kill count. If you dont play the other aspects of the game how can you possibly know enough to comment on it? You want a large group of guys who do nothing but fly strait to a point 5 miles from your field.....enough room to get your speed up, and then engage. As I have said before, build your own custom arena and if your right and there are SOOO many guys looking to do nothing but fight like you they will be waiting in line to get into your arena.

On the other hand HTC is here to make money on this deal. They have to cater to as wide a range of players as possible. Your suggestions would drive away far more players than it could possibly bring in. That is the balancing act HTC has to do. Sure they may lose 25 guys who want to do nothing but fight, but if they bring in 50 guys who want to bomb stuff, drive tanks into trees, resupply in jeeps and M3s, and shoot stuff from the safety of a field gun, then its a win for them. More options means more people, period.

The trick is to get them interested in the fight for these things, bases wins, defense or attack. It has to bemore productive to fight than the other options they use now.
 

1. A lot of squads have disband. A lot of people got bored from slow game play and lack of fights. I don't have present #s to prove that. Just look at the ratio of fighters to Tankers/bombers on Lusches charts. This is not my opinion. That is reality.

2. As I mentioned, I said that Lusche and Lazer would be better to talk to about Strats and such. You don't realize that I do know how to play these other game types, they are just boring to me. I played the other game types in January, when I didn't have a Joystick or a job. I did very good. I know how this game play works, I just don't always have the time for it. So that's not my biggest concern.

3. The fighter base majority does make an impact and should not be ignored. Why do you want to remove the majority of the players for a minority when it's much more difficult to compete against other games aswell? Why not care if half the fighters leave to go play another game, while we are left with tankers and Bombers who don't even want to enjoy combat? This game has one of the best fighter aspects of any game, why crush that advantage?

If you are tired of seeing these types of threads, I as I am, I think there should be much more importance in retaining the fun fighter aspect to AH, or there won't be an increase in #s like you imagine. The only people left will be porkers and tankers, and you will see a boring afternoon game play like you have now. Do you succumb to that loss and give the minority the full attention even though #s aren't as strong? Or do you help resolve the fighter aspect to game, bring back fighter enthusiasm, and create better fights with more action all over the map? Why is that not a good option?
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 14, 2016, 10:50:48 AM
"Build a terrain instead of crying for HTC to fix the game" Why would I build a terrain just to have it used in a system I already think is broke??? A new terrain still faces the same major issue with lack of combat which is A. People worry too much about the land instead of the fight over it.....that's the root of the problem...my suggestions is to corner them so they have to fight in order to participate in the land grab portion of the game...which in a Combat simulator they should have to...if you don't agree with that...why are you playing a Combat simulator when Flight simulator is cheaper???

Is this a Combat simulator or Risk....having problems figuring it out. :rolleyes:
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 14, 2016, 10:52:34 AM
Odd..... But I believe there are not that many fights because y'all are on the boards instead of in the game. LOL
I'm studying for the AT-SAT so when I do need to unwind I hop on when I can...unfortunately my last 3-4 times online have been lacking in action......that 12 hour scenario though....now that was awesome.
Title: Re: How to fix the zero fight country???
Post by: Lusche on November 14, 2016, 12:17:31 PM
Odd..... But I believe there are not that many fights because y'all are on the boards instead of in the game. LOL

Even the boards have kinda died... ;)
Title: Re: How to fix the zero fight country???
Post by: SirNuke on November 14, 2016, 01:07:02 PM
town ressup M3's have always been ridiculously OP

88's have always been the easy way out, no risks, no time spent, all benefits over getting a fighter.
Title: Re: How to fix the zero fight country???
Post by: Tilt on November 14, 2016, 01:38:54 PM
Back to the OP.

Firstly this is nothing new..... In AW11 there was something called "Disney Town" when two sides battled over one of the extreme lakes and left the third in the cold.

So yes Terrain Design is and always has dictateded game play quality.

But I agree with the OP that base capture should be easier when no opposition is in play.....then the third country either captures its way to the fight or finds opposition building.

We have already heard conjecture from HTC that one day GGuns may only shoot the troops they can see.

We could go further and link the white flag condition to the number of defenders in play within a set distance from the map room. Such that the flag turns white quicker if the field is undefended for X seconds.

I would wish the GV fields  and ports were also linked to towns.

The horde is not in play when there are only 100 players in theatre and it should not be used to confuse this debate. There are other solutions for hordes if players numbers ever reach the dizzy heights of 250+ on line at a time.
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 14, 2016, 01:47:25 PM
Back to the OP.

Firstly this is nothing new..... In AW11 there was something called "Disney Town" when two sides battled over one of the extreme lakes and left the third in the cold.

So yes Terrain Design is and always has dictateded game play quality.

But I agree with the OP that base capture should be easier when no opposition is in play.....then the third country either captures its way to the fight or finds opposition building.

We have already heard conjecture from HTC that one day GGuns may only shoot the troops they can see.

We could go further and link the white flag condition to the number of defenders in play within a set distance from the map room. Such that the flag turns white quicker if the field is undefended for X seconds.

I would wish the GV fields  and ports were also linked to towns.

The horde is not in play when there are only 100 players in theatre and it should not be used to confuse this debate. There are other solutions for hordes if players numbers ever reach the dizzy heights of 250+ on line at a time.
Easy way to stop a horde problem is up a mass ord pork mission and disable ords on entire front...

"But I agree with the OP that base capture should be easier when no opposition is in play.....then the third country either captures its way to the fight or finds opposition building." Exactly my intention with my suggestion.

POTW when we used to up in fI'll mass often would scare away most until we started taking a lot of fields where the other country started upping a significant defense, often times pressing us back....best part of those fights weren't taking the undefended fields it was when we got stood up and had to fight it out for the base.
Title: Re: How to fix the zero fight country???
Post by: ACE on November 14, 2016, 02:14:47 PM
HT needs to advertise again. Let's get some new players
Title: Re: How to fix the zero fight country???
Post by: Chilli on November 14, 2016, 02:32:04 PM
We have quite a few players NOW.  I am in agreement that gameplay features in a number of ways are not as encouraging to SOLO pilots.  Just a couple of thoughts:

Title: Re: How to fix the zero fight country???
Post by: The Fugitive on November 14, 2016, 04:10:53 PM
I actually meant to include the K4, luckily though, the majority of people who do use it don't know how to aim properly hehehe.

1. A lot of squads have disband. A lot of people got bored from slow game play and lack of fights. I don't have present #s to prove that. Just look at the ratio of fighters to Tankers/bombers on Lusches charts. This is not my opinion. That is reality.

2. As I mentioned, I said that Lusche and Lazer would be better to talk to about Strats and such. You don't realize that I do know how to play these other game types, they are just boring to me. I played the other game types in January, when I didn't have a Joystick or a job. I did very good. I know how this game play works, I just don't always have the time for it. So that's not my biggest concern.

3. The fighter base majority does make an impact and should not be ignored. Why do you want to remove the majority of the players for a minority when it's much more difficult to compete against other games aswell? Why not care if half the fighters leave to go play another game, while we are left with tankers and Bombers who don't even want to enjoy combat? This game has one of the best fighter aspects of any game, why crush that advantage?

If you are tired of seeing these types of threads, I as I am, I think there should be much more importance in retaining the fun fighter aspect to AH, or there won't be an increase in #s like you imagine. The only people left will be porkers and tankers, and you will see a boring afternoon game play like you have now. Do you succumb to that loss and give the minority the full attention even though #s aren't as strong? Or do you help resolve the fighter aspect to game, bring back fighter enthusiasm, and create better fights with more action all over the map? Why is that not a good option?

The problem is that most of your suggestions will cripple game play in other areas just to placate the MINORITY of players aka fighters. Here is a resent post of an old player thinking of coming back and they were confuse on the missing LW,MW,and EW arenas and the Melee arena was explained to him, his reply....

Thanks for the quick replies! Good thing about the Open melee just being the main arena, I was scared it would just be a big dumb furball like warthunder. One more question I had is how is the new beta running? Usually there's a bunch of bugs with these type things.

Doesn't sound like he is too interested in doing JUST furballing. The majority of players do not. If you could pole the last 1000 players that canceled their subscriptions I would bet most of them would say they were bored. The game needs diversity. What is needed is something to push these players into other options in the game BEFORE they become bored and leave.

Squads use to be very good for that. Squads these days are just a guy or two looking to get their name in lights, not helping the game any more.

Making changes so just one aspect of the game is favored over another is going to chase away those not interested in that aspect. Buff guys are already feeling put out over the fact that now it takes a couple sets of buffs to do damage enough to make the trip worth taking to the strats.

