AA5 Discussion Thread (Renamed)

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  • [!ReDRuM!]Damian[!ReDRuM!]Damian Posts: 732Player
    Whiplash27 wrote: »
    I would take what's said with a grain of salt Rampage.
    ACI staff peddling how great Punkbuster is and how great ACI is when all they are trying to do is prop their own dying community?
    Must be why AirdaleOps, AmericsArmyServerAdmins and Punksbusted are no longer around? ACI and PBBans are on their last legs as Indie and AAA developers shun Punkbuster in favor of newever, better and more cost effective alternatives.

    And look how that worked out for those developers, their players getting banned for to good scores and get their privacy taken away by download files from their hard drives.. AA5 Definitely needs to get PunkBuster just because they give us the tools to work with compared to other anti-cheat systems.

    Also, don't start that fight again with ACI it's not for this topic. What has been said is in the past and we are going to keep it like that.

    Punkbuster hasn't supported a new game release since Battlefield Hardline (2015). There's zero chance that a game released 2-3 years from now will use it.

    That's because game company's want to limit your control over your own server(s), the same way as they are mostly not releasing dedicated server files and forcing you to hire the server from the selected host they made. But if the devs sign up for AA5 they will add it as any other game that signs up for it.
  • RollingInTheHurtRollingInTheHurt Posts: 200Player
    That's because game company's want to limit your control over your own server(s), the same way as they are mostly not releasing dedicated server files and forcing you to hire the server from the selected host they made. But if the devs sign up for AA5 they will add it as any other game that signs up for it.

    Short memory much?
    - The only AAO server you could ever play on was US Army Official servers. No clan or private servers.
    - Those AAO Official servers was administered by a 3rd party company, iAdmins or something and caused a lot of BS among the community.
    - Then came along the only Americas Army Honor server host you could rent off called GoAmericasArmy.com for AA2
    - Then came along Pragmatic who wanted people to pay $$ per month just for the privlage of have Honor activated on their server for AA2.
    - Now today we only just got Linux Dedicated Servers after what, 6 years of the game being initially released for AAPG?
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  • [!ReDRuM!]Damian[!ReDRuM!]Damian Posts: 732Player
    That's because game company's want to limit your control over your own server(s), the same way as they are mostly not releasing dedicated server files and forcing you to hire the server from the selected host they made. But if the devs sign up for AA5 they will add it as any other game that signs up for it.

    Short memory much?
    - The only AAO server you could ever play on was US Army Official servers. No clan or private servers.
    - Those AAO Official servers was administered by a 3rd party company, iAdmins or something and caused a lot of BS among the community.
    - Then came along the only Americas Army Honor server host you could rent off called GoAmericasArmy.com for AA2
    - Then came along Pragmatic who wanted people to pay $$ per month just for the privlage of have Honor activated on their server for AA2.
    - Now today we only just got Linux Dedicated Servers after what, 6 years of the game being initially released for AAPG?

    You missed the point of what we were talking about, the history lessons are cool though..
  • frankoffrankof Posts: 1,030Moderator
    ATM, i have only one question, will the UE4 engine be used to its max, or will it be used with the bare necessity's so that players with a abacus and a scribbling block will be able to start it?
    (like last time...dx9 and 32bit exe..)
    ss_4_frankof.png
  • [!ReDRuM!]Damian[!ReDRuM!]Damian Posts: 732Player
    frankof wrote: »
    ATM, i have only one question, will the UE4 engine be used to its max, or will it be used with the bare necessity's so that players with a abacus and a scribbling block will be able to start it?
    (like last time...dx9 and 32bit exe..)

    I sure do hope they stay away from DX9, I don't mind running a 32bit version. And UE4 is very stable performance wise so those scribbling blocks will be able to run it so far I know, unless they are waay waaaay behind in hardware then they should just get a new computer.
  • 4DChessGenius4DChessGenius Posts: 2,129Player
    edited August 2018
    frankof wrote: »
    ATM, i have only one question, will the UE4 engine be used to its max, or will it be used with the bare necessity's so that players with a abacus and a scribbling block will be able to start it?
    (like last time...dx9 and 32bit exe..)

