Aces High Bulletin Board

General Forums => Wishlist => Topic started by: ink on August 09, 2013, 03:37:23 PM

Title: 12 hr rule
Post by: ink on August 09, 2013, 03:37:23 PM
seriously tired of the 12 hr rule

and most especially late at night on eastern time less then a 100 people on and I am stuck on the side with 70 of them :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead 


I installed War Thunder again.....game looks good...........ok it looks great...... view system sux.........FM is nothing to write home about........but damn I can basically do what ever I want..........

the 12 hr rule is ruining most of the hard core fighters game in AH......

after a certain hr (say midnight eastern) it needs to be gone period......... and during the day make it 1 hr.

I am a dedicated AH player since tour 52.......

I know my personal opinion means squat but when even I am looking at alternatives.....

I don't care about the graphics.......
I don't care about the war........

I care about fighting red guys......that is all I play AH for.... the 12 hr rule has basically  made that imposable for me and my style.
Title: Re: 12 hr rule
Post by: Nashorn on August 09, 2013, 03:38:23 PM
+ 1
Title: Re: 12 hr rule
Post by: guncrasher on August 09, 2013, 04:38:04 PM
seriously tired of the 12 hr rule

and most especially late at night on eastern time less then a 100 people on and I am stuck on the side with 70 of them :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead 


I installed War Thunder again.....game looks good...........ok it looks great...... view system sux.........FM is nothing to write home about........but damn I can basically do what ever I want..........

the 12 hr rule is ruining most of the hard core fighters game in AH......

after a certain hr (say midnight eastern) it needs to be gone period......... and during the day make it 1 hr.

I am a dedicated AH player since tour 52.......

I know my personal opinion means squat but when even I am looking at alternatives.....

I don't care about the graphics.......
I don't care about the war........

I care about fighting red guys......that is all I play AH for
.... the 12 hr rule has basically  made that imposable for me and my style.


now that's a nice honest wish  +1.


semp
Title: Re: 12 hr rule
Post by: Flench on August 09, 2013, 04:48:08 PM
Agree
Title: Re: 12 hr rule
Post by: RotBaron on August 09, 2013, 06:30:15 PM
Maybe there's a reason it's such. I've seen so many of these posts and mention of it in different thread it has caused me to wonder.

I can tell you, that while you guys who are very good at killing red guys would love to switch as soon as the trend fluctuates, maybe somebody doesn't want to reward you for this. Maybe there's other things at work than just the I don't care about the war or...IDK

What I do know is I also hear a lot of "@#$@% side switchers" and "fluff'n DH switchers"... statements being made about you. In some examples, some might say it kills camaraderie.

Maybe it's so that noobs don't think there are spies. Of course we know there are NOT any spies, none whatsoever. 

I don't know, but there are obviously reasons for it, it has been the topic so much that I'm sure it is well aware of.
Title: Re: 12 hr rule
Post by: Latrobe on August 09, 2013, 06:51:12 PM
12 hour rule is just an absolute nuisance. I want to have fun and play the game, not be penalized for having fun.  :(
Title: Re: 12 hr rule
Post by: Oldman731 on August 09, 2013, 07:31:12 PM
12 hour rule is just an absolute nuisance. I want to have fun and play the game, not be penalized for having fun.


You guys should really get together when this happens and hit the AvA.  There is no limitation on side switching there at all.

Ink might not be able to fly the Frank, but I suspect he'll be equally deadly in whatever plane set is enabled at the time.

- oldman
Title: Re: 12 hr rule
Post by: mbailey on August 09, 2013, 07:45:58 PM
Fingers crossed for ya Ink.....I agree 100%
Title: Re: 12 hr rule
Post by: Zacherof on August 09, 2013, 09:07:02 PM
Yes!!!!
Title: Re: 12 hr rule
Post by: Flench on August 10, 2013, 05:32:39 AM
Why I'm fixing to give the game up . Been fun but when I do get time to fly and can't because my squad is on a different country . That's just one of many .
Title: Re: 12 hr rule
Post by: Randy1 on August 10, 2013, 05:57:29 AM
I see your problem but do not agree with your wish as stated.  You might find more acceptance at HTC if you wished the 12 hr rule be dropped when the number of players fell below a selected number like 150 or set it up by the hour when play falls low.

Maybe even change to two counties during low play hours. Maybe even two new countries that only exist during low play hours.  Maybe a special map.

