Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: ghi on March 15, 2015, 06:44:53 PM
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Nothing personal with you Fester, you know I always admire your skills and contribution on this game;
but I'm paying for this game for over 10 years to have fun; I"m off this weekend want to have fun; there's nothing fun on a map stupid designed; impossible to defend and resup. HQ without radar, and the radar bug was not fixed also; common I'm paying healthy $$$ , we need healthy, bugs free map;
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I'd have to agree. As much as Fester is renowned And I respect him for not only making great maps. But also in putting in the time to do so. Nobody is perfect.
This map badly needs to be redone. On top of whats already listed its hard to read let alone fight on.
At least zigzag the bases and add a couple of more airfeilds. Or relocate the GV bases around the parimeter like the original Pizza map had them and put in a few more airbases where the current GV base lines are (still zigzag the line though)
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There is something up witht he dar bars lately....they wont be showing any cons then I fly to a field and hit 3-4 at 10K, all the sudden darbar comes back. Also this map doesn't play down very well....what I mean is if you don't have detailed terrain turned on...you can't tell what is water and what is ground. Literally the ocean looks like a crap pond
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There is something up witht he dar bars lately....they wont be showing any cons then I fly to a field and hit 3-4 at 10K, all the sudden darbar comes back. Also this map doesn't play down very well....what I mean is if you don't have detailed terrain turned on...you can't tell what is water and what is ground. Literally the ocean looks like a crap pond
The radar not working isnt new
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Nothing personal with you Fester, you know I always admire your skills and contribution on this game;
but I'm paying for this game for over 10 years to have fun; I"m off this weekend want to have fun; there's nothing fun on a map stupid designed; impossible to defend and resup. HQ without radar, and the radar bug was not fixed also; common I'm paying healthy $$$ , we need healthy, bugs free map;
how about you fix your warping problem ghi....
As far as dar is concerned the bar always shows when the enemy is outside of its dar ring or when a friendly is near to the con. . . Quit gripping about your lack of access to easy mode and fix your own problems first.
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how about you fix your warping problem ghi....
what warp9ng are you talking about? this is my net 1 min ago; show me yours;
(http://www.speedtest.net/result/4217002683.png) (http://www.speedtest.net/my-result/4217002683)
http://www.speedtest.net/
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Lol I knew I wasn't the only one.
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how about you fix your warping problem ghi....
As far as dar is concerned the bar always shows when the enemy is outside of its dar ring or when a friendly is near to the con. . . Quit gripping about your lack of access to easy mode and fix your own problems first.
He doesn't warp...the neg g push just looks unrealistic...kind of like a stick stir.
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He does warp. I know the difference between the neg g push and a warp. Wouldn't mind as much if he didn't just flat out deny it
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lol you dam girls and your BS in here......
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I think that the map has issues, I wished they would be addressed. The radar not working is big issue on this map given the location of the city and HQ.
Perhaps you guys are right and there are two many bases in the middle but I need to say that I like the non-systemic nature of the map.
- Fix the radar - an HTC issue?
- Fix the colors - (also an HTV issue - I say this b/c Fester has said that some colors were changed (by the system?) after he turned over the maps)
- Reduce the number of center bases - Fester
(I think that the radar went "bad" a few years ago when HTC moved hosts (I think that that is what they did), radar never worked the same after IMO. Maybe the system refresh parameters for the radar was changed then?)
Over all I like the map. However, I can see why some would be a little worked up about it.
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Man, this is honestly my favorite map on rotation. Great fights and action all around for all styles to engage. The only thing is the HQ strength and the color of the dars. Other than that, I don't see how there is an issue with this map as far as action goes.
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Man, this is honestly my favorite map on rotation. Great fights and action all around for all styles to engage. The only thing is the HQ strength and the color of the dars. Other than that, I don't see how there is an issue with this map as far as action goes.
Seconded.
The main issue with this map, as with EVERY SINGLE MAP IN THE ROTATION, is the stupid HQ griefing...
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Seconded.
The main issue with this map, as with EVERY SINGLE MAP IN THE ROTATION, is the stupid HQ griefing...
Agreed :old:
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Even with the dar issues, it's easy to see enemy coming to hit strats and hq if you are actually watching.
I understand the guys who only up once a dar bar is in the same sector as a strat will have troubles with a spotty dar but it's easy to watch a dar bar slowly work it's way over the course of 1.3 hours from a rear enemy field to your strats.
