• Announcements

    • =VG= SemlerPDX

      VG Servers are Back Up! *UPDATED AGAIN* TS3 Server is back; PR and Mumble are online, Arma 3 Servers are online but still need VG specific missions and configurations, should be done before end of week...   04/15/2017

      UPDATE Sunday April 23rd:
      Most everything is back online now.  The PR Server is running, and Mumble is working.  We have not yet made PR Updates available in TCAdmin, but several more people have access to update the PR Server (including me) and there should be little to no server downtime from future PR Updates.

      I've installed a second PR Server and still need to expand the VG PR License for it - it can be used for whatever, but I called it "PR EVENT SERVER" to start.  I figured we might also want a development server for things like FastJack's PR COOP Insurgency Mission testing, and we will take care of that this coming week as well, if able.

      The Arma 3 Servers have been reinstalled, and they are running basic versions of their former missions.  They still need to be configured, but they will remain online until this happens during the week (when PITN gets time).  I've set up A3 Servers with a Steam Update button in TCAdmin, any Arma Admin can now update to the latest Arma version much faster and easier, and without needing to wait for a Head Admin.    -Sem

      Sunday April 16th 2017:
      I've just received an email from the Server Host in Germany.  They host the server that runs our TS3 and various game servers here including Project Reality, and Arma 2 & 3.  Apparently, there has been a fault with our server host, possibly a hardware failure or such, but all servers in one part of their data center were affected including ours. We do not have further details at this time, but unfortunately this means VG Servers will be down until we can regain access to our server.  We were not given a time frame estimate or specific details of what damage was incurred, and we do not know if we have lost any data that was on the server.  We've been with this host for many, many years, and we've had nothing but great connections and fast servers.  Clearly this is a rare occurrence and we need to be patient as we weather this storm. I feel particularly bad for our loyal Project Reality players who were very patient waiting for our server to get it's most recent update, and I wish I could do something immediately to fix this.  It's a sad truth that it is out of our hands for the time being as we await contact from our host, and get a detailed damage report and estimate of how long until we are online again.  Of course, I've contacted the other head administrators at VG and apprised them of the situation.  We will update you all as we get information. Thank you all for your patience and understanding!

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  1. Past hour
  2. Nice intro ! See you on the battlefield !! (Can you save me a drink ? )
  3. did my intro just because you did buddy. awesome playing in the 2 rounds today. hope to see you in the future!
  4. Today
  5. Hello and welcome to my introduction. This was inspired by "FatAlbert" and his recent introduction lol. Ive been playing for around 2yrs daily. Pretty knowledgeable, yet still an idiot most of the time. I enjoy making people laugh whenever possible. Have youtube channel dedicated to project reality. Mostly im online playing just to have fun. Im always willing to help out any new players with questions. PR is my escape for real life so Im usually drinking while playing so things will get wierd. Anywho, thanks for reading and ill see you on the battlefield!
  6. Its your birthday, Its your birthday, many happy returns!!