The game is great, it has tons of options, the issue is many players including yourself are stuck in one type of option. When their option isn't working out due to numbers and such you feel like the game is screwing you, or something is wrong with the game as it no longer caters to you. Thats why I think HTC needs to add something for players to be rewarded for branching out and trying other things. It will increase combat, stave off the boredom and so retain customers longer and so increase numbers.   
Title: Re: How to fix the zero fight country???
Post by: Chilli on November 14, 2016, 05:15:26 PM
Fugi,

That all depends on the chess piece.  Sad to say it.  There is a reason the majority of players are Bishops.  I have no data, but I am sure that Lusche has a graph somewhere or knows how to dispute the claim if false.
Title: Re: How to fix the zero fight country???
Post by: Shuffler on November 14, 2016, 05:26:31 PM
The problem is that most of your suggestions will cripple game play in other areas just to placate the MINORITY of players aka fighters.

Which used to be the majority when we had 600 on. They have slowly left over time and now have become a minority.

Where did they go? I wish I knew as it has to be a great game.
Title: Re: How to fix the zero fight country???
Post by: Lusche on November 14, 2016, 05:27:20 PM
I have no data

Neither have I.
Title: Re: How to fix the zero fight country???
Post by: Shuffler on November 14, 2016, 05:28:03 PM
Neither have I.

 :O say it aint sooooooooo!
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 14, 2016, 05:30:46 PM
The problem is that most of your suggestions will cripple game play in other areas just to placate the MINORITY of players aka fighters. Here is a resent post of an old player thinking of coming back and they were confuse on the missing LW,MW,and EW arenas and the Melee arena was explained to him, his reply....

Thanks for the quick replies! Good thing about the Open melee just being the main arena, I was scared it would just be a big dumb furball like warthunder. One more question I had is how is the new beta running? Usually there's a bunch of bugs with these type things.

Doesn't sound like he is too interested in doing JUST furballing. The majority of players do not. If you could pole the last 1000 players that canceled their subscriptions I would bet most of them would say they were bored. The game needs diversity. What is needed is something to push these players into other options in the game BEFORE they become bored and leave.

Squads use to be very good for that. Squads these days are just a guy or two looking to get their name in lights, not helping the game any more.

Making changes so just one aspect of the game is favored over another is going to chase away those not interested in that aspect. Buff guys are already feeling put out over the fact that now it takes a couple sets of buffs to do damage enough to make the trip worth taking to the strats.

The game is great, it has tons of options, the issue is many players including yourself are stuck in one type of option. When their option isn't working out due to numbers and such you feel like the game is screwing you, or something is wrong with the game as it no longer caters to you. Thats why I think HTC needs to add something for players to be rewarded for branching out and trying other things. It will increase combat, stave off the boredom and so retain customers longer and so increase numbers.

I disagree. It would not cripple game play in other areas. It would push action together making fights more easily accessible and less time consuming. This would create an explosion of all different types of game play at the same time, thus making the fights better all around. Hitech did attempt to get people in more styles by creating the achievement area. You can fly different planes, or vehicles, or bomb things, destroy things ect, for an achievement. My post are not just about one specific type of game play. I have understood what certain variables we need on the map to make game play fun for all styles. You seem to forget that Fun is what we are all trying to achieve. A slow separated map is great for players with an hour to play, but what about the people with 30 minutes of play, who just want some form of quick action fights? Why should I be forced to get in a tank or bomber when I don't have the time or patience? What if the maps were fast enough where anyone could up what they wanted and still be apart of the action? This is what Im trying to achieve with my suggestions. You don't need that many players in the AH to make the fights exciting, you just need a map that helps to achieve excitement for players. It makes all the difference in the world to have a map that concentrates action in different spots, rather than segregate the action with TT and FTs.
Title: Re: How to fix the zero fight country???
Post by: Lusche on November 14, 2016, 05:34:44 PM
Where did they go? I wish I knew as it has to be a great game.


If there was a single game everybody went for, I'm sure we would know about it ;)
I for one hop back & forth between several games these days, never found a complete replacement for AH - and I don't believe I ever will.

I think players left for all the thousand reasons players always leave - getting older, real life called, having done all things and now moved up to a myriad of other games...
IMHO it's more been about not getting enough new players to replace the inevitable loss of players over time. Remember those times when radio & text comms hwere full of overly excited squeakers?
Title: Re: How to fix the zero fight country???
Post by: pembquist on November 14, 2016, 06:37:09 PM
What about a radical change for a couple weeks, make damage permanent until a base changes hands. Just throwing it out there. Biggest drawback would be strats and AMB I would guess. Might make the war go faster though.
Title: Re: How to fix the zero fight country???
Post by: The Fugitive on November 14, 2016, 09:27:41 PM
I disagree. It would not cripple game play in other areas. It would push action together making fights more easily accessible and less time consuming.

And what of those players who are happy avoiding fights? Those that like to do nothing but NOEs? You have now alienated them, and wouldn't they leave?


Quote
This would create an explosion of all different types of game play at the same time, thus making the fights better all around.

No, it would create an explosion of the type of play YOU want. Lets take the AvA arena. Long time arena, maintained by a group of hard working well meaning players. Willing to bend over backwards to accommodate any one or group. Pretty much strictly a "fighting" arena tho they have tried war scenarios, tank nights and so on. Why is it pretty much empty all the time?

 
Quote
Hitech did attempt to get people in more styles by creating the achievement area. You can fly different planes, or vehicles, or bomb things, destroy things ect, for an achievement.

No, he added another option to play a style in and of itself. Just because you like dropping bombs doesn't mean you like the win the war style of the game. Achievements are just that, another thing to do in the game.

Quote
My post are not just about one specific type of game play. I have understood what certain variables we need on the map to make game play fun for all styles. You seem to forget that Fun is what we are all trying to achieve. A slow separated map is great for players with an hour to play, but what about the people with 30 minutes of play, who just want some form of quick action fights? Why should I be forced to get in a tank or bomber when I don't have the time or patience? What if the maps were fast enough where anyone could up what they wanted and still be apart of the action? This is what Im trying to achieve with my suggestions. You don't need that many players in the AH to make the fights exciting, you just need a map that helps to achieve excitement for players. It makes all the difference in the world to have a map that concentrates action in different spots, rather than segregate the action with TT and FTs.

But they are about one style, you are ignoring those that dont want to fight, those that like firing ground guns, those that like sitting on a spawn in a tank for 2 hours waiting for guys to spawn in. If you cater to "fighter only" guys sure you could bring back ...... lets say 50 guys, but how many are you going to lose?  Its all about balance, and right now the balance is a bit out of wack, but cutting your leg off to save an arm isn't the right way to do it.

Believe it or not Im with you, I would love to see more fights. But not to the exclusion of anything else. I would love to see the days when the Musketeers went head to head with the Mafia and as they logged off the fight moved to the BOPS trying to push the AKs off the same base. Id love to see the days when a few well know players would log on and they would be begged for some missions. I'd love to see the days of fighters upping to defend against those missions as they showed on the maps.

But until it is more beneficial to fight, then it is to cut corners and get the same job done, what we have is what we are going to get.  :(
Title: Re: How to fix the zero fight country???
Post by: -ammo- on November 14, 2016, 11:51:09 PM
Just curious to ask everyone.. how would a reduced resupply time on a town effect your gameplay?


Would not affect my style of play at all.
Title: Re: How to fix the zero fight country???
Post by: rvflyer on November 15, 2016, 01:57:05 AM
 :airplane:|===<Your blowing smoke, all aspects of the game are fun. You yourself say you don't have the time that is a personal problem, and unless you have information from each person who has left as to why they have left the game you are still blowing smoke. Life moves on for people. I do not know what Dale has planned for the future, I would think some heavy advertizing would be great but that is his choice. Maybe he is content with the way the game is, maybe it is just a hobby for him. I find most people that I have personally had contact with for leaving just plain get tired of a few people always witching and moaning, same people over and over. Some of the rants i have seen on 200 and been on the receiving end of PMs have just about made me leave but then I think this is fun and just squelch the ones witching and moaning. It is always some one that is unhappy because the game is not run the way THEY want it to be run. There are other games out there you can play but none that promote fun and comradery for everyone if they are willing. I have been in this game for 12 or so years I am not one of the good pilots but I have fun. I find if I get shot down there always seems to be another life and plane for me in the hangar. Quit complaining and promote the game. Quit moaning on 200, if there are bugs you find in the game there is a place to post them.


I actually meant to include the K4, luckily though, the majority of people who do use it don't know how to aim properly hehehe.

1. A lot of squads have disband. A lot of people got bored from slow game play and lack of fights. I don't have present #s to prove that. Just look at the ratio of fighters to Tankers/bombers on Lusches charts. This is not my opinion. That is reality.

