Forum Rules 07/06/2016Introduction The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party. Section I: Posting Rules §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users. §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with. §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time. §4 Illegal Topics
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There is a Post Report system in place. If you notice a post that violates forum rules, simply use the exclamation mark icon below the users avatar image to send a report to the Moderation. We will then review this post. Your report will not be made public and cannot be linked to your person by anyone outside of the Squad Team. You will not be punished for using the Report system even if the report was false, unless you repeatedly abuse the system to spam it.
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Do not ignore or argue against Admin, Moderator or Dev instructions on the forum. If you have a complaint, as per §2, please inform the Team in private. You are expected to follow orders given by the Moderation, Administration and Development Team, and it is necessary for smooth running of the forum to respect their decisions. Being stubborn or ignoring warnings will lead to harsher punishments - however, we do not tolerate Moderator / Admin abuse of power / privileges, so do not hesitate to inform other Team members if you feel treated unfairly. §4 Bans and multiple accounts
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Showing results for tags 'squadchat'.
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Hey Squaddies! We're going to be doing another livestream on Twitch tomorrow, Friday, 4/20 at 7 AM Pacific, 1400 UTC. We'll have ChanceBrahh on to discuss mapping, including some of his work that you may have seen in the most recent recaps. Our channel is http://twitch.tv/joinsquad If you can't make it, we'll be archiving the chat for later viewing. If you can make it, come ask Chance some questions!
To be suppressed or not to be suppressed, that is the question. But is it a question or is it an answer? Watched the SquadChat 1 video/podcast and one of the ideas that actually really appealed to me was when SgtRoss talked about suppression and the state a professional gets into when getting shot at - and the incetivizing of certain player behaviour. Although he didn't spell it out, he did say that all the possible systems of suppression were thought of, so I thought it can't hurt to formulate it and share it - regardless of whether or not OWI has already discussed anything similar. Basically just a free-floating idea like any other post I make. Though I will make an argument. What I kinda understood from that part - how you might become more focused/efficient, while under fire, in real life, and how that is something OWI can't put into the game - that being "bounced around" or "blinded" by suppressive fire isn't a thing in real life and isn't fun in a game - you can't force the fear of death - vape nation The idea: Getting suppressed VS getting suppressed A.K.A Effects of suppression on the player VS Player behaviour alias 1 and 0 The effects of suppressing/shooting at an enemy Shooting drains Stamina Low Stamina increases Sway and decreases Sprint speed The effects of getting suppressed (bullets whizzing PAST you) Stamina debt - your stamina decreases for every bullet ^ and every action(sprinting, firing), but you don't receive any negative effects from it(sway nor speed), while suppressed. Current visual effect/abberation When do you stop being suppressed, ie when does the stamina debt kick in If you receive damage enough to make you bleed If you go into -1 Stamina; assuming full Stamina is 1, no Stamina is 0 - that way you can't sprint forever just because someone is shooting at you. If you reach the Stamina value you had at the moment when you started getting suppressed. What happens when you recover from suppression? Unless you recover by regaining your original Stamina value, you receive the penalty of the Stamina debt. If that puts your Stamina into a negative value you are unable to raise your weapon and can only walk or lie still prone - recharging Stamina mode - until your Stamina is at 0 again. (You can't self deplete your Stamina below 0 by running etc) When are you (not) getting suppressed? You are only being put into a suppressed state, if bullets fly or land next to your "spine", "Z axis". Bullets hitting cover in front of you? Not. Bullets flying "a head" over your head? Not. Bullets landing at your feet? Yes. Etc etc Suppose having a sort of Michelin man aura/hitbox around you... Additionally the faster you move the larger the Michelin man gets The bigger the gun the more Stamina debt each "near hit" imparts The Balance The idea is to give a player a simple choice when being engaged - by accurate fire A) Get into cover and wait it out, not taking any negative effects B) Engage back and risk losing Stamina if you're overwhelmed - making you a dead man unless you can A) right after Returning to the original statement: You can't make people sitting in front of computer screens in their homes be afraid of risking their digital life in a videogame, BUT you can reward the risk. It quickly becomes a twofold dilemma. Option A increases immediate risk, gives you an edge in the fight and presents you with the intermediate risk of being indebted to that bonus, if you make a mistake. In which case an ever more threatening risk of quick death comes soon after. Or in a good case scenario likely leaves you in a state where you're even less likely to succeed, if you have to repeat the process not long after surviving it. Option B lets the player minimize the immediate risk, but it also ups the intermediate risk of indirect fire. This then leaves the player with a new set of choices. Take option A and try to get rid of the antagonizer or fall back, decreasing the risk of both the intermediate risk of indirect fire aswell as the long term risk of encirclement, while introducing a new immediate risk of being stranded in the open with only option A while moving from cover to cover. I think this wouldn't be an altogether bad system. For one, it doesn't take any control from the individual player, but it puts all the power over to teamwork, just as well as an aimpunch system would, whether it's overwhelming suppression making a "rambo" option A player more than likely to get hit - brutally negating the bonus - or covering fire from your own squad, while taking the safest possible option of falling back and avoiding getting suppressed and being put into the situation above. It also has the benefit, in contrast to an aimpunch system, where a balanced amount of firepower between two or more squads trying to wipe each other out isn't subject to the "who shoots first" domino effect, where once suppressed the player is less and less able to suppress the enemy back. The crucial part being that shooting itself depletes stamina - making one player being able to continually suppress multiple players impossible if they manage to increase distance or being a decent distance away from the enemy to begin with. There's also no possibility of cheesing the system by shooting at an enemy behind cover and sending another person over to shoot him, while he is helplessly being bounced around or blinded by the bullets. Just my 2 cents
So I usually play with a couple friends and we talk to each other on a mumble server which is how I realized this problem was occurring. Whenever I press the default keys for voice chat (or any other assigned keys after the fact) the green or blue chat icon will display showing that my mic is actively transmitting. HOWEVER, whenever I speak, none of my teammates can here me. It's not a mic issue because mumble is working fine with my friends, it's only the in game chat.. I can hear everyone else, and no one can hear me. I'm trying to source out possible issues and resolutions because I can't play this game if I can't communicate with my squad. Thanks for any help received.