Might improve off hour sales.
Title: Re: 12 hr rule
Post by: shotgunneeley on August 10, 2013, 09:16:23 AM
My squad solely operates out of the Bish side, for better or for worse, so the 12 hour switch rule has never been an issue personally. I understand the problem for others, so here is an idea.

Drop the overall 12 hour rule and allow side switching based off of the arena population distribution. If the three countries are relatively equal, then players may side switch after a certain amount of time has passed (may or may not be 12 hours). If two countries grievously outnumber the third, then players from the higher populated countries may freely switch over to the dominated country with no time delay but may not switch between each other. If one country has a population skewed higher than the other two, then players from the dominating country may switch over to the less populated countries with no time delay. Players in the less populated countries are locked from switching to a higher populated country until osmosis has balanced the countries out.
Title: Re: 12 hr rule
Post by: Triton28 on August 10, 2013, 09:58:40 AM

You guys should really get together when this happens and hit the AvA.  There is no limitation on side switching there at all.

Ink might not be able to fly the Frank, but I suspect he'll be equally deadly in whatever plane set is enabled at the time.

- oldman

I'll +1 what Ink says and highlight the above.  Quite honestly, I become a lazy idiot and forget all about something like the AvA when the MA gets stupid or boring. 

I'm going to try to not be a stupido and remember the AvA the next time the MA starts to make me  :bhead
Title: Re: 12 hr rule
Post by: kano on August 10, 2013, 10:44:29 AM
+1 to inks idea, i dont switch sides often as dont want to be stuck on opposing side when squaddies do log in but would be nice to switch for an hour or so to find a fun fight.

I know people who dont switch always come into these threads saying well if there isnt a fight start one, but when you fly to an enemy base start dropping town and ack and they'd rather roll 15 wirbles or sit puffing ack at you for 20 mins than grab a plane and come for a fight this gets rather boring as well.

Title: Re: 12 hr rule
Post by: Slade on August 10, 2013, 11:34:29 AM
Looking on the upside of the other data points.  Having more spies could me more opportunity for encountering red guys even if greatly outnumbered. So we lose more bases too.  I too play mainly to shoot down red guys in air to air combat.  Not a GV'er.

OK so we will have frequent guest CV commanders from the other side sending CV's into certain death trajectories.  We can use the iron from the CV's put to better use.  Build more planes!

See there is always an upside!  :old:
Title: Re: 12 hr rule
Post by: Zacherof on August 10, 2013, 11:37:37 AM
+1 to inks idea, i dont switch sides often as dont want to be stuck on opposing side when squaddies do log in but would be nice to switch for an hour or so to find a fun fight.

I know people who dont switch always come into these threads saying well if there isnt a fight start one, but when you fly to an enemy base start dropping town and ack and they'd rather roll 15 wirbles or sit puffing ack at you for 20 mins than grab a plane and come for a fight this gets rather boring as well.


Or when you say on ch200 up and fight, then 20 minutes bail. And then suddenly 4 of them up 10 minutes later and pork the base you upped from :huh
Title: Re: 12 hr rule
Post by: chaser on August 10, 2013, 12:12:21 PM
I whole heartedly agree with this! The 12 hour rule is the worst thing in the game. HTC created a game for us to fight in and then puts a rule like this in to severely limit our ability to find fights. Genius I tell you, Genius!  :rolleyes:
Title: Re: 12 hr rule
Post by: asterix on August 10, 2013, 01:01:04 PM
12 hours may be too much, but one thing I like about it is that it limits spying a little. Also if one side is making strat missions to another then players from the third country could sometimes like to join the interceptors for buff hunting, leading to possible overbalance in that particular mission. Maybe the restriction should be long enough so that the players could not switch sides to intercept the mission launcehd from their former side.
Title: Re: 12 hr rule
Post by: Triton28 on August 10, 2013, 01:17:16 PM
12 hours may be too much, but one thing I like about it is that it limits spying a little.

While I'm sure spying does happen, I doubt the 12 hour rule has much effect in limiting it.  There's cross country communication and PM's, so everyone will always be able to 'spy'.  When I first started I heard all about teh spiez.  I believed it.  Then I realized a sizable portion of the spy accusations are just dudes trying to explain why they sucked and/or someone else was better.

2 or 4 hours would be a good amount of time, I think.  It would provide some measure of number stability but still allow squads to link back up and/or people to find a better fight.