So what if the dar bar disappears near the strats, you just have to use some simple deductive reasoning that the planes that have been heading to your strats for the last hour are probably still there and still at 30,000 feet.
If your "strat defense" consists of only upping after dar is within 2 sectors of your strat, you have failed.
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Even with the dar issues, it's easy to see enemy coming to hit strats and hq if you are actually watching.
I understand the guys who only up once a dar bar is in the same sector as a strat will have troubles with a spotty dar but it's easy to watch a dar bar slowly work it's way over the course of 1.3 hours from a rear enemy field to your strats.
So what if the dar bar disappears near the strats, you just have to use some simple deductive reasoning that the planes that have been heading to your strats for the last hour are probably still there and still at 30,000 feet.
If your "strat defense" consists of only upping after dar is within 2 sectors of your strat, you have failed.
Not exactly relevant, my brother.
If you want to attract players and keep the game alive, allowing this insane dar griefing HQ model to continue is not the way to do it.
Fester's map is a good one that suffers from the same plague as all the other maps... Until HTC fixes this problem then we will continue to see threads like this that miss the point.
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My favorite map in rotation. Just need to do something about the HQ situation, but that applies to all maps.
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what warp9ng are you talking about? this is my net 1 min ago; show me yours;
(http://www.speedtest.net/result/4217002683.png) (http://www.speedtest.net/my-result/4217002683)
http://www.speedtest.net/
I'm not talking about your connection...
Both of our connections are fine I never assumed otherwise. I know how to fix the problem on my end it's real easy
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Nothing personal with you Fester, you know I always admire your skills and contribution on this game;
but I'm paying for this game for over 10 years to have fun; I"m off this weekend want to have fun; there's nothing fun on a map stupid designed; impossible to defend and resup. HQ without radar, and the radar bug was not fixed also; common I'm paying healthy $$$ , we need healthy, bugs free map;
AMEN!
(How this bug ridden mess of a map ever got approved is inconceivable.)
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Great GV map, but a challenged air-to-air map. Once a couple of key airfields get taken, it's a very long fight to get to an enemy airfield. The air-to-air action ends up very thin.
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A couple points here...
I'm not sure whether the color of the radar bars is a Fester or HTC issue, but all you have to know is the enemy dar bar appears one pixel row lower on the map than the friendly bar, which is always on top, so as long as you know this the color really isn't an issue.
The layout of the bases is in my opinion as close to fantastic as we have had. Fester used a large map grid, but then essentially made it a medium sized playable map, using base layouts to create fronts that funnel players into fights. Most large maps have a layout where there are many options on where to take the fight as fields are numerous and there's no natural choke point. This makes player interaction happen less, and what you get is a cat chasing its tail effect on the map where each side will hit the other's undefended bases as it's easier to gain real estate, especially with lower arena numbers, by hitting the enemy where they aren't.
While I would almost always support more choice as opposed to less, there is a need for structure to promote player interaction and combat. Fester's map layout achieves this, and does it quite well. Is it perfect? Of course not, but it's far better than the majority of the alternative maps we have in creating good gameplay conditions. Ask the Euro's what it's like to play at off peak times on other large maps where milking is the norm... Fun isn't it? :confused:
I get why some may not like it, but I didn't subscribe to the game to try to minimize the time I have fighting other human opponents in an awesome massively multiplayer game. I joined up to maximize it, and hence the fun I would have.
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It's a hq problem.
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My only issue is the way the cv's spawn.
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fights are teh l33t on the new fester map... I likey!!!!
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A couple points here...
I'm not sure whether the color of the radar bars is a Fester or HTC issue, but all you have to know is the enemy dar bar appears one pixel row lower on the map than the friendly bar, which is always on top, so as long as you know this the color really isn't an issue.
The layout of the bases is in my opinion as close to fantastic as we have had. Fester used a large map grid, but then essentially made it a medium sized playable map, using base layouts to create fronts that funnel players into fights. Most large maps have a layout where there are many options on where to take the fight as fields are numerous and there's no natural choke point. This makes player interaction happen less, and what you get is a cat chasing its tail effect on the map where each side will hit the other's undefended bases as it's easier to gain real estate, especially with lower arena numbers, by hitting the enemy where they aren't.