2. As I mentioned, I said that Lusche and Lazer would be better to talk to about Strats and such. You don't realize that I do know how to play these other game types, they are just boring to me. I played the other game types in January, when I didn't have a Joystick or a job. I did very good. I know how this game play works, I just don't always have the time for it. So that's not my biggest concern.

3. The fighter base majority does make an impact and should not be ignored. Why do you want to remove the majority of the players for a minority when it's much more difficult to compete against other games aswell? Why not care if half the fighters leave to go play another game, while we are left with tankers and Bombers who don't even want to enjoy combat? This game has one of the best fighter aspects of any game, why crush that advantage?

If you are tired of seeing these types of threads, I as I am, I think there should be much more importance in retaining the fun fighter aspect to AH, or there won't be an increase in #s like you imagine. The only people left will be porkers and tankers, and you will see a boring afternoon game play like you have now. Do you succumb to that loss and give the minority the full attention even though #s aren't as strong? Or do you help resolve the fighter aspect to game, bring back fighter enthusiasm, and create better fights with more action all over the map? Why is that not a good option?
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 15, 2016, 08:23:13 AM
:airplane:|===<Your blowing smoke, all aspects of the game are fun. You yourself say you don't have the time that is a personal problem, and unless you have information from each person who has left as to why they have left the game you are still blowing smoke. Life moves on for people. I do not know what Dale has planned for the future, I would think some heavy advertizing would be great but that is his choice. Maybe he is content with the way the game is, maybe it is just a hobby for him. I find most people that I have personally had contact with for leaving just plain get tired of a few people always witching and moaning, same people over and over. Some of the rants i have seen on 200 and been on the receiving end of PMs have just about made me leave but then I think this is fun and just squelch the ones witching and moaning. It is always some one that is unhappy because the game is not run the way THEY want it to be run. There are other games out there you can play but none that promote fun and comradery for everyone if they are willing. I have been in this game for 12 or so years I am not one of the good pilots but I have fun. I find if I get shot down there always seems to be another life and plane for me in the hangar. Quit complaining and promote the game. Quit moaning on 200, if there are bugs you find in the game there is a place to post them.


Quit being irrational. You and Fugi both. I'm not "blowing smoke". Your level of understanding of the game play is why people have left. You appease to the boring community, dont want them to leave, but the exciting game players, screw em. News flash, the majority of the players have left because the game got stale the fights dried up. Stop looking for excuses, stop using stupid argeuments about this is how " i want to play". No, I want the game to be exciting. Like how dim lit can you be? Why stick up for boring game play, while causing the excitment of the real players to get bored and leave. This is not the right plan of action.

Hey, let's continue to remove the fighter aspect, make the game a ground land base game with slow tank spawns, 88mm galore. Hell, let's just make the bases 2 miles apart and shoot each other with 88MM

So much FREAKING FUN!!!!

Every single one of you don't understand why fights have been sparse in the off hours. I'm sitting here giving you great advice on how to make the fights actually better. Then you come back and say we should stick up for the boring game play, yeah, that will create better fights for sure.  :rolleyes:


Sigh.
Title: Re: How to fix the zero fight country???
Post by: -ammo- on November 15, 2016, 08:28:10 AM
And then there are players like me that find contentment in the product and simply have fun.  We are out there! :cheers:
Title: Re: How to fix the zero fight country???
Post by: ACE on November 15, 2016, 08:28:56 AM
Violater has a point. Majority of the players have left due to stale fights. Ever since I started back there just is almost never a good size dar bar. And if there is it doesn't last long because someone will come in and pork the base lol.
Title: Re: How to fix the zero fight country???
Post by: Wiley on November 15, 2016, 10:16:28 AM

Quit being irrational. You and Fugi both. I'm not "blowing smoke". Your level of understanding of the game play is why people have left. You appease to the boring community, dont want them to leave, but the exciting game players, screw em. News flash, the majority of the players have left because the game got stale the fights dried up. Stop looking for excuses, stop using stupid argeuments about this is how " i want to play". No, I want the game to be exciting. Like how dim lit can you be? Why stick up for boring game play, while causing the excitment of the real players to get bored and leave. This is not the right plan of action.

Hey, let's continue to remove the fighter aspect, make the game a ground land base game with slow tank spawns, 88mm galore. Hell, let's just make the bases 2 miles apart and shoot each other with 88MM

So much FREAKING FUN!!!!

Every single one of you don't understand why fights have been sparse in the off hours. I'm sitting here giving you great advice on how to make the fights actually better. Then you come back and say we should stick up for the boring game play, yeah, that will create better fights for sure.  :rolleyes:


Sigh.

Violator, I know this may be difficult for you to believe, but I will try stating it as someone who hasn't been in this thread yet:

The gameplay you (and I) consider "boring" and the reason why the other fighter types left is not considered boring by the people who are engaging in it.  They are having fun in their GVs and bombers and 88s.  They do not have fun exclusively in fighters.  The reason why doesn't much matter.  These are the people who are making up the majority of people in the MA these days.

These people will not magically move to fighters pretty much no matter what changes in the game.  The same as I have not moved to GVing because it is popular these days.

I wish it were not so, but that is the way the players have evolved.

Wiley.
Title: Re: How to fix the zero fight country???
Post by: Tilt on November 15, 2016, 10:57:38 AM
When ever some one starts with

"the problem is"................. I sigh a little.

Clearly when there is some thing that feeds fun seekers then they join and will stay until it does not............. and when they leave they leave behind are those who do not need the game play motivation of those that have gone.

Rinse and repeat, rinse and repeat, etc etc and you get a community where those less motivated to seek adrenalin out number those who do.

If everyone was only here for the community then this game would be for ever increasing its numbers.

If no one ever tired of the  game play then this game would be for ever increasing its numbers.

Numbers are not increasing...............  from the above we see the balance of community members must change...........

 

Title: Re: How to fix the zero fight country???
Post by: ACE on November 15, 2016, 11:03:25 AM
Advertisement boys. Advertisement. No one will play if no one knows it's here?  Advertisement got me here just sayin
Title: Re: How to fix the zero fight country???
Post by: Shuffler on November 15, 2016, 12:30:05 PM
And then there are players like me that find contentment in the product and simply have fun.  We are out there! :cheers:

Hey cut out the happy post  :D

I think that should try to get the Zekes connected to one hangar. By doing this we can then bomb that hangar and stop all the zero fighter players.  :bolt:
Title: Re: How to fix the zero fight country???
Post by: Zardoz on November 15, 2016, 12:46:57 PM
I like the game just the way it is.
Title: Re: How to fix the zero fight country???
Post by: rvflyer on November 15, 2016, 02:15:24 PM
Wow you sound like a really intelligent guy with your non provable rants.



Quit being irrational. You and Fugi both. I'm not "blowing smoke". Your level of understanding of the game play is why people have left. You appease to the boring community, dont want them to leave, but the exciting game players, screw em. News flash, the majority of the players have left because the game got stale the fights dried up. Stop looking for excuses, stop using stupid argeuments about this is how " i want to play". No, I want the game to be exciting. Like how dim lit can you be? Why stick up for boring game play, while causing the excitment of the real players to get bored and leave. This is not the right plan of action.

Hey, let's continue to remove the fighter aspect, make the game a ground land base game with slow tank spawns, 88mm galore. Hell, let's just make the bases 2 miles apart and shoot each other with 88MM

So much FREAKING FUN!!!!

Every single one of you don't understand why fights have been sparse in the off hours. I'm sitting here giving you great advice on how to make the fights actually better. Then you come back and say we should stick up for the boring game play, yeah, that will create better fights for sure.  :rolleyes:


Sigh.
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 15, 2016, 03:33:57 PM
I like the game just the way it is.
Unfortunately a lot in your squad are part of the problem for guys looking to actually have a fight of any kind IMO....they put too much pride into who wins the war instead of the fight it took to win it. Not saying they're bad for the overall game or they are purposely ruining fights (Like the V tards used to by dropping just FHs at furballs) but looking at the names of the people who have left the game and which squads are active or not active it's pretty obvious it's because fights have staled due to the easy ability to defend a field without actually defending it. I personally think your squad does a good job running large missions.

I'll ask these questions because I know your squad runs a lot of town resupps....If town resupply time was cut in half...so instead of one box taking off say 4 minutes it takes off 2....Would your play style be affected so much that it would make you dislike logging into play? And how would it affect your play style?

A real answer to this has never been given and I'm on the verge of going back through all of these threads to gather the anti change M3 resupply messages....The only ones I can remember are "The game is fine the way it is" Which no offense that is an argument a child makes...EVERYTHING can be made better. "Just wait for Aces High 3 things will change" uhhhhhhh......hate to say I told everyone so but most of the same problems from 2 are in 3....And finally "We just need people" When did M3s start being able to resupply town exactly??? I was on a year long hiatus 2012-2013??, it was the first thing when I got back which I was like 'hey....that aint right it's OP' and at the time I remember us still having close to or more then 100 players on in the morning of EST.