    You'd obviously need to get up to date. Who actually even uses DX9 and 32bit anymore? I think Steam has stats that pretty much put almost every user is on DX11 or 12 at this point. In terms of graphics quality, you obviously want the game to look nice, but also it needs to be accessible to people on lower end PCs... but how low do you really want to go? Should I be able to play the game on a 5+ year old PC that's never been updated? How much will you sacrifice graphics quality to cater to such a crowd?

    Another question worth asking is whether Vulkan API is worthwhile over DX. Vulkan works on Windows and Linux. I think I've read it even works on PS4, Nintendo Switch, Mac, and even mobile devices (Android obviously being Linux based anyway). I'm not sure how it stacks up vs. DX in other areas, but it sure seems to make things a little easier to port to multiple platforms.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • frankoffrankof Posts: 1,030Moderator
    Whiplash27 wrote: »
    frankof wrote: »
    ATM, i have only one question, will the UE4 engine be used to its max, or will it be used with the bare necessity's so that players with a abacus and a scribbling block will be able to start it?
    (like last time...dx9 and 32bit exe..)

    You'd obviously need to get up to date. Who actually even uses DX9 and 32bit anymore? I think Steam has stats that pretty much put almost every user is on DX11 or 12 at this point. In terms of graphics quality, you obviously want the game to look nice, but also it needs to be accessible to people on lower end PCs... but how low do you really want to go? Should I be able to play the game on a 5+ year old PC that's never been updated? How much will you sacrifice graphics quality to cater to such a crowd?

    Another question worth asking is whether Vulkan API is worthwhile over DX. Vulkan works on Windows and Linux. I think I've read it even works on PS4, Nintendo Switch, Mac, and even mobile devices (Android obviously being Linux based anyway). I'm not sure how it stacks up vs. DX in other areas, but it sure seems to make things a little easier to port to multiple platforms.
    I think you misread my post..
    Anyway, atm UE4 only supports Vulkan with the phone render(as far as i know), but it would be nice with a different API than DX.
    And with nvidia launching hw support for realtime raytracing it would be nice if it was implemented from the start given the timeframe(3 years).
    By then most players should be able to get hw support for it(Intel would probably have their discrete card out by then)
    ss_4_frankof.png
  • [!ReDRuM!]Damian[!ReDRuM!]Damian Posts: 732Player
    frankof wrote: »
    Whiplash27 wrote: »
    frankof wrote: »
    ATM, i have only one question, will the UE4 engine be used to its max, or will it be used with the bare necessity's so that players with a abacus and a scribbling block will be able to start it?
    (like last time...dx9 and 32bit exe..)

    You'd obviously need to get up to date. Who actually even uses DX9 and 32bit anymore? I think Steam has stats that pretty much put almost every user is on DX11 or 12 at this point. In terms of graphics quality, you obviously want the game to look nice, but also it needs to be accessible to people on lower end PCs... but how low do you really want to go? Should I be able to play the game on a 5+ year old PC that's never been updated? How much will you sacrifice graphics quality to cater to such a crowd?

    Another question worth asking is whether Vulkan API is worthwhile over DX. Vulkan works on Windows and Linux. I think I've read it even works on PS4, Nintendo Switch, Mac, and even mobile devices (Android obviously being Linux based anyway). I'm not sure how it stacks up vs. DX in other areas, but it sure seems to make things a little easier to port to multiple platforms.
    I think you misread my post..
    Anyway, atm UE4 only supports Vulkan with the phone render(as far as i know), but it would be nice with a different API than DX.
    And with nvidia launching hw support for realtime raytracing it would be nice if it was implemented from the start given the timeframe(3 years).
    By then most players should be able to get hw support for it(Intel would probably have their discrete card out by then)

    I would not go for just Vulkan alone, but add it next to the option to play the game on DX12. The thing is that Vulkan runs better on AMD GPU's and DX12 runs better on Nvidia GPU's. We don't want to create the struggle in the new game like we have with AMD GPU's and the Flash Freeze in AAPG.
  • Hey.I.Have.A.GunHey.I.Have.A.Gun Posts: 641Player
    edited August 2018
    Another suggestion. Make this nonsense go away:





  • aaHollywoodaaHollywood Posts: 372Developer
    I sure do hope they stay away from DX9, I don't mind running a 32bit version. And UE4 is very stable performance wise so those scribbling blocks will be able to run it so far I know, unless they are waay waaaay behind in hardware then they should just get a new computer.