  7. I would like to mark one or two things. Firstly; it is about FOB. I think it is third day now since server backup, from what I seen, people are lazy. When I deploy a FOB and tell them to dig, they start digging. But as soon as the FOB pops up, they stop it and waiting. Either they don't know that they need to keep shoveling or they are SO lazy about it. I hope this will teach them a lesson. Secondly, it is about Razorwires. What is it purpose? Correct me if I am wrong but I think it is preventing enemy movements into a captured flag. I totally agree with what Hater says. I understand that. Addition to this, what Kavelenko says here, I believe those ones are the first one to leave the server for that. In the end, I believe there is no getting into middle side. I vote for standing in current changes and wait-see what will happen.
  8. I'm not trying to brag about what I did on other servers, but trust me when I say putting people on Bot side as an OPFOR is never a good idea. I could drive around T72 on Muttrah against 40 people on the US side and make their lives miserable.
  9. Yesterday
  10. The problem with putting people on OPFOR is that if certain people join that team they will wreck the humans. Until before certain players joined the OPFOR team time to time and took control of the bots drive assets but not kill people. However with the new perm update these permissions have been removed. Ted has been searching if hes able to remove the requirement for 3 people to shovel the fobs but so far no success.
  11. My worry is that players who play on the server when it is not quite so full will just leave for easier maps. I've seen this happen when they cannot deal with the armour on Banjam for example. Its the newbs who are the first to give up because they cannot get anywhere. If you want to make it a challenge for those 2-3 man squads, put a few experienced players on the OPFOR side and then see how successful they are.
  12. The changes are going to stay as they are for the time being as they have been active for less than 24h. We are going to run it as it is for couple of days and see how people adapt. Like Double mentioned, the wires were disabled for years until they got set back sometime last year. The reason they were removed is not the that people used to spam them around the flags, but the fact that bot inf keeps running into the wire until they bleed out, causing the bots, who manage to sneak past the lines to bleed out and therefore have no chance of retaking the flag that's completely undefended. Or flip their vehicles as they ram the wires at full speed. The biggest complaint I recieve over and over is that the rounds are too easy and end way too fast. That's why we are trying out these changes, so I ask for people to have some patiente, try out how the things work for a while and if the general population still wishes it to be reverted back, then it's not a problem and can be done. I just feel that if a 2-3 man squad can run around on the map, using only knives and a logi truck, throw down bunch of FOBs and capture all the flags for the team, then something needs to be done.
  13. You want feedback, it is a good thing. Do what you can to help make the game fun and more involving, but do so with respects to the server running with different sized populations - I was also an "off times" player when I was big in PR, and it was a big challenge - because if you favor one group on the server with your changes (peak time players when server is fullest) you risk losing a portion of your player base and server popularity. This is not Deployment, it's COOP, and fun changes that help are great, but beware that stressing too many Deployment rules could make it less of a casual version of PR; vehicle respawn times is a good example where it's best at 5 minutes for COOP and 20 for Deployment, and altering it would change the nature of the game. Just because you don't see certain groups (those who play during non-peak times) doesn't mean they aren't dedicated VG PR COOP Players. Be careful what tools you remove - and test your changes, if something needs a day or two to feel out, fine - but be sure you pay attention to all the constructive feedback and don't mistake all of it as merely an "aversion to change".
  14. First of all we do support your feedback but for now we will not go in to changing the razor wire back to instant construction as we would like to see how people handle it. If it proves that certain maps can not be finished without them been on instant construction that is if the server is low populated we will take a new look at this. In my personal eyes and many other the razor wire is now been used just to play in the hands of the limitations of bots. (they get stuck on them as where a normal player would drive around). If I am not mistaken the razor wire was block to be used up to the summer last year. So how did players manage it back then? And I surly see that it could be hard to play the map with less people and especially building fobs as try to get multiple people to shovel. However as the server is most of the time decently full we decided that these new features could be given a try. Other changes I would like to see are the Delay on Tanks on kashan as now the tank crew rushes to the mountains waiting for the parade of tanks driving out and thats GG round finished, sadly there are some other flags the inf have to cap but that is just a matter of time isn't it? However this is not suitable on low players either as it would pose to hard. So then are we going to shift every attempt to making the game harder for a +-30 people server not happen because if it would be underpopulated we get more resistance and possibly wrecked? I would LOVE to see the bots wreck us on default (in a non 360noscope way) so we as people need to work together to finish the map. What I wanted to say with this is that Yes some changes make the map hard on low population but we cant always shift the blaim to that. Like said in my original post we hope that the cooperation between players will increase. If this happens then the Gameplay would also be better, and so the changes will become next to unnoticeable
  15. When there is low server population I like to use wire to defend a flag so the squad can move up... We'll see how well 15 noobs do on Muttrah at the docks without wire on the gates.
  16. I just dont get it! What does it mean "too much"?! How do you judge that? Maximum is 10. Not 50! Sometimes it takes 3 wires to close down one single street. Is that bad to defend a flag with wires?! You know very well that people are hardly staying behind to defend a flag. And you will not change their behaviour by making the game more difficult. The server is not always full but only a handful of people that are outnumbered, being forced to use whatever necessary means to progress through the map. Why are you asking for feedback if you won't even consider it ? The engineer kit works on FOBs too. You can even lay mines with it
