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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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The only difference I see, which Banks already has working, is everyone starting at the same time. People throw up examples like SEOW, etc., but soon forget that all that stuff was made by 3rd party. I do agree the GUI should be tweaked to be more user friendly and according to the devs it's something on the to do list anyway. But to simply say you can not play a coop now - a game where everyone can start at the same time on a server hosted on a player's PC, and enjoy a mission together is flat out ridiculous. The large majority of the people complaining about it haven't even tried to do it. They just jump on the sky is falling band wagon. And if you're more worried about the debriefing/AAR than the actual flying of the mission itself, then I'm at a complete loss of words. Everything else can be done (even the debriefing through some programming etc.) that you could do in old IL2 times 100. If some of the forum warriors would spend time learning the new instead of saying it can't be done, more people would understand exactly what I've just said. |
#2
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Hi Bliss are you flying coops then?
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#3
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No - I hate flying in coops and from an earlier post of mine, here's why:
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#4
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I thought as much.
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#5
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And why aren't you flying in them? If that's what you like.
It's as if you think dedicated land for DF servers is the bug free zone or something. People running COOPs, especially from the in game GUI, will have easily 1000+ less bugs than anything experienced in the dedi server environment. Trust me, I've tested enough through the FMB/in-game GUI to realize just how much crap doesn't work on the dos screen of the dedi server. That's why I completely stopped testing in-game (the mode where most of the stuff actually works) You guys wanting to run COOPs should have it 100x easier just because of this. But, yes, it would take someone more than 2 seconds to set-up. Clearly not worth the enjoyment for some. |
#6
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Again I don't get why you people are fighting against a simple GUI for Coops to make it possible for people like me who don't have a degree in computer programming to enjoy our game. |
#7
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If you would check out the MP section with what banks has done, 99% of the work is already done for you to fly a COOP. All you have to do is a copy/paste and add his script to your mission and set it up per your mission parameters. If that is too much to ask while the growing pains of the sim are being worked on, then I'm at a loss for words. All I see is excuses for something that could be happening right now, when in reality someone has already led you by the hand in showing you how to do it (literally in minutes). It's just like anything in life, you get out of anything exactly how much you put into it. It's much much much - Did I say much enough? longer to build a mission than it is to make it a COOP. And once you have it setup for the 1st time, then it's seconds every time there after for any mission you'd like to host. Imagine hosting a server where there is no such thing as a GUI at all - where every single command and action you want done needs to be all typed out and ran through commands. Gosh, I should've been complaining about that since day one. A dos window with 0, nada, zilch, GUI. OMG what do I do?? I guess I should start a post asking for a console window GUI that leads me by the hand, and I need it NOW NOW NOW or I can't fly my way!!!! Clearly all this time I've spent making this work has been for naught. All I needed to do was spend countless posts whining and complaining about it and I'd have my fancy GUI for the dedicated server instead of this non-functioning black dos windows with nothing I can click on to make a mission work. Boo hoo. |
#8
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Whether it's a dynamic campaign, or a traditional coop, you still get a briefing on what you're about to do.
The beauty thing about the traditional coop is that, yes, you are leaving an airfield at the same time, or spawn in with the "airstarted" cluster of bombers as a bomber or escort, and you're all on the same mission, together. You're not spawning in, 20/30min behind the cluster and are a solo 109 arriving at the front as the bombers are already approaching your coast. That! would be what a dogfight room leads to. The traditional coop that the original post in this thread was mentioning, is just an easier way to organize people along with other features like your accomplishments and such.. If anyone has half a brain, they know how hard it is to organize a bunch of people that are looking for some quick fun (just look at what becomes of some of these threads). Of course there are things that can be perfected with the old way we used to do things, with a FOW option for aircraft selection as just an example.. I don't think that anyone is necessarily asking for things to be EXACTLY the way they were, but a more user friendly system, and a couple of the old "bells and whistles" is what we hope for. Improving on a system that already worked. Last edited by JG26_EZ; 04-20-2012 at 03:38 AM. |
#9
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I hope you agree that running 'coops' within a normal server environment (e.g. ATAG) can overcome these limitations. Could please you post what you think about my suggestions in this thread http://theairtacticalassaultgroup.co...or-ATAG-server |
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