The only thing HTC has said in all of these threads is lock them or "wish not granted" without giving any sort of reason not to....when it was AH2 I could understand because AH3 was the focus....BUT now it's just silly. I don't need to make a film of me timing myself to kill troops at an adjacent base and killing town to white flag compared to resupply the adjacent base then resupplying town....we should ALL know that resupply is much faster even if you bail which if you complain about bomb and bailers you don't have an argument in that timing discussion. I understand big coordinated assaults is the answer to resupply BUT you can't assume that everyone is going to participate in those all the time, thats just stretching for an answer why not to nerf supplies IMO.

 :salute
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 15, 2016, 03:38:29 PM
Wow you sound like a really intelligent guy with your non provable rants.

I can prove it by the #s in the MA and the post on the boards about lack of fights. What more evidence do you need? The player count #? The avg time it takes just to find a fight? Or how long it takes to get back to the fight after you get shot down.  I've been here just as long as you and im better at the game and more aware about how game play works, no offense. I tried very hard to become a good fighter in this game so I know exactly how it works.

Where's your evidence, or intelligence?
Title: Re: How to fix the zero fight country???
Post by: Lusche on November 15, 2016, 03:52:31 PM
I can prove it by the #s in the MA and the post on the boards about lack of fights. What more evidence do you need?


Correllation does not imply causality.
Couldn't it be that the perceived lack of fights is a result of sinking numbers, and not the original cause of it?

Title: Re: How to fix the zero fight country???
Post by: The Fugitive on November 15, 2016, 03:54:48 PM

Quit being irrational. You and Fugi both. I'm not "blowing smoke". Your level of understanding of the game play is why people have left. You appease to the boring community, dont want them to leave, but the exciting game players, screw em. News flash, the majority of the players have left because the game got stale the fights dried up. Stop looking for excuses, stop using stupid argeuments about this is how " i want to play". No, I want the game to be exciting. Like how dim lit can you be? Why stick up for boring game play, while causing the excitment of the real players to get bored and leave. This is not the right plan of action.

Hey, let's continue to remove the fighter aspect, make the game a ground land base game with slow tank spawns, 88mm galore. Hell, let's just make the bases 2 miles apart and shoot each other with 88MM

So much FREAKING FUN!!!!

Every single one of you don't understand why fights have been sparse in the off hours. I'm sitting here giving you great advice on how to make the fights actually better. Then you come back and say we should stick up for the boring game play, yeah, that will create better fights for sure.  :rolleyes:


Sigh.

Im not being irrational, Im just pointing out the side of game play you seem to want to ignore. While I would rather these players get out of the guns, get out of the M3 and the supply runs, get out of the GV spawn camps, Im not so arrogant to realize that they are paying customers as well. They are PAYING to do those things and you are looking to remove them and force them to play in a fighter roll.

I can prove it by the #s in the MA and the post on the boards about lack of fights. What more evidence do you need? The player count #? The avg time it takes just to find a fight? Or how long it takes to get back to the fight after you get shot down.  I've been here just as long as you and im better at the game and more aware about how game play works, no offense. I tried very hard to become a good fighter in this game so I know exactly how it works.

Where's your evidence, or intelligence?

All you can prove by the numbers being low is just that, they are low. Nobody knows WHY players have left  other than maybe HTC. They do have an exit poll so IF a person wants to answer the why they will have it.  Im sure a number of players left due to having a hard time finding fights. I also know a bunch of players who have left due to the lame game play like resupply, running jets to pick at a base and so on.

You cant MAKE people fight, but if they have some sort of incentive to do that instead of running supplies, or NOEs on the other side of the map then you will have your fights back.
Title: Re: How to fix the zero fight country???
Post by: hitech on November 15, 2016, 04:48:57 PM

Correllation does not imply causality.
Couldn't it be that the perceived lack of fights is a result of sinking numbers, and not the original cause of it?

At time Lusche, you are a man over very precise words.

HiTech
Title: Re: How to fix the zero fight country???
Post by: pembquist on November 15, 2016, 04:57:32 PM
At time Lusche, you are a man over very precise words.

HiTech

Is this supposed to be zen or something???

Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 15, 2016, 05:22:02 PM
So a sinking amount of #s creates a lack of fights/or lack of fights creates sinking #s. Let's just forget about people's personal problems as the reason why they stop playing.

When you realize that it all comes down to map layout, maybe add another quick arena with a small easy to follow map. Then the #s will grow and people will stay. The problem with the AvA is that it's only set for specific planes at specific times, and it is what it is. This is not the same thing as a FFA, and the reason why the DA lake doesn't work is because of the lake layout. It's really that simple.

It all comes down to the map layout and base distance.

Want to bring back or bring more players? Make the fighter aspect to the game your #1 concern again. That's what made it great in the past. When the concern started toward a ground game, that's when the main base of players left while only the originalist who love the game stayed to play in tanks.

You have people like me who love the air combat aspect to the game more than anything, but it's lame when you spend 45 minutes in the air, only coming across a 20k 190D or something. The time per fight ratio is just too high and that's the point I'm trying to make. If it's hard for me to find people to shoot at, you can imagine how hard it is for people who have only been here a month or 2.

Title: Re: How to fix the zero fight country???
Post by: JimmyC on November 15, 2016, 06:07:05 PM
At time Lusche, you are a man over very precise words.

HiTech

Yeah, no shiz.. and I think he said he learnt English from playing Aces High... Impressive!
Title: Re: How to fix the zero fight country???
Post by: Lusche on November 15, 2016, 06:18:38 PM
Yeah, no shiz.. and I think he said he learnt English from playing Aces High... Impressive!

Sounds impressive, but is not exactly the truth.  ;)

Which is, I mainly learned English by gaming indeed, but long before AH. The old days of imported and horribly overpriced tabletop wargames (Squad Leader, AirForce, Wooden Ships & Iron Men and so on) and RPG's (like Palladium, Twilight 2000, Traveller 2300, HarnMaster...).  :old:
Of course I also had English in school, but I hardly payed attention and almost never said a word... (and my marks showed  :uhoh )


Title: Re: How to fix the zero fight country???
Post by: ACE on November 15, 2016, 06:54:47 PM
Advertise more.
Title: Re: How to fix the zero fight country???
Post by: pembquist on November 15, 2016, 07:24:22 PM
Advertise more.

Now hang on! I don't think the fact the Lusche didn't have very good grades in english is anybody's business but his own!
Title: Re: How to fix the zero fight country???
Post by: The Fugitive on November 15, 2016, 08:54:36 PM
So a sinking amount of #s creates a lack of fights/or lack of fights creates sinking #s. Let's just forget about people's personal problems as the reason why they stop playing.

When you realize that it all comes down to map layout, maybe add another quick arena with a small easy to follow map. Then the #s will grow and people will stay. The problem with the AvA is that it's only set for specific planes at specific times, and it is what it is. This is not the same thing as a FFA, and the reason why the DA lake doesn't work is because of the lake layout. It's really that simple.

It all comes down to the map layout and base distance.

Want to bring back or bring more players? Make the fighter aspect to the game your #1 concern again. That's what made it great in the past. When the concern started toward a ground game, that's when the main base of players left while only the originalist who love the game stayed to play in tanks.

You have people like me who love the air combat aspect to the game more than anything, but it's lame when you spend 45 minutes in the air, only coming across a 20k 190D or something. The time per fight ratio is just too high and that's the point I'm trying to make. If it's hard for me to find people to shoot at, you can imagine how hard it is for people who have only been here a month or 2.

Seeing as we had most of these maps in the"old days" it is amazing we had 600 players everynight.  :devil
Title: Re: How to fix the zero fight country???
Post by: scott66 on November 16, 2016, 02:38:56 AM
I remember having to wait for someone to log to get into the orange arena so I would play in the DA with about 60 other players every single night seemed like it never allowed down only got more crowded... Speaking of anybody seen davski I think that was him with the rowdy ones and his Brewster?
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 16, 2016, 07:28:34 AM
Seeing as we had most of these maps in the"old days" it is amazing we had 600 players everynight.  :devil

I still have always thought the bases were too spread out. You can have a small map but still have bases that are too far, which make it time consuming just to get to a fight. Once the fights slowed down, these distances helped stomp out the fights. If you notice, most of the big great furballs are at the areas with the closest base distance. Long base distances and high mountains also create an atmosphere where faster planes are necessary, higher alt fighting takes place, and hoards are much more prevelant.

Also, there have been some ground game changes, like strat placement, AAA guns, puff ack, re-supply, ect. That also didn't bode well with fighters. I know splitting the MA also hurt it too, but that's a while ago.

You have to consider the attention spans of people today. The quick fight type of people that have switched to a faster game.