  17. The Fob on the flag is an issue as the FOB itself will not become spawn able and therefor the FOB itself is useless, other than giving the ability to deploy HMG AT ect. Like TEDF said the FOB could also be moved off the flag to a more suitable location thus making it spawn able and still giving you the ability to build things. @zero_tolerance_s The Combat engineer doesn't work on building FOBS (at least to my knowledge) but only for razor wire. The razor wire is a definite no as people spam them way way way to much. Maybe other than blocking off the flag some people stay behind and defend as it suppose to be. Personally i never use razor wire as i just move fast enough to the next flag to cap it before the bots can cap the other one. @Kavelenko Pending resigning the CO /SL that abuses the building/flaghopping. The issue is not only do they flaghop they make the game more unrealistic. Now its easier for people to just give up and respawn on the fob nearby rather then waiting for a medic. The whole goal of editing these features is it to keep the game interesting so we do not steamroll every map.
  18. All depends on map and number of cooperative players. Problem is that there are times that from like 5-20 people online barely anyone may be interested in actual shoveling. This leads to no FOB and no respawn for those newb... not experienced players (Muttrah, Jabbal, Beirut may serve as map examples). It is true that FOB and razor wire spam in the rounds with over 30 players (and at least several 'PROs') can be found anoying and boring but those restrictions are gonna make the earlier-later rounds with less players much harder or even impossible to proceed for weaker players .
  19. It takes aprox 3 minutes of continuous shovelling to build a FOB, using 1 engineer kit and 1 shovel. Its can be problematic to do this under fire. Probably it take less for a squad bigger than 2 people. However, it was impossible to build and maintain 3 razor-wire barriers with 3 shovels and 1 engineer kit, being under constant fire, as usually happens with razor-wires, given their purpose. We've spent more than 30 minutes shoveling, dying, respawning back, looking for kits, deploying new wires, etc., just to hold one flag. On Muttrah and other urban maps, this will not work. I believe that at least the razor-wire should be excepted from shovelling. Or the number of armours should decrease. Or a balance between the two.
  20. But don't we already have a rule regarding flag hopping? I think it comes under base rape but I concede there have been instances where some commanders were skipping ahead and building FOBs. Surely that is easily dealt with by admins who can resign the offending commander, and destroy those FOBs?
  21. Sound good to me. Good choice. Regards. Martin
  22. It's meant mostly for the currenct FOB changes, But I decided to throw other stuff in here as well. The main reason FOBs got changed was to prevent people from spamming FOBs on flags that were ahead of cap order by taking a logi truck, drive through the map, throw down bunch of FOBs and then call it GG. It's secondary purpose is yes, to encourage people to find more "suitable" locations for FOBs rather than just dropping a crate from the truck and throwing it down out in the open / middle of the flag. Heavy assets can be deployed up to 150m from the FOB so Idont see the issue with having a FOB a bit further away. No one is saying that it's illegal to build FOBs on the flags, we are just making it a bit harder since the main complaint I've got recently is that it's too easy and boring, so instead of turning the bots into 1 hit kill sniper machines, I decided to go a bit different route.
  23. For the sake of discussion, I don't really see why its become 'illegal' to build a FOB on a flag especially when a squad needs to defend that flag with assets such as HMG, Foxholes and TOW emplacements against heavy resistance or armour. What are we supposed to use against multiple TANKS and AAVs? Two AT kits? Personally I think the placement of FOBs on the flag or 200m from the flag depends on your philosophy as a squad lead. Some of us don't see the need to place a defensive FOB (i.e. the latter) while others just want to cap the flag and move on to the next objective, this may mean not building a FOB at all. FOB creation may also depend on the number of players on the server and the map. I'm all for Cooperative team play but being told where to not create a FOB is taking it too far, in my opinion.
  24. Will this thread be intended for discussion of any and all custom COOP mechanic changes/implementations on our server? Just want to know so that we can have a proper expectation of what to talk about here, plus a potential topic name change to encompass that purpose.
  25. Thank you to everyone - for the welcome..... I didn't get to complete my post. A neighbor stopped by....(the guy who got me started in PR). By the time he left, I had a "senior moment" and forgot what I was doing. hmmm I thought I tried to edit my name before I created this 2nd account, but I must have messed it up. And for the curious.... No I'm not fat... far from it. I almost qualify for "Senior communities" at my age I have always been a gamer. My first computer used 5 1/2" floppies and I played 'Murican football with X's and O's. I think I might have been one of the first people to get PR to work in 5760x1080 resolution - back in the day. Give me the alternate HAT kit and a crate....no more armor. 2011 screenshot Anyway, I'll just leave it at Thanks for providing a fun place to play PR. I am Oscar Mike!
  26. Last week
  27. Additional temp. test changes include having 2 specialized kits per team with 7minute respawn time and 1 minute cooldown between kit requests. Will also do few changes to the bot spawns and flag layouts on maps that have all but the main bases neutral. Feel free to post feedback on these changes and if you feel that something else should be changed or changed back as it was. The deployable weapons, such as AA / AT / HMG / Mortars cant be set to diggable as they tend to crash on COOP when someone jumps in mid digging.
  28. With the aim to have more cooperative gameplay on our server, it has been decided that FOB'S now need shovelling. This prevents the ability to lonewolf as CO or SL just to build FOBS, these where often way ahead of the capable flags and caused numerous new players to spawn on them, and by doing so get kicked/warned for flag hopping etc... We also hope that with the FOB's now require shovelling it puts an end to the, "build fob on the flag" and the "build a fob just to earn points for top squad" mentality. Due to coop limitations the HMG, AA, Morters and AT are not need to be shoveld. The foxholes and sandbags do not need shovelling as we find this to much of a change for the moment. However this might be changed in the future. Also due to recent spammage of razor wire this has been put on shovel mode as well. ( it's known that MEC is often lay called Mexicans but we don't need to build a "great walllll" on every flag to keep them out). We hope that these changes affect the gameplay and the cooperation between the players in a positive way.
  29. *UPDATE* Solar has updated the PR Server to 1.4.8 and we may be able to make the PR Server Updater available in TCAdmin to simple PR Admins so that in the future, as soon as an Update is released, a VG PR Admin may be able to login to TCAdmin and begin the Server Update immediately resulting in zero downtime for the PR Players. Solar is also attempting the same thing for PR Mumble - so that it can be stopped/started/restarted through TCAdmin by our VG PR Admin Team. Not as simple since PR Mumble uses Mumble + SQLite and another program called Mumo (which is a Python based program) - and he needs to make it so that it knows when one crashes so it can restart the whole set. We'll keep you posted! And thanks to SolarFlame for his dedication and hard work getting us setup again in all areas, and better than before, too!!
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