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How an official video adressing the community should look like.....

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  • How an official video adressing the community should look like.....

    Well, the title says it in a way, this is how a developer and a publisher should treat the community that have nurtured, supported and, when necessary, disciplined them through all the years.
    The community that has allowed them to reach this point, not just by buying and agreeing, but sometimes by vociferously disagreeing and forcing them to do better.
    Not because they hated them, but because they cared.


    As a Combat Flightsimmer and veteran player of the flightsims of that particular dev, I recently came accross this and after all the bad stuff this year,
    with devs and publishers blaming and insulting the community, this felt rather heartwarming.

    Even if you have disagreements with them, it is hard to resist the lure of that loveletter to the community.
    It will even make the hardest hearted old Grognards soften to the company, if they know that they are appreciated by the company.

    Watch and learn, EA and DICE!
    Last edited by Wolf; 12-26-2018, 02:28 AM. Reason: Corrected Video linking

  • Borghir
    replied
    There is no better example of Developers and Players working perfectly together than Eve Online. I've never played the game (Not my type of game), but I enjoy watching some of their news.

    Leave a comment:


  • Wolf
    commented on 's reply
    You're welcome!

  • aileron
    replied
    That was an absolutely f ing awesome video. Thanks for sharing!

    Leave a comment:


  • Wolf
    replied
    Originally posted by isturbo1984 View Post
    Off-topic, but as a "combat flightsimmer" I wanted to ask if you have played any of them using VR and if so, has that enhanced the games greatly? I would imagine having full head motion in a cockpit would be killer in some of those games.
    No, I haven't had the budget so far to get both the VR headsets and the Computer to run something like DCS at a high enough performance.
    Also fence-sitting because the image clarity isn't that good as far as I've heard.
    And it can be tricky to use certain input devices, like the switches on the Warthog Throttle or the MFD Bezels with them on, as you can't see them.
    However I have also heard good things about VR Headsets, especially how Depth perception really helps in Landings, and in combat maneuvering close to the ground.
    One of the most interesting things I have heard is that it really helps with water landings. Not a big thing in most combat aviation....unless you suddenly have a hankering to fly the Rufe or the flying Porcupine!

    It's something I have "on the radar" but more for coming years.

    Edit: "Mover" talking about VR in DCS, seen from his perspective as a real-life ex-F/A-18 Pilot.
    https://www.youtube.com/watch?v=wae9YzQXJAQ

    He didn't like TrackIR or flying without headtracking before.

    So far I have been been using TrackIR as I have been for years.
    I'm also looking into a few alternatives like that one based on a accelerometer, the EDTracker.
    http://www.edtracker.org.uk

    It's game support is a bit small right now, and Falcon BMS is not supported yet, but it's something interesting, especially as it takes the whole ambient light problem out of the question.

    And yeah headtracking is a game changer, now if you have used it, disregard what follows.
    It's not that a Headtracker of any sort, suddenly makes you a better "Pilot" but it helps.
    I could hold my own against equally skilled opponents before using it and still dominated those in lower skill, but headtrackers have made it much easier.

    Even with trackIR looking for targets or using a HMD like the Shlem in DCS or the JHCMS in Falcon BMS is much more natural as you just look at a target to lock it up.

    Aside from that it frees up brain power for tactics, as you don't have to use your hands to look around and for your brain or subconcious to send a command to the hand to use the "POV Hat" to switch views but use your natural reflexes.

    It also really helps with situational awareness, as it gives you a more of a feel of how your aircraft moves, in a way the old padlock never could.
    Also since the camera stays fixed on the point you are looking at and not fixed on the angle to the pit it helps you with visual scanning, as your viewpoint doesn't move.
    Setting up for a run in on a ground target is a breeze with a headtracker, or tracking a Bandit in a fight.
    Same goes pretty much for ground combat like in Arma or even in Mechwarrior Online, even though the Cockpits there really restrict your view.
    But I can't count the ammount of times a quick look over the shoulder out of the side windows has saved me from a cored out back.

    And you're right, I would normally call myself just a Simmer........but that might cause some confusion outside a simming forum.
    Like: "So, you're a Simmer, does that mean you're playing The Sims?" or "So you like Flightsims, that means you must really like Airliners and FSX...."
    (Even more Off topic, but I like X-Plane and bush-flying when not throwing Combat aircraft accross the virtual skies. I just love the old-timey stick and rudder flying, and not have a controller constantly ordering me around! )
    Last edited by Wolf; 12-26-2018, 03:48 PM.

    Leave a comment:


  • isturbo1984
    replied
    Off-topic, but as a "combat flightsimmer" I wanted to ask if you have played any of them using VR and if so, has that enhanced the games greatly? I would imagine having full head motion in a cockpit would be killer in some of those games.

    Leave a comment:

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