Title: Re: 12 hr rule
Post by: uptown on August 10, 2013, 04:10:05 PM
The 12 hour rule is bogus. Hell, even I know that and don't switch sides.  :cool:
Title: Re: 12 hr rule
Post by: EskimoJoe on August 10, 2013, 04:12:09 PM
The 12 hour rule is bogus. Hell, even I know that and don't switch sides.  :cool:

Ditto!
Title: Re: 12 hr rule
Post by: Tinkles on August 10, 2013, 08:49:01 PM
seriously tired of the 12 hr rule

and most especially late at night on eastern time less then a 100 people on and I am stuck on the side with 70 of them :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead 


I installed War Thunder again.....game looks good...........ok it looks great...... view system sux.........FM is nothing to write home about........but damn I can basically do what ever I want..........

the 12 hr rule is ruining most of the hard core fighters game in AH......

after a certain hr (say midnight eastern) it needs to be gone period......... and during the day make it 1 hr.

I am a dedicated AH player since tour 52.......

I know my personal opinion means squat but when even I am looking at alternatives.....

I don't care about the graphics.......
I don't care about the war........

I care about fighting red guys......that is all I play AH for.... the 12 hr rule has basically  made that imposable for me and my style.


Even though I haven't switched from Bishops for quite a while. The 12 hour rule does nothing but hinder those who seek combat. So what if your mission is spotted and you suspect spies. I don't play this game to take bases. If you play it to take bases do it offline!  I play this game to shoot down people, have fun with friends/squadies and shoot down some red!  The 12 hour rule obviously hinders this for quite a few people.

It's been said before and I'll say it again, if you think spies are an issue then the 12 hour rule doesn't do anything to change it. PMs and CH 200 still exist.

+1 to wish

Tinkles

<<S>>
Title: Re: 12 hr rule
Post by: RotBaron on August 10, 2013, 11:53:10 PM
The only issue I've ever had with spies regards cvs.

I can see other ways that they bother ppl, especially mission planners...However, when I speak about spies I'm really referring to a narrow margin of ppl, that is ones who use a shade and bomb cv's once they are near or at the beginning of their attack on the town. I think there are a few who get off on this sort of thing: for example you're sitting there waiting for it to get into location, ooop what's that? Yeh Lancs that have alt, are lined up, calibrated and soon will sink it. In some cases it may have been pure dumb luck, in others it categorically was not, and the usual...

No nothing is going to stop this...except for all out witch hunts and posting threads that allow disparaging remarks about those who do this and flaming them on country and 200. All of which were are not allowed to do. Somedays I wish we had more map without the cvs.
Title: Re: 12 hr rule
Post by: R 105 on August 11, 2013, 09:51:05 AM
 :aok
now that's a nice honest wish  +1.


semp
Title: Re: 12 hr rule
Post by: ink on August 11, 2013, 02:27:52 PM
12 hr rule was not implemented due to "spies" HTC said it was the way it was when we had 1 arena before...when they went back to one arena the rule went back to 12.......


I spent my free time yesterday trying to fly in WT........the view system is extremely bad(what idiot made that view system so asinine :rolleyes:)....yet I still stayed there and died over and over(I only got 1 kill)....... but I was doing what I want....picking the battles I want to go to...jumping around flying the different countries......

I will be getting a web cam and setting up "freetrack"  hopefully that works decently.


AH is awesome........it is a better game then WT.....but I think I am done having my fun and my game play dictated by some lame 12 hr rule.

im still gonna fly FSO and run the DFC ladder....but I truly hate the 12 hr rule..........


I respect and appreciate what HTC has done with AH...... and since day 1 I have thought it was the greatest game ever made.....

the only thing that has been done or changed that I didn't think was good(or adaptable)  is that silly 12 hr rule........12 hr rule has got to go Dale.......
Title: Re: 12 hr rule
Post by: Delirium on August 11, 2013, 02:51:36 PM
I agree with Ink.

Please decrease country switch time to one hour if switching to a lower numbered side. If not, change it to every 4-6 hours until you can change regardless of numbers.

I'd also like a pop-up informing players they will not receive perk points from any country win for as long as 48 hours after a side switch as it may help eliminate the massive one sided victories. Heck, if I could change countries on a whim, I would be happy to not gain any perk points at all for up to 48 hours after my country change!
Title: Re: 12 hr rule
Post by: Delirium on August 11, 2013, 02:54:40 PM
The only issue I've ever had with spies regards cvs.