While I would almost always support more choice as opposed to less, there is a need for structure to promote player interaction and combat. Fester's map layout achieves this, and does it quite well. Is it perfect? Of course not, but it's far better than the majority of the alternative maps we have in creating good gameplay conditions. Ask the Euro's what it's like to play at off peak times on other large maps where milking is the norm... Fun isn't it? :confused:
I get why some may not like it, but I didn't subscribe to the game to try to minimize the time I have fighting other human opponents in an awesome massively multiplayer game. I joined up to maximize it, and hence the fun I would have.
+1 I play off hours and its always simple to find, or create a fight on it. Excellent map that just needs some tweeks
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A couple points here...
I'm not sure whether the color of the radar bars is a Fester or HTC issue, but all you have to know is the enemy dar bar appears one pixel row lower on the map than the friendly bar, which is always on top, so as long as you know this the color really isn't an issue.
The layout of the bases is in my opinion as close to fantastic as we have had. Fester used a large map grid, but then essentially made it a medium sized playable map, using base layouts to create fronts that funnel players into fights. Most large maps have a layout where there are many options on where to take the fight as fields are numerous and there's no natural choke point. This makes player interaction happen less, and what you get is a cat chasing its tail effect on the map where each side will hit the other's undefended bases as it's easier to gain real estate, especially with lower arena numbers, by hitting the enemy where they aren't.
While I would almost always support more choice as opposed to less, there is a need for structure to promote player interaction and combat. Fester's map layout achieves this, and does it quite well. Is it perfect? Of course not, but it's far better than the majority of the alternative maps we have in creating good gameplay conditions. Ask the Euro's what it's like to play at off peak times on other large maps where milking is the norm... Fun isn't it? :confused:
I get why some may not like it, but I didn't subscribe to the game to try to minimize the time I have fighting other human opponents in an awesome massively multiplayer game. I joined up to maximize it, and hence the fun I would have.
+1
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Fester did good on this map it provides all kinda of action i love this map , one of the things i like that fester did on this map was put a base on it for the B29s to take off with out any trouble at all no matter your loadout every other map you gotta consider alt of base fuel how close the trees are at end of run way because B29s use all of the runway and then some to lift of depending loadout i have lost alot of perks crashing on take off i dont care because i got enough but not everyone does so nice job on the B29s base fester <<S>>
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A couple points here...
I'm not sure whether the color of the radar bars is a Fester or HTC issue, but all you have to know is the enemy dar bar appears one pixel row lower on the map than the friendly bar, which is always on top, so as long as you know this the color really isn't an issue.
The layout of the bases is in my opinion as close to fantastic as we have had. Fester used a large map grid, but then essentially made it a medium sized playable map, using base layouts to create fronts that funnel players into fights. Most large maps have a layout where there are many options on where to take the fight as fields are numerous and there's no natural choke point. This makes player interaction happen less, and what you get is a cat chasing its tail effect on the map where each side will hit the other's undefended bases as it's easier to gain real estate, especially with lower arena numbers, by hitting the enemy where they aren't.
While I would almost always support more choice as opposed to less, there is a need for structure to promote player interaction and combat. Fester's map layout achieves this, and does it quite well. Is it perfect? Of course not, but it's far better than the majority of the alternative maps we have in creating good gameplay conditions. Ask the Euro's what it's like to play at off peak times on other large maps where milking is the norm... Fun isn't it? :confused:
I get why some may not like it, but I didn't subscribe to the game to try to minimize the time I have fighting other human opponents in an awesome massively multiplayer game. I joined up to maximize it, and hence the fun I would have.
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The map was good , used to love it , close bases, action, the fight for A21 but....for 400-500 players, years ago ; now sux with this low # like all the rest of large maps with more bases than players; there are 80-90 players in MA on 250 bases most of the day/ What fun is this?
This is the only map where the dar bar doesn't work ,can't track targets, and the HQ is located 1.5 sectors from nearest airfield in the middle of nowhere , almost impossible to defend and a nightmare to resupply with this low#, when needs 20+C47s loads; :neener: :neener: :o
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The layout of the bases is in my opinion as close to fantastic as we have had. Fester used a large map grid, but then essentially made it a medium sized playable map, using base layouts to create fronts that funnel players into fights. Most large maps have a layout where there are many options on where to take the fight as fields are numerous and there's no natural choke point. This makes player interaction happen less, and what you get is a cat chasing its tail effect on the map where each side will hit the other's undefended bases as it's easier to gain real estate, especially with lower arena numbers, by hitting the enemy where they aren't.