There should be some adjustments to base distance and am attaempt to relieve the lower #s with maps that work better to concentrate action. This will bring more players to the game, and once the #s get higher, you can bring back the bigger maps.
Title: Re: How to fix the zero fight country???
Post by: RufusLeaking on November 16, 2016, 07:16:42 PM
I still have always thought the bases were too spread out. You can have a small map but still have bases that are too far, which make it time consuming just to get to a fight. Once the fights slowed down, these distances helped stomp out the fights. If you notice, most of the big great furballs are at the areas with the closest base distance. Long base distances and high mountains also create an atmosphere where faster planes are necessary, higher alt fighting takes place, and hoards are much more prevelant.

...
I am agreeing with Violator.

Next thing you know, a reality TV star will win the presidency.  :bolt:
Title: Re: How to fix the zero fight country???
Post by: molybdenum on November 16, 2016, 07:40:42 PM
For what it's worth, I suppose I am part of the "problem." I find the game compelling and addictive because of the strategic aspects, not because of the fights. I up a fighter only out of dire necessity to help my team when even cannon fodder will be helpful, but I don't enjoy it; and fighting an opponent in a plane or GV is only preferable to me AFTER I've achieved an objective useful to my team. Resupping towns appeals to many players because we want what we do to have a big picture impact whether it is intrinsically exciting or not, and a lot of the people who play AH strictly for the adrenaline rush of aerial combat don't seem to understand that what they like doing best isn't what the game is all about. If it were adjusted somehow so that what I enjoy doing didn't have much value any more, I'd have no reason to stay.
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 16, 2016, 07:48:31 PM
For what it's worth, I suppose I am part of the "problem." I find the game compelling and addictive because of the strategic aspects, not because of the fights. I up a fighter only out of dire necessity to help my team when even cannon fodder will be helpful, but I don't enjoy it; and fighting an opponent in a plane or GV is only preferable to me AFTER I've achieved an objective useful to my team. Resupping towns appeals to many players because we want what we do to have a big picture impact whether it is intrinsically exciting or not, and a lot of the people who play AH strictly for the adrenaline rush of aerial combat don't seem to understand that what they like doing best isn't what the game is all about. If it were adjusted somehow so that what I enjoy doing didn't have much value any more, I'd have no reason to stay.

Look moly, my suggestions are not changing anything about that aspect to the game you enjoy. Im all fine with silent players who want to do their own thing. My suggestions really don't change much. It just makes it easier to find the action for players that want combat. I'm not trying to tell anyone how to play or to play my way. I'm simply suggesting that a small decrease in base distance, lower mountains, and people flying slower planes, would create a muxh better atmosphere for all types of players. I've already seen Rapier and Kruel confirm my bias about maps.
Title: Re: How to fix the zero fight country???
Post by: Shuffler on November 16, 2016, 08:11:55 PM
For what it's worth, I suppose I am part of the "problem." I find the game compelling and addictive because of the strategic aspects, not because of the fights. I up a fighter only out of dire necessity to help my team when even cannon fodder will be helpful, but I don't enjoy it; and fighting an opponent in a plane or GV is only preferable to me AFTER I've achieved an objective useful to my team. Resupping towns appeals to many players because we want what we do to have a big picture impact whether it is intrinsically exciting or not, and a lot of the people who play AH strictly for the adrenaline rush of aerial combat don't seem to understand that what they like doing best isn't what the game is all about. If it were adjusted somehow so that what I enjoy doing didn't have much value any more, I'd have no reason to stay.

It used to be about fighting. The game changed and folks left. It is what it is.
Title: Re: How to fix the zero fight country???
Post by: The Fugitive on November 16, 2016, 08:16:52 PM
Look moly, my suggestions are not changing anything about that aspect to the game you enjoy. Im all fine with silent players who want to do their own thing. My suggestions really don't change much. It just makes it easier to find the action for players that want combat. I'm not trying to tell anyone how to play or to play my way. I'm simply suggesting that a small decrease in base distance, lower mountains, and people flying slower planes, would create a muxh better atmosphere for all types of players. I've already seen Rapier and Kruel confirm my bias about maps.

Closing the distance to base reduces those "pathways" between the dar that the guy flying out to the strat to help their team. Lowering the mountains removes those valley runs for the Goons or NOE players to hide in. Your removing options for those type of players just to make the game your way.

Changing the maps isn't going to be a miracle solution that will bring back all the fights. Lack of players, and the majority of players we DO have looking to avoid fights. These are the issues that need tweaking to get the fights going again. 
Title: Re: How to fix the zero fight country???
Post by: SPKmes on November 16, 2016, 08:37:19 PM
For me...(my prime time is most others sleep time) it is very frustrating when my type of action is very lacking....I won't put numbers here but let's just say MMO has become a little stretched. Still more than many of the FPS game rooms but then they are limited to a very much smaller area of play

My only issue( and it is fleeting) these days..wirbs/ostis.... I find nothing worse than the guys who up a wirb shut down and wait for and easy kill with no other intention than this.... It has become quite prolific since the icon distance change.... I will sometimes up a tank but most times just leave as it becomes a futile exercise...Other than that...i say each to their own....
as for the the other bits, if I know you are resupping you better up a aforementioned wirb or better yet a plane because I will hunt and kill you....mind you I am rarely at that end of the fight as I try to predominantly be a base defender.
If you want to waste a few hours running a bomber at stupid altitudes to bomb so called strategic strats...have fun....I think it is dumb..by the time anybody is on to take advantage of your awesome work it mostly back up anyway...

Bottom line is...I don't mind paying 50c a day to hold my account open...if it is not on it is not on...most definitely sucks  as I for some strange reason am addicted to this freakin game good and bad....Would I like more of my type of action...for sure...but not at the detriment of another players fun...as when I log off because of lacking action (mine) that just means one less player to the roster so if they disappear totally.... that helps nothing.

Have fun working out my head on that ramble...hahaha  forgot what I was on about part way through  hahahaha 
Title: Re: How to fix the zero fight country???
Post by: Lazerr on November 17, 2016, 12:54:43 AM
For what it's worth, I suppose I am part of the "problem." I find the game compelling and addictive because of the strategic aspects, not because of the fights. I up a fighter only out of dire necessity to help my team when even cannon fodder will be helpful, but I don't enjoy it; and fighting an opponent in a plane or GV is only preferable to me AFTER I've achieved an objective useful to my team. Resupping towns appeals to many players because we want what we do to have a big picture impact whether it is intrinsically exciting or not, and a lot of the people who play AH strictly for the adrenaline rush of aerial combat don't seem to understand that what they like doing best isn't what the game is all about. If it were adjusted somehow so that what I enjoy doing didn't have much value any more, I'd have no reason to stay.

That wasnt the mindset we had when 800 players online.

Keep your supply trucks, just limit their impact some IMO.
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 17, 2016, 02:19:36 PM
For what it's worth, I suppose I am part of the "problem." I find the game compelling and addictive because of the strategic aspects, not because of the fights. I up a fighter only out of dire necessity to help my team when even cannon fodder will be helpful, but I don't enjoy it; and fighting an opponent in a plane or GV is only preferable to me AFTER I've achieved an objective useful to my team. Resupping towns appeals to many players because we want what we do to have a big picture impact whether it is intrinsically exciting or not, and a lot of the people who play AH strictly for the adrenaline rush of aerial combat don't seem to understand that what they like doing best isn't what the game is all about. If it were adjusted somehow so that what I enjoy doing didn't have much value any more, I'd have no reason to stay.
The strategic aspect would change but not go away....so "big picture" really not much would change other then how long it would take to resupply a town out of white flag. Which yes would force you to use a GV or Plane which isn't enjoyable to you....which blows my mind why your spending $15 a month on a product that you aren't using 90+% of it....Your money and your time so you do you...

If anything I think changing it would put more importance on resupply of the city so that town down time wouldn't be too high so you still get the feeling of accomplishment  for your team while the attackers that are trying to stir up a fight would get that adrenaline rush...Personally I think it's win win.

Still crazy that you pay $15 a month for a Combat simulator but don't even like the combat....but to each their own.
Title: Re: How to fix the zero fight country???
Post by: CAV on November 17, 2016, 08:55:29 PM


Quote
Lack of players, and the majority of players we DO have looking to avoid fights.

I don't necessarily think win the war types (I am one) are avoiding fights.... they fight for different reasons than furballers.

When I am in "full Win The War" mode flying CAP over my base... and you show up in a lite fighter with no ords...

I will maneuver away from you, because you are no threat to anything I care about. My time and my bullets will be more useful someplace else.

CAV
Title: Re: How to fix the zero fight country???
Post by: hulk31st on November 18, 2016, 12:07:45 PM
For me, the choice of what to do comes down to this:
a. Do I resupply a town that is WF and help prevent a base capture?
b. Do I up a fighter against someone who is going to HO me and/or gang me and shoot me down?