    While I have no idea about Directx, I do know that everything we do now is 64-bit.
  • [!ReDRuM!]Damian[!ReDRuM!]Damian Posts: 732Player
    I sure do hope they stay away from DX9, I don't mind running a 32bit version. And UE4 is very stable performance wise so those scribbling blocks will be able to run it so far I know, unless they are waay waaaay behind in hardware then they should just get a new computer.

    While I have no idea about Directx, I do know that everything we do now is 64-bit.

    In designing the game yes, but as far as I'm aware we can only run AAPG in 32-bit.
  • aaHollywoodaaHollywood Posts: 372Developer
    I sure do hope they stay away from DX9, I don't mind running a 32bit version. And UE4 is very stable performance wise so those scribbling blocks will be able to run it so far I know, unless they are waay waaaay behind in hardware then they should just get a new computer.

    While I have no idea about Directx, I do know that everything we do now is 64-bit.

    In designing the game yes, but as far as I'm aware we can only run AAPG in 32-bit.

    Huh, ok, didn't know that
  • [!ReDRuM!]Damian[!ReDRuM!]Damian Posts: 732Player
    edited August 2018
    I sure do hope they stay away from DX9, I don't mind running a 32bit version. And UE4 is very stable performance wise so those scribbling blocks will be able to run it so far I know, unless they are waay waaaay behind in hardware then they should just get a new computer.

    While I have no idea about Directx, I do know that everything we do now is 64-bit.

    In designing the game yes, but as far as I'm aware we can only run AAPG in 32-bit.

    Huh, ok, didn't know that

    I would love to check, but currently have a cooling fan blowing into my pc to keep it running because my power supply fan stop working :lol: but as far I know we launch our games in 32-bit and DX9. Which is oke, I mean it runs.
  • -[iG]-Leketiskis-[iG]-Leketiskis Posts: 127Player
    Hey.I.Have.A.Gun i watched your video in slowmotion (what is available on youtube), ofcourse in very low FPS, but you actually missed most of your shots, but ofcourse situation like these are possible, most of the time on Server side hit detection :) Thats why official servers have it on client.
  • 4DChessGenius4DChessGenius Posts: 2,129Player
    edited August 2018
    This is what happens when you have bad netcode. Don't be PUBG





    You joined the world's greatest army to become a graphic artist? Outstanding!
  • [!ReDRuM!]Damian[!ReDRuM!]Damian Posts: 732Player
    edited August 2018
    Hey.I.Have.A.Gun i watched your video in slowmotion (what is available on youtube), ofcourse in very low FPS, but you actually missed most of your shots, but ofcourse situation like these are possible, most of the time on Server side hit detection :) Thats why official servers have it on client.

    It's not only SSHD and CSHD issues, I personally feel it's also the netcode messing up sometimes. We were told months ago that they recoded the netcode, or atleast redone it. But I stayed sceptical about it because sometimes you literally see blood popping out the head and he walks away like nothing ever happened.
  • Hey.I.Have.A.GunHey.I.Have.A.Gun Posts: 641Player
    edited August 2018
    Hey.I.Have.A.Gun i watched your video in slowmotion (what is available on youtube), ofcourse in very low FPS, but you actually missed most of your shots, but ofcourse situation like these are possible, most of the time on Server side hit detection :) Thats why official servers have it on client.

    In the first video, I hit the first shot, missed the second, missed the first shot at flag, hit the second (which counted), hit the next one, would have hit the last one but it gave him the hit first.
  • AwbeeAwbee Posts: 19Player
    edited August 2018
    The comics are still available on the Comixology app and maybe somewhere else too? I think?

    Well, It's also available on the Google Play Books, too! Didn't you know that? I read it all and it was kinda interesting.

    "Didn't your mama tell you it was rude to ask too many questions, Captain?" - A CIA Agent in AA comics
    A W B E E, _B L U E _ W H E L P L I N G
    C O L D A R R A, _ B O R E A N _ T U N D R A
  • aaHollywoodaaHollywood Posts: 372Developer
    Awbee wrote: »
    The comics are still available on the Comixology app and maybe somewhere else too? I think?

    Well, It's also available on the Google Play Books, too! Didn't you know that? I read it all and it was kinda interesting.