This analysis seems theoretical. Huge maps have lots of bases that are all about 1 sector appart. The action was NEVER spread out all over the map. A fight would start and everyone went where the fight was. as soon a base was taken, the fight moved over one base.
On this map the fight rages at the two close bases until one of them is capture...then the fight ends. You're forced to fly long distances in the hope of drawing an upper. Saturday I logged on and there we 325 people in LWMA and there was one knit base that had a fight going on. we lost the base and action ended. I logged of out of boardom.
This map draws lots of people into GV fights because the Gv bases are numerous and very close together. Sucking people out of the air fight. Fester designed a map that puts bomb tards at great distances from the inner ring of GV bases to protect GV fights. But as a result pushes airbases farther apart than any other map in service. Only Crater was worse for Air-to-air action. It makes for very little air action as a results. :salute
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This map continues to be my favotlrite. Always something to do somewhere. As long as you don't mind doing something different once in a while. You can even have them all at one base, with gv's ib, close air support for defense, and air cover/attack of close air support. Sometimes it does get stretched out and you have to fly a few sectors to support/attack but it is still viable. Of. Ourse the fuel sippers get used more therefore more aircraft variety in use. Lonv travel for air cover, and all of a sudden people are covering ground attacks by upping wirbs and such with the tanks.
All in all, imho of what this game can be, this map tends to force it more, but still gives you a choice.
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Great map i think, I dont like the strat system on all maps, which is my only issue with the fester map.
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Here is a possible quick “fix” to the Fester map.
As I understand it, HTC can move strat objects round pretty quickly and re-publish maps.
If true:
1. Push the City and HQ objects to the back
2. Spread the objects apart (one issue right now is the City and HQ are lined up so a raid can destroy the city and three minutes later fly straight and then kill the HQ) .
3. Get HQ close to the 163 base.
4. Put City and HQ very close to resupply points
Just an idea.
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icepac the keyword is if somebody is watching. couple of years ago I spent countless hours waiting for the vtards to roll bases. I would kill the ords on some bases to make it easier for me to find out the base that was most likely to get hit on the knight side. I became friends with some of the vtards and i guess I was so successful at busting their noe's that they thought there was a spy among them. that really made me proud but on the other hand i would fight maybe 4 or 5 times a night. that was a high cost to me as I would spend way too many hours waiting.
now a days I am lucky to get 3 or 4 hours a week and I am sure as hell not gonna spend it watching hq or wondering if vtards or any other squad is doing noe's.
but you on the other hand have found out about gv missions and what not and yet care not to share with your countrymen while at the same time decided to help them on their mission.
so dont blame the others, blame yourself for it as we all try to count on whoever is on country to share info. it is a team effort, not a help the other side's team them blame your own country effort.
semp
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Not blaming anybody for my gameplay experience.
I have no trouble finding fights, strat raiders, gv spawn camps, ships to torpedo with pt boats, or any other of the many types of actions we have at aces high.
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Not blaming anybody for my gameplay experience.
I have no trouble finding fights, strat raiders, gv spawn camps, ships to torpedo with pt boats, or any other of the many types of actions we have at aces high.
I have the exact opposite experience, which happens to coincide with those times you are not online.
Your anecdotal experience is a small sample size compared to the very real gameplay limitations many of us experience...
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As far as dar is concerned the bar always shows when the enemy is outside of its dar ring or when a friendly is near to the con. . .
Not always. As understand it "bar dar" (aka sector counters), the red and green bars across the top of each sector are supposed to grow relative to the number of planes, both enemy and friendly that are above 250 feet AGL. Frequently, the bar isn't being updated, and you may look like you are flying into a sector with no enemy cons, and when you get there, there are several over 10K waiting for you. Knowing it's not possible for a p-51 to warp to 10k in the amount of time it takes you to get half way into the sector, you know it's a bug/glitch.
So your always should really be "should"
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off hours the map is pretty good. Just need them dar bar colours fixed. Not sure how that even happens thought it was a game thing and not terrain.
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I don't like how it's a 20 minute flight to resup the HQ.
It's unlikely though that HTC is going to take any action to fix the issues with the map while the new terrain engine is in the works. They've been putting all their resources towards that since all the terrains need to be updated to work with it anyway.