It doesn't matter... if someone wants to 'spy', nothing is going to prevent that from happening. Disable country change entirely and you'll have shade accounts. Disable cross-country communications and the information will be texted, Teamspeaked, or sent via some other digital media. At some point you have to realize that inconsiderate a**holes are going to do what they want and punishing the rest of us that don't give a crap about the 'W1N Z3 W@R!!!111!!' is incredibly naive and selfish.
Title: Re: 12 hr rule
Post by: Lusche on August 11, 2013, 03:26:57 PM
Maybe it's so that noobs don't think there are spies. Of course we know there are NOT any spies, none whatsoever. 


Did anything change in regard to "spies" claims when we went from 1h to 12h?

No. Nothing.
We still see the same amount of allegations thrown around anytime a mission fails, a CV sinks, or some goon gets shot down. So obviously the 12h didn't prevent any spying at all. ;)
So if it didn't get any better when it went to 12h it could hardly get worse when it's going down to 4h our so, right?
Title: Re: 12 hr rule
Post by: killb8 on August 11, 2013, 04:52:09 PM
I would hate to lose Ink to another game.
Title: Re: 12 hr rule
Post by: ink on August 11, 2013, 05:01:34 PM
I agree with Ink.

Please decrease country switch time to one hour if switching to a lower numbered side. If not, change it to every 4-6 hours until you can change regardless of numbers.

I'd also like a pop-up informing players they will not receive perk points from any country win for as long as 48 hours after a side switch as it may help eliminate the massive one sided victories. Heck, if I could change countries on a whim, I would be happy to not gain any perk points at all for up to 48 hours after my country change!

after midnight eastern or 1 am....it should be switch at will......the fights change so much one moment I am by myself and fighting red guys then its nothing but green all the red guys logged...now what do I do?????  cant switch....ehhhhh frigging aggravates me to no end.

if you switch within 15 minutes of switching...have some sort of "punishment" no comms and or no perks earned....for 30 minutes....


anything man....



I would hate to lose Ink to another game.


 :salute
Title: Re: 12 hr rule
Post by: RotBaron on August 12, 2013, 12:02:03 AM
Yep, I have agreed that nothing that we have the power to do or are allowed to do will stop spies. So, if you say HT said the 12hour rule has nothing to do with spies then I'll take your word.

What I don't agree with Ink is that last post you put up. Even during off hours some of us still try to take bases, and myself and some other Knights are often attempting to do this outnumbered anyways. I'm not saying you, but I'm saying others that switcy (or will under shorter allowance,) knew what myself and others like Zooty were up to and now all of a sudden they are killing us, and then ~30 minutes later they are doing the same thing to another country and another 30 mins later back here they are again saying "hi old friend."   No thank you.

I don't know what works for both of us, 2 hours is about the least I can see not to interrupt certain other aspects, and I'd think from all the comm here that's not enough for you.

However, Delirium's idea is worth more consideration. If no perks were given to someone who switched more than once during a certain time frame...have to think about that more, but sounds good so far.

I hope the lot of you get some version of your wish here, but as you know you they can't cater to a smaller group's wishes if it irritates the larger group's. I'm not saying which group is which as I have no way of knowing for sure, but it is a speculation that those that want this rule change may not be the majority.
Title: Re: 12 hr rule
Post by: SmokinLoon on August 12, 2013, 01:11:23 AM
I too think 12 hours is a bit long, but then again I only bat from one side of the plate (the proper side).   :aok

I'd vouch for 4 or 6 maybe.   1 or 2 hours is too short, imo.   
Title: Re: 12 hr rule
Post by: Flench on August 12, 2013, 04:04:04 AM
I like to know who's bright idea that 12 hour rule was anyway . We need to stone them .
Title: Re: 12 hr rule
Post by: Chalenge on August 12, 2013, 05:14:48 AM
We have the 12 hour rule (lest you forget) because some people did not behave and took advantage of frequent side-switching. The effect was sort of like the same guys that were taking full advantage of the "bomb and bail cumulative attack score bug." If you don't remember that one search it up, and I'll leave it to your imagination as to how someone might take advantage of frequent side-switching. I'm pretty sure you already know why.
Title: Re: 12 hr rule
Post by: Flench on August 12, 2013, 05:19:54 AM
Yeah I know but 12 hour's is over kill .