    "Didn't your mama tell you it was rude to ask too many questions, Captain?" - A CIA Agent in AA comics

    I did not! Thanks!
  • RollingInTheHurtRollingInTheHurt Posts: 200Player
    - Native 64bit compiler.
    - Multicore Support (UE4 is still heavily single threaded from many reports).
    - Linux and Mac client support available from day one.
    - Linux Dedicated Servers available from day one.
    - Windows and Linux Dedicated Server binaries must be slim down optimised release ideal for VPS hosting. Encouraging global uptake of the game and ease of hosting for the public in developing countries.
    - Map editor made available from day one.
    - Keep using the STEAM platform. It works, its not broken, no need to fix it or reinvent the wheel.
    - Keep the STEAM workshop and downloading maps via the STEAM workshop.
    - Use the STEAM Beta Key System to conduct live public 24 hour game tests each month engaging the community. Finding out what the community likes or dislikes before you release a failure update pushing players away.
    - Much as I despise their elitist jerk circle attitude, keep the internal Beta team to conduct daily or weekly build tests including any specialised internal testing you Devs require.
    - Ingame VOIP must continue. Maybe you don't need to license Teamspeak anymore to save costs but instead use the VOIP system already in UE4?
    - Bring back the numerical Commrose that people who don't use VOIP can still communicate. "Smoke Em" "Down".
    - When you bring up the larger full screen HUD map it should have a grid reference overlay. New players or players who don't know the map may not know the common geographical names or location terms making it very difficult to relay a position or objective. Simple grid " VIP at Kilo 4, keypad 3".
    - Cross platform gameplay, port game across to Playstation and Xbox. Its a good marketing ploy and increases the "overall" player base keeping servers popular.
    - Give the console players Auto Aim Assist and lower fidelity game environment so they can keep up with PC gamers.
    - US Army Official Servers should be administered by Beta Testers and not left as the wild west of trolling and hacking.
    - Stop making cardboard cutout and dingy harry potter maps! For the love of god just stop!
    - My thoughts on anti cheat has been covered above so we don't need to go over that, but Punkbuster must be replaced.
    - Anti cheat be it screenshots, Demo Records, Data Mining statistics all need to be made public and available on any server. No more of that hidden away pushed under the carpet stuff.
    - Ingame Demo Records should be decompilable to the granular level so people can analyze the statistics inside . ie. Bullet Trajectory, Player Line of Sight, Aim Tracking and Percentage looking at an Enemy. A good example of this was used in the dying days of BF2 by the anti cheat community www.youtube.com/watch?v=GsvZ_d1vkhM
    - People found using cheats or macros should be perma banned. Anything that gives you an advantage over others or exploits a flaw in the game is a cheat and you should be perma banned. No questions asked.
    - Since its a free game and bypassing a ban is to easy. I recommend imposing a hardware ban but not like any other hardware ban. My idea is the anti cheat software scans your computer, gets all your devices serial numbers and OS key. Then once you get perma banned and you try and play the game again, If any one of them hardware device serials is detected then your new account is perma banned again. No more "ow ill just restart my modem for a new IP and change my NIC card mac address" to bypass a hardware ban and be undetectable everyone. Make the cheaters buy a whole new computer I don't care, and any computer they share parts with is linked back and banned too.
    - Honor, Ranks and Achievements should remain. The spacing and requirements for them are adequate.
    - The AA account website is great, has lots of detailed statistics but has one major flaw. It does not allow you to easily extract those account statistics via xml/json.
    - Make the AA accounts website more interactive by allowing people to create or link image signatures (like the old aaotracker days). Its a good way of getting free advertising when people use their AA stats signature in forums.
    - Bring back ingame ping and high ping kicker. I don't care what anyone says, high pingers lag servers and destroy gameplay for others with poor hit detection. It's nothing personal, people just want a good gaming experience is all.
    - Make hosting an Honor server easy by removing any and all registration requirements for server honor. Instead let the Auth Server determine if a server or player is cheating points by either killing everyone in a stupid short period of time or running a custom map that's giving out 1 kill = 10,000 points. Its not hard to administer such a system and would basically be self supporting. Also it encourages people to make custom maps and custom map community servers.
    - I know AA tries so hard to be an eSport and has throw a lot of effort into it over the years for little to no benefit. My advice is stop trying, your burning resources best implemented elsewhere. Build the game first, build the player base second, then implement tournament or eSport modes where you have the game and player base to support it.

    Be positive, work hard and embrace the changes.
    Because this is change or die for AA.
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