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    • =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!

=VG= Double_13

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Everything posted by =VG= Double_13

  1. 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.
  2. Yee welcome to the community see ya on the field
  3. 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.
  4. 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
  5. 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.
  6. Blazer if you still waiting for my introduction post that ain't gonna happen. Anyway welcome fatalbert to the community
  7. O nuus hes here. Welcome to the community and see ya on the field
  8. seems mumble needs a reboot
  9. Welcome, if if you still searching this is the steam group https://steamcommunity.com/groups/veterans-gaming hope to see ya on the battlefield.
  10. Yeee hater good luck you will need it
  11. Yes the maps have been made unplayable in single player to prevent spying beforehand. The event is meant to be that people have to adept to whatever is thrown at them. I would kindly suggest people to sign up for the assets as they are kinda need to finish the maps
  12. Welcome to the community, i do not recall playing together with you so I hope that might change soon anyway see ya on the battlefield
  13. The maps should be made avalible at least a day before the event. On the day of the event make sure to check this topic once again to obtain the password to the server. We have to lock the server as the rules of the PR licence states that custom content is only allowed on locked servers. Feel free to invite your buddy's and if you wish sign up for one of the asset slots. Please join our Teamspeak server on the event to get more information form the organisers.
  14. Yes there are maps needed to be downloaded in order to join. The maps will be made available once the final adjustments have been made.
  15. Day 13, Deathdealer still heavy farts from the sunday beans. The smell is so bad that no-lan rather pokes his head out the top dome to get sniped then having to endure the gas consentation inside
  16. for assets the main rule applies you not allowed to kick if the person doesn't have a mic. You are allowed to kick people out the squad if you are sure if one can't operate the asset correctly (especially applies for trans/cas) I find that at the beginning for inf squads the SL is allowed to kick people out to let others in. This as you can't invite 7 people to your squad but only 5 (game limitations)
  17. ananas
  18. I never made an introduction, (important people don't need one) :p. Anyway nice to see you on the forum, I have seen you online quite some times and I don't recall having a bad experience with you. Feel free to hop on TS and chat with us there, often there are 3 to 7 people on PR TS and many of them might be able to help you if you have any problems and or questions. Anyway see ya ingame
  19. Might be a suggestion but should there not be a commander signup as well. I think it is a good idea that the commander has some sort of battle plan/idea beforehand.
  20. Tank shaq tank tampa
  21. As for feedback. Op Phoenix Even thought we didn't came far I had a lot of fun running a squad. I think that not having any assets on this map was a main bottleneck in terms of transportation from base to city. The removal of the scopes was what made it more challenging. In the fields you got wrecked by the long range bots sniping but on short range it proved quite useful One of the downsides is the RP Despawning even if there is no enemy nearby. This is sadly not something ted could fix. Op black hawk down It is that ted and myself tested the maps and knew what's coming. I found that the deployment of other squads could have been faster as it was meant that the first flags should be rushed. The rest of the map was entertaining as people got overwhelmed by the enemy assets that rolled out. Sadly I missed MR Gary showing up to the battlefield. For suggestions. Swap 2 humvees for delayed troop humvees so they can do taxi service Streets 2 I had loads of fun on this map and I think the coordination in the beginning was good. However as the coordination got less so did the map progression. Later on people just started running of the map for fun or sat at main. I think we could have easily finished the map if squads kept coordinating. Jalalalabad Well the map was meant that people rush out the main and take the fight to them. However it seemed difficult for other squads to deploy and move out fast enough. This resulted in the main been baseraped by bots. I think that the bot assets should have been delayed a bit longer so the people who are not that fast have a fair chance of moving out. Overall it was fun as hell (mighty MP7) and I hope the next group of events will be even better. If any of you have suggestions and or comments about this event please tell Ted so he doesn't make the next event even more salty.
  23. Bump to top and a backup download link if the first one would fail like last time https://www.dropbox.com/s/9tfafvw48afoghe/Red_Tide_I.zip?dl=0
  24. its more at 1:15 but sure. I remember the round and it was fun as hell. Great vid