Joint Forces Teamworkday Discussion / Feedback

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K4on
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon K4on » Do 13. Mär 2014, 22:44

fecht_niko hat geschrieben: No admin in the first 40min...
maybe no [NEW]admin but I've seen a few 3dACs and ksk peeps having rights on PRSPY
fecht_niko hat geschrieben: Get your shit together guys, this is your server! Get more admins and players for this event because I wont do this again.
Or we simply stop it if there is no interest.
There is a discussion planned about that, how it goes on, on saturday.
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon fecht_niko » Do 13. Mär 2014, 22:49

What time?


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Fizzco
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon Fizzco » Fr 14. Mär 2014, 09:20

So it seems i posted in the map thread by accident. Also i heard Curry likes being afk :D
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[KSK]Ghostfool
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon [KSK]Ghostfool » Fr 14. Mär 2014, 09:44

Afaik Buschpilot was the first admin on the server, but i dont know when he joined. we dont need to start JFT that early when there is no admin who can manage the server. I usually dont play before 8pm, but if someone had told me that there will be no NEW admin online when the event started i would have joined earlier. I think its not that hard to make sure that atleast one admin is there when the event begins.
I know that NEW is a gaming-community and plays other games too, but its kinda sad that on an NEW event there are sometimes several members online but most of them playing other games. If we want that other clans join this event, seed and play 3 rounds there should be solid fundament of community members.

But it would be sad if you cancel the JFTD, Pr Community is quite small right now, its seriously bugged for ages so that you can only play the same maps over and over again (one reason i dont take part in that map vote thing that much), but NEW is solid server with a nice community and there are no other events that promote teamplay with mixed teams so we should try to keep this event going on.
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Ranzpirat
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon Ranzpirat » Fr 14. Mär 2014, 12:09

[KSK]Ghostfool hat geschrieben:[...]so we should try to keep this event going on.
+1
Lets find a nice date and time where a lof of willing people have time to discuss on teamspeak. Thats way better than forum discussions and most of the time more productiv. I think we all agree on that we want to keep this thing going but not in the state/behaviour it is right now.
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon fecht_niko » Sa 15. Mär 2014, 09:35

Heute 18 Uhr dt Zeit?
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Rage
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon Rage » Sa 15. Mär 2014, 10:01

sounds good!
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MrSherenai
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon MrSherenai » Sa 15. Mär 2014, 11:09

I cant participate in the meeting today but here are my few cents and suggestions to be discussed:

1. Date:

This has to be discussed once again in my opinion. 14 people voted for thursday but I rarley see more than a hand full on the server early enough to seed. So we either agree to start later in order to get more people to seed the server faster or we change the date completly. I think it would be best to play either at friday or saturday for obvious reasons. Playing late midweek is not acceptable for most of us. Most NEW players that seed the server are students, "normal working" members are usually not ingame that early.


2. Diversity:

Well, the current bugs forced us to skip nearly all maps that include non conventional forces. I want to be honest, I'm sick of AAS and all the same factions over and over again. Although we try to bring some diversity with different layers it feels like the same s**t every day. This does not only affect JFTD though but my general motivation to play PR. I know plenty of other players that feel the same so I'm pretty sure this affects the overall motivation to seed&play the JFTD too.


3. Mapvotes:

Our current "system" is bad IMO. It is confusing, takes too long and is not encouraging. My suggestion: We start a one week vote two weeks in advance of every JFTD so the maps to be played are set one week beforehand. This allows us to promote the maps early and hopefully gain some interest. My idea is to blacklist all map&layer combinations we played for the next two months, the remaining maps are then just shoveld into a poll on the forums. Everyone has 3 votes. The 3 top maps win and will be played. Of course this sounds like a lot of effort but I want to use a google spreadsheet for this process.

https://docs.google.com/spreadsheet/ccc ... sp=sharing

In there we simply add the last time played date to the maps and we can easily generate a list of all maps availiable for the next JFTD that takes into account whether they are bugged or otherwise restricted. Copy&paste that list into a new thread with a poll and you are done. It just requires someone or a small team to administer the data, generate a new poll and share the result on other plattforms. By blacklisting a map&layer combination we ensure some diversity gamemode, map and layerwise. We can still have a discussion of course to decide for maps or gamemodes that should be restricted in general due to balance or whatsoever. I did not include verhicle warfare layers for example because we dont want to play that gamemode at the moment. This can of course change later. This system is easy and flexible.

P.S: Have a look at the spreadsheet, I ticked all maps we dont play at the moment due to various bugs. That what I mean with same shit over and over again.
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon fecht_niko » Fr 4. Apr 2014, 08:57

Feedback 03.04.

Seeding with a small AAS Map works much better than Skirmish.

Hill: Nice atmosphere with the dark vietnam map. hard to balance because we played it during the seeding...

Black Gold INS: Balanced teams, very good COMMS with 3dac, WST and most of the publics.

Bijar: it was a bit too late because the previous maps took too much time, most of the clans were gone but still good COMMS with the publics.

All in all it was ok, but much better than normal public rounds. Admins reacting fast,.
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ELmariachi
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Re: Joint Forces Teamworkday Discussion / Feedback

Beitragvon ELmariachi » Fr 4. Apr 2014, 10:20

Erste Runde hat mir Null Spass gemacht.. Ich fand es war ein Fehler JFT mit 16-18 Spielern zu starten.. Von unseren 16 Spielern auf NVA Seite waren 6 Spieler AFK.. Wir hatten 2 Squads und ich war die ersten 20 Minuten damit beschäftigt Fobs zu bauen und mein Squad in der Ferne zu Kommandieren. Mumcoms war kaum vorhanden.. Erst zum Rundenende als etwas mehr Spieler jointen wurde etwas kommuniziert..

Black Gold hab ich dann Commander gemacht und die Mummcoms waren soweit okay.. Aber wir haben am ersten cache in der city 300! Tickets verloren, da wir 2 Draufgänger Squads hatten.. Spawnen-Sterben-Spawnen war deren devise.. KSK hat ne bombige CAS gestellt die dauerhaft im Einsatz war ohne downzugehen.. Fettgeile Sache KSK! APCs wurden von unseren NEW JUngs gemacht welche ordentlich die Inf supported haben.. Hat aber leider unterm Strich nicht gereicht.

Bijar.. hab nur knapp 30 Minuten Gespielt.. Server war nur halb voll und die Assets wurden von Affen gesteuert..

machi
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