Another choice I face:
a. Do I get in an ack gun and shoot down the attacker?
b. Do I take off, fly for 10 minutes to face a 'picker' who goes RTB as soon as I am co-alt?

I like to take bases. I fight when there is a reason to. I don't enjoy dogfighting just to fight. Along that line of thinking, I enjoy bombing strats when that impacts the game.

It's good there are different ways to play AH. Let everyone play their way and don't impose your ways on others.
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 18, 2016, 03:11:48 PM
It's good there are different ways to play AH. Let everyone play their way and don't impose your ways on others.
I absolutely agree with this and I believe certain things in game make it hard for some to enjoy what they like in the game...which in general is combat. I'm not saying they shouldn't be allowed to resupply I think its too good....its abundantly harder to pork around a field to set up a base capture then it is to resupply it....if anyone disagrees with that I'd challenge them to make a film of doing both....it takes a WELL coordinated attack and BOMB AND BAILERS to come close to how fast you can resupply a porked field then resupply the town you are trying to capture.
Title: Re: How to fix the zero fight country???
Post by: mxdew03 on November 19, 2016, 02:06:17 PM
I love chicken fries,  feed me, feed me :neener: :neener: :neener:
Title: Re: How to fix the zero fight country???
Post by: Connery on November 21, 2016, 01:18:12 PM
out of curiosity why is 2 country war not an option?
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 21, 2016, 02:20:31 PM
out of curiosity why is 2 country war not an option?
HTC has said it won't be and from my understanding it didnt work in the past.
Title: Re: How to fix the zero fight country???
Post by: Shuffler on November 21, 2016, 02:28:28 PM
out of curiosity why is 2 country war not an option?

They option our squad uses is to switch sides to where we see fights. Preferably the lower number side.
Title: Re: How to fix the zero fight country???
Post by: bustr on November 21, 2016, 02:32:50 PM
I absolutely agree with this and I believe certain things in game make it hard for some to enjoy what they like in the game...which in general is combat. I'm not saying they shouldn't be allowed to resupply I think its too good....its abundantly harder to pork around a field to set up a base capture then it is to resupply it....if anyone disagrees with that I'd challenge them to make a film of doing both....it takes a WELL coordinated attack and BOMB AND BAILERS to come close to how fast you can resupply a porked field then resupply the town you are trying to capture.

Truth.....the timing needs tweeking. The AH3 fields tend to make getting the capture ready a full party group activity.
Title: Re: How to fix the zero fight country???
Post by: blutic on November 21, 2016, 07:22:00 PM
Gentlemen,
It seems nothing has changed. The game play is worse because there are no players. SO a few people got their way, received their eye candy and the game went south. There are more whinners than ever before. The very same people whinning in AH2.
Where is the future? AT 15.00 a month even if you had 150 on every night. Would that pay the overhead? I hope so.
Does anyone fly airplanes anymore? <S> Gentlemen, I hope it all works out; and when it does I may be back.

<S> Blutik
Title: Re: How to fix the zero fight country???
Post by: caldera on November 21, 2016, 07:36:02 PM
Gentlemen,
It seems nothing has changed. The game play is worse because there are no players. SO a few people got their way, received their eye candy and the game went south. There are more whinners than ever before. The very same people whinning in AH2.
Where is the future? AT 15.00 a month even if you had 150 on every night. Would that pay the overhead? I hope so.
Does anyone fly airplanes anymore? <S> Gentlemen, I hope it all works out; and when it does I may be back.

<S> Blutik

WTG on doing your part to increase the number of players.
Title: Re: How to fix the zero fight country???
Post by: Shuffler on November 22, 2016, 08:06:27 AM
WTG on doing your part to increase the number of players.

I had a great time last night again.
Title: Re: How to fix the zero fight country???
Post by: Chilli on November 23, 2016, 02:45:38 PM
Fugi,

That all depends on the chess piece.  Sad to say it.  There is a reason the majority of players are Bishops.  I have no data, but I am sure that Lusche has a graph somewhere or knows how to dispute the claim if false.

Neither have I.

Sticking to the topic:  How to fix the zero fight country.  Equalizing country FIGHT opportunities, goes along way.  Fighter town does just that.  Allowing these bases to be captured is plain and simple, counter productive.  I am not convinced that the 2 enemy bases in the middle of the map should NOT be protected (uncapturable). 

How does a "constant furball" generate more country support elsewhere you may ask.  Simple, those that wish to furball will continue to do so with the intent to satisfy their $15 investment.  At some point fatigue sets in from the rinse and repeat, and some folks venture off to do other things IN GAME.  All the time numbers of players potentially grow.

Warning rant crossing  :O  It surprises me that a designer that has an issue with destruction of bridges causing choke points and killing a fight, puts no value on protecting the single most important feature of a map like "fighter town".

(http://i239.photobucket.com/albums/ff56/2chilli_photos/Roster.png)
Title: Re: How to fix the zero fight country???
Post by: thrila on November 23, 2016, 03:03:59 PM
Get rid of Buzzsaw. I appreciate it takes designers time and effort to create a map, but in my opinion it is an awful map and needs to be discarded.  It is suitable for people who enjoying attacking strats in a bomber or a gv and little else. There is precious little going on with this map for any country when i am online.

Also, i agree with comments above concerning fighter town.

Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 23, 2016, 03:11:57 PM
Get rid of Buzzsaw. I appreciate it takes designers time and effort to create a map, but in my opinion it is an awful map and needs to be discarded.  It is suitable for people who enjoying attacking strats in a bomber or a gv and little else. There is precious little going on with this map for any country when i am online.

Also, i agree with comments above concerning fighter town.
Got to say I tend to agree with Buzzsaw only because of it's front line bases being ports....what ends up happening is just a puffy ack hugging contest....either disable puffy ack when friendly aircraft are in the area or get rid of that map IMO....it's a camp fest in the puffy.
Title: Re: How to fix the zero fight country???
Post by: bustr on November 23, 2016, 07:23:32 PM
Remove a few task groups and ports. Then lower the center to at the most 5k.
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 24, 2016, 09:33:58 AM
I simply believe that large TT or Furball Islands take away from the game model experince. Especially TT islands on big maps where you can't even see if there is any action in that area, since tanks don't show a dar bar. It would be better to have these maps separate on the main page called Free for All and TT island death match, with a max of 16 players. One for tanks and one for fighters. This would also greatly help new players learn the game. I feel as though if the bases are close together with fair spawn points, and the area is setup to incorporate all styles without having to segregate the styles based on game play, this would go along way in making the maps more exciting.

I think a smaller version of Fester's map would work great, without the TT.

I also think smaller maps, with directed action and short base distance, would allow noobs to find fights and action a lot more quickly. You can still have the outside bases for secret bombing missions and tank capture, ect. But I simply think that segregating the action while at the same time not providing any resemblance of action in the field, will cause players to not be able to find any action on the map and log off. This is something I have been observing for a while.

I've been having some good fun here and there when I can log, but this is only during the primetime when I can play on the weekends. I am simply trying to throw out suggestions that will increase overall playability for everyone at all times of the day.

Title: Re: How to fix the zero fight country???
Post by: Lazerr on November 24, 2016, 09:58:52 AM
Get rid of Buzzsaw. I appreciate it takes designers time and effort to create a map, but in my opinion it is an awful map and needs to be discarded.  It is suitable for people who enjoying attacking strats in a bomber or a gv and little else. There is precious little going on with this map for any country when i am online.

Also, i agree with comments above concerning fighter town.

Yup the map sucks as is.

The altitudes are one thing.. having several sources of uber flak in the middle where most of the furballing happens just puzzles me.  Why?
Title: Re: How to fix the zero fight country???
Post by: Chilli on November 24, 2016, 10:53:50 AM
I found action quite frequently last night / early morning on Buzzsaw.  These fights ranged from extreme high alt to multiple player tangles near the deck.  The most profound difference in this was the very hi alt fights that hardly ever occur on any other map.

What I have a problem with is NOT the map.  It is the LOW dot size  :mad:  Makes it very easy for a PERKed fast plane to zoom and boom from nearly invisible perches.

Keep the map, change the dot size   :pray
Title: Re: How to fix the zero fight country???
Post by: icepac on November 24, 2016, 09:52:51 PM
Sure are a lot of "one dimensional players" commenting who only do the same mission profile over and over.

Mix it up a bit............you will have more fun.
Title: Re: How to fix the zero fight country???
Post by: 100Coogn on November 24, 2016, 10:30:40 PM
Get off of the BBs and go play the game.
Will solve many issues.

Gotta go.   :bolt:
Coogan
Title: Re: How to fix the zero fight country???
Post by: scott66 on November 24, 2016, 10:54:33 PM
Sure are a lot of "one dimensional players" commenting who only do the same mission profile over and over.

Mix it up a bit............you will have more fun.
this... :aok
Title: Re: How to fix the zero fight country???
Post by: rvflyer on November 25, 2016, 03:29:52 AM
In 12 years of playing I have never seen your name before.


Gentlemen,
It seems nothing has changed. The game play is worse because there are no players. SO a few people got their way, received their eye candy and the game went south. There are more whinners than ever before. The very same people whinning in AH2.
Where is the future? AT 15.00 a month even if you had 150 on every night. Would that pay the overhead? I hope so.
Does anyone fly airplanes anymore? <S> Gentlemen, I hope it all works out; and when it does I may be back.

<S> Blutik
Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 25, 2016, 11:30:22 AM
Sure are a lot of "one dimensional players" commenting who only do the same mission profile over and over.

Mix it up a bit............you will have more fun.

It's not easy to "mix it up" when you only have 30 minutes to an hour to play. It's not entertaining to sit in a tank getting spawn camped for some people. It's not entertaining for people to spend literally an hour in Bombers floating across the map. Most of players in this game joined because of air combat. That's the simple truth. This game takes time to play. It takes time to learn. It takes patience. It's incredibly difficult to learn when you cannot find quick action fights. I've never liked tanks in 10 years of playing. Its incredibly boring for me. I just dont have the time to bomb. I've been trying to be the squeaky wheel to help make air combat more exciting again. That is truly what will bring more players to the game. The more you make it a silent land grab secret strategy game, the less players will find the action. The more players will log in bordem not finding fights, and the quieter it will be. I don't think this as a winning strategy, when the flight model is the best part of this game, and should be used to the full advantage. I don't see why creating large fights all over the map is such a bad thing. Lol.
Title: Re: How to fix the zero fight country???
Post by: SirNuke on November 25, 2016, 01:30:41 PM
when the flight model is the best part of this game, and should be used to the full advantage.

quoted for truth
Title: Re: How to fix the zero fight country???
Post by: Wiley on November 25, 2016, 02:00:28 PM
Sure are a lot of "one dimensional players" commenting who only do the same mission profile over and over.

Mix it up a bit............you will have more fun.

A lot of people are (were?) here to fly fighters against other aircraft.  There used to be a pretty great populated aircraft scene here that allowed those people to get what they wanted out of the game.

These days, it depends on time of day, phase of the moon, and who happens to be on whether there's anything interesting to do in a fighter aircraft or not.

Wiley.
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 25, 2016, 04:03:06 PM
Sure are a lot of "one dimensional players" commenting who only do the same mission profile over and over.

Mix it up a bit............you will have more fun.
Sorry a lot of us don't have the time to drive for an hour in an M3 to take a field....which is what you brag about doing...Maps like CraterMA the tank fight is no longer existent because the spawns are ruined so you tell me what I should do....sit in a tank alone for an hour???
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 25, 2016, 04:05:05 PM
this... :aok
So everyone should do every portion of the game but I've seen you argue in a similar thread that you can't force people to play your way....explain "this"...
Title: Re: How to fix the zero fight country???
Post by: scott66 on November 26, 2016, 12:23:03 AM
So everyone should do every portion of the game but I've seen you argue in a similar thread that you can't force people to play your way....explain "this"...
that's easy... I agree with icepack.. there are many aspects and options in the game some people choose not to partake that's there option but don't fault them because they choose to drive far.. Fly high or"hide" in a manned gun like I've heard others claim
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 26, 2016, 11:44:03 AM
that's easy... I agree with icepack.. there are many aspects and options in the game some people choose not to partake that's there option but don't fault them because they choose to drive far.. Fly high or"hide" in a manned gun like I've heard others claim
But what does nerfing resupply do to effect the way they play the game other then making it so they have to run more supplies to accomplish the same thing? If they want to sit in a truck all day that's cool but should it be rewarded with them not having to fight on a front?? Absolutely not IMO because it's a Combat simulator. Not saying they shouldn't be able to do it...I'm saying it needs to be tweeked...currently it takes a lot more time to pork around a field to set up for a capture then it does to resupply around a field and bring a town back up. It's tremendously lopsided toward the defenders and horde tactics for land grabbing currently....plain and simple.

Title: Re: How to fix the zero fight country???
Post by: scott66 on November 26, 2016, 12:50:26 PM
So HITECH already fixed the resupplying the strats from 30 min to 10 am I understanding that you want resupplying the town and guns from 10 min each drop to less?
Title: Re: How to fix the zero fight country???
Post by: Chilli on November 26, 2016, 01:02:12 PM
But what does nerfing resupply do to effect the way they play the game other then making it so they have to run more supplies to accomplish the same thing? If they want to sit in a truck all day that's cool but should it be rewarded with them not having to fight on a front?? Absolutely not IMO because it's a Combat simulator. Not saying they shouldn't be able to do it...I'm saying it needs to be tweeked...currently it takes a lot more time to pork around a field to set up for a capture then it does to resupply around a field and bring a town back up. It's tremendously lopsided toward the defenders and horde tactics for land grabbing currently....plain and simple.

Agree 100% the focus has swung away from the bread and butter of this game in a way that does NOT broaden its player base.  Case and point, two fleets became pummeled while attacking a base by a single Shore Battery that was positioned on a terrain in such a way that direct hits were IMPOSSIBLE.  So, instead of the notorious carrier plane vs. airfield combat, 3 or 4 of us were tied to ship guns and another 3 or so fruitlessly rolled Lvts feet from shore without the air cover needed to land.  Check for yourself it is A42 on the map that ran yesterday evening (use Triple Guns from fleets for testing).
Title: Re: How to fix the zero fight country???
Post by: caldera on November 26, 2016, 01:03:30 PM
Give towns a set down time and remove resupply for towns altogether.  Maps stagnate too long.  Resupplying only makes hordes bigger out of necessity.
Title: Re: How to fix the zero fight country???
Post by: Chilli on November 26, 2016, 01:05:45 PM
So HITECH already fixed the resupplying the strats from 30 min to 10 am I understanding that you want resupplying the town and guns from 10 min each drop to less?

Ding..... winner!  Should have left the strat resupply alone and changed the town resupply IMHO.  Nobody bothers to resupply strats anymore, which is what I had promised would happen.

Title: Re: How to fix the zero fight country???
Post by: Chilli on November 26, 2016, 01:12:05 PM
{snip}. Most of players in this game joined because of air combat. {snip}. That is truly what will bring more players to the game. The more you make it a silent land grab secret strategy game, the less players will find the action.{snip} I don't think this as a winning strategy, when the flight model is the best part of this game, and should be used to the full advantage. I don't see why creating large fights all over the map is such a bad thing.

Is this too big to be in my signature?   100%
Title: Re: How to fix the zero fight country???
Post by: pembquist on November 26, 2016, 02:03:05 PM
Make damage of everything except fth and vhh permanent till the map flips. That should speed things up.
Title: Re: How to fix the zero fight country???
Post by: Airsharks on November 26, 2016, 02:35:16 PM
Could not agree with you more. :airplane:
People whining about its too easy to kill strats so now its a lot harder to take the strats down. (cause noone defending them) it means that towns etc is down for much shorter time and its easy to resup them. So now people are whining about that...
Why no go all the way and make the game like War Thunder with air spawns and a 5 minute furball since there should be no form of strategy or team work involved in the game...
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 26, 2016, 03:11:09 PM
Give towns a set down time and remove resupply for towns altogether.  Maps stagnate too long.  Resupplying only makes hordes bigger out of necessity.
I'd be absolutely all for this but the guys who like resupply may not, which is why I'd rather just see a nerf to the supplies.
Title: Re: How to fix the zero fight country???
Post by: Chilli on November 26, 2016, 05:58:06 PM
People whining about its too easy to kill strats so now its a lot harder to take the strats down. (cause noone defending them) it means that towns etc is down for much shorter time and its easy to resup them. So now people are whining about that...
Why no go all the way and make the game like War Thunder with air spawns and a 5 minute furball since there should be no form of strategy or team work involved in the game...

Could not agree with you more. :airplane:

WRONG! On all points Zimmie.  Let's start with a hint of whine from you that strats can no longer be flattened by a single person.  Add the most insane thing repeated numerous times over and over with no facts to back it up:  zero defense of strats..... a flat out red heron (in reality meaning that the single bomber pilot didn't feel he got enough attention as he pounded his chest).

So wrong about team effort in bombing strats.  That is a solitary endeavor without any concern for either country, only points and bragging rights.

The arguement that strats should be easy to flatten and stay flat so that towns stay down for capture, is SO the exclamation point of what is wrong with retaining combat players. With that argument why not start towns with 180 minute downtimes?  Capiche? In any case, running a ton of supplies to a town to avoid capture DOES ZERO to create AIR COMBAT. 
Title: Re: How to fix the zero fight country???
Post by: Shuffler on November 26, 2016, 09:33:35 PM
Forget quick change. We need more fighters.
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 27, 2016, 11:50:54 AM
Forget quick change. We need more fighters.
Town resupply has been an issue since before numbers were low...2012??? Yea game was falling off but we could still see 400+ in the MA.

So HITECH already fixed the resupplying the strats from 30 min to 10 am I understanding that you want resupplying the town and guns from 10 min each drop to less?
Yes I thought the strats themselves were fine (didn't understand the change in their down time honestly). Im saying towns need to be harder to resupply because it's a fact it's easier to resupply a town then to take one down....and not just a bit harder the spread is enormous...a nerf to timing is all it is.
Title: Re: How to fix the zero fight country???
Post by: Zimme83 on November 27, 2016, 12:15:06 PM
WRONG! On all points Zimmie.  Let's start with a hint of whine from you that strats can no longer be flattened by a single person.  Add the most insane thing repeated numerous times over and over with no facts to back it up:  zero defense of strats..... a flat out red heron (in reality meaning that the single bomber pilot didn't feel he got enough attention as he pounded his chest).

So wrong about team effort in bombing strats.  That is a solitary endeavor without any concern for either country, only points and bragging rights.

The arguement that strats should be easy to flatten and stay flat so that towns stay down for capture, is SO the exclamation point of what is wrong with retaining combat players. With that argument why not start towns with 180 minute downtimes?  Capiche? In any case, running a ton of supplies to a town to avoid capture DOES ZERO to create AIR COMBAT.

Lol, if there is anyone that is wrong its you. I, unlike what you is assuming, dont like the way it was in AH2 were a set of B-17:s could wipe out 70% of a factory. I want to see that all strats are concentrated at the city like it was and that the city is located at the center of the country. Having the strats at the front line is not a good idea.

I do think that killing the strats should be an important part in order to take bases. If you dont kill the strats then you have to accept that the towns are easily resupplied. But adding even 30 min to the DT by killing the strats makes a big difference.  At that point people usually stop their efforts to resup the town.
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 27, 2016, 12:53:22 PM
Lol, if there is anyone that is wrong its you. I, unlike what you is assuming, dont like the way it was in AH2 were a set of B-17:s could wipe out 70% of a factory. I want to see that all strats are concentrated at the city like it was and that the city is located at the center of the country. Having the strats at the front line is not a good idea.

I do think that killing the strats should be an important part in order to take bases. If you dont kill the strats then you have to accept that the towns are easily resupplied. But adding even 30 min to the DT by killing the strats makes a big difference.  At that point people usually stop their efforts to resup the town.
The bolded part leads to lack of combat
Title: Re: How to fix the zero fight country???
Post by: Zimme83 on November 27, 2016, 02:40:05 PM
No. It leads to a less one dimensional game. -  Lack of players leads to lack of combat...

Title: Re: How to fix the zero fight country???
Post by: DmonSlyr on November 27, 2016, 03:01:29 PM
I don't think the towns should be easily supplied. It should cost a great deal of perkies to repair certain structures more quickly. Furthermore, shouldn't you have to repair the strats before repairing the bases? There is a correlation of strats going down to make the natural repair longer, so shouldn't the repair of the strats allow for the rebuilding of bases more quickly or at a less perk value?  If the strats are down, the cost/perks to fix them should be much higher. This will encourage more emphasis on defending strats and bases. Maybe you would see more combat action this way by pushing the emphasis on defending these strong points, instead of so many racing to easily rebuild the town. 

Strats, tanking, and repairing really aren't my strong suit. This is the boring part of the game to me, but I'm not knocking how anyone wants to play. I'm sure my opinion is the same as many other fighter guys who have actually left. I choose to stay cause I still love the game. I just want more fighter action to be present and to be focused on, because that is truely what will bring more players to the game. New players need and crave quick fun action, and I think focusing on the fighter action again will yield the results we've all been looking for.
Title: Re: How to fix the zero fight country???
Post by: caldera on November 27, 2016, 07:34:10 PM
Stuff like this seems to happen a lot:

(http://i343.photobucket.com/albums/o460/caldera_08/Untitled.jpg~original) (http://s343.photobucket.com/user/caldera_08/media/Untitled.jpg.html)

One team steamrolling another side, while ignoring the third side.


Since the win teh warz requirements mandate acquiring 20% of each country's territory, a minor addition to prevent large imbalances could be applied:  Disable base captures against any country that has lost 10% more than the third country. 

Sorry for that explanation. :rolleyes:  I'll try again:

Suppose bish have 10% nits and 0% rooks.  They must first capture a rook base before capturing an additional nit base, to keep from having more than a 10% imbalance.  That would prevent the kind of thing I saw this weekend: one country had over 50% of another country, yet was nowhere close to winning.  It's always more about steamrolling.
Title: Re: How to fix the zero fight country???
Post by: scott66 on November 27, 2016, 08:01:52 PM
Town resupply has been an issue since before numbers were low...2012??? Yea game was falling off but we could still see 400+ in the MA.
Yes I thought the strats themselves were fine (didn't understand the change in their down time honestly). Im saying towns need to be harder to resupply because it's a fact it's easier to resupply a town then to take one down....and not just a bit harder the spread is enormous...a nerf to timing is all it is.
actually I think I agree back to 30 min on strats and maybe 5 min on town?
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 27, 2016, 08:19:01 PM
No. It leads to a less one dimensional game. -  Lack of players leads to lack of combat...
Why did the players leave??? Not saying they all left to a lack of combat but I know a lot personally that left because of it.
Title: Re: How to fix the zero fight country???
Post by: Shuffler on November 28, 2016, 07:42:51 AM
Stuff like this seems to happen a lot:

(http://i343.photobucket.com/albums/o460/caldera_08/Untitled.jpg~original) (http://s343.photobucket.com/user/caldera_08/media/Untitled.jpg.html)

One team steamrolling another side, while ignoring the third side.


Since the win teh warz requirements mandate acquiring 20% of each country's territory, a minor addition to prevent large imbalances could be applied:  Disable base captures against any country that has lost 10% more than the third country. 

Sorry for that explanation. :rolleyes:  I'll try again:

Suppose bish have 10% nits and 0% rooks.  They must first capture a rook base before capturing an additional nit base, to keep from having more than a 10% imbalance.  That would prevent the kind of thing I saw this weekend: one country had over 50% of another country, yet was nowhere close to winning.  It's always more about steamrolling.

If I see that developing I change to a fighting side with the least numbers. If you do not like to fight then switch to knights in that case.
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 28, 2016, 09:21:47 AM
Oh and leave the one dimensional comments at the door...makes you look like a clown like icepac...

Speaking of which icepac I thought you agreed to stop coming at me like that after our DA fight in TU2s??? Guess I got to keep beating you up for knowing nothing.
Title: Re: How to fix the zero fight country???
Post by: SirNuke on November 28, 2016, 10:12:47 AM
one dimensional? The only dimension right now is to run supps to the town if anything happens. Back In the day we had to fly fighters in order to protect town until the white flag was off. we had big fights with the attackers throwing every jabo they have to capture the field. Nowadays it feels like that hiting a field with 2K + 6 rockets is totally useless. It is also useless to fly defense when M3's can neteur any attack so easily.

I feared that AHIII would be only graphics, no gameplay additions (woot directional radar!!!), and I was right :(

the AH1 ruleset was better adapted for the kind of numbers we have. Screw ever buggy formations, screw 88's, screw large towns, screw town ressups, screw large maps.
Title: Re: How to fix the zero fight country???
Post by: popeye on November 28, 2016, 10:27:46 AM
How about making three close fields - like the center island of NDISLES - uncapturable (and give them unkillable hangars and radar).  Those that want quick fights can stay there and ignore the hordes capturing fields around them, but still be aware of the "war" in case they decide to join the effort.
Title: Re: How to fix the zero fight country???
Post by: JunkyII on November 28, 2016, 10:52:54 AM
one dimensional? The only dimension right now is to run supps to the town if anything happens. Back In the day we had to fly fighters in order to protect town until the white flag was off. we had big fights with the attackers throwing every jabo they have to capture the field. Nowadays it feels like that hiting a field with 2K + 6 rockets is totally useless. It is also useless to fly defense when M3's can neteur any attack so easily.

I feared that AHIII would be only graphics, no gameplay additions (woot directional radar!!!), and I was right :(

the AH1 ruleset was better adapted for the kind of numbers we have. Screw ever buggy formations, screw 88's, screw large towns, screw town ressups, screw large maps.
I tend to agree that it is heavily favoring the war instead of the combat for